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Moxonomy

Convalescence

Enchantment1 generic manaWhite mana

One life per turn, and only once you have already dropped to 10 or less: the entire output is a trickle that switches off the moment you climb back above the line. That conditional gate is what defines the card, not a power level. It does nothing while you are healthy, kicks in only when a clock has bitten into your last few points, and stops the instant you recover, which makes it a self-limiting floor rather than a lifegain engine that compounds. The trigger reads more like a status check on your upkeep than an ability you build a plan around, and the cap of a single life per turn keeps it honest in an era when white was still calibrating how much passive lifegain it could safely hand out. It sits in a strand of late-1990s white design built around upkeep-triggered insurance: cheap permanents that asked you to outlast a race rather than win it, paying a small fixed cost up front for a drip that only mattered against decks trying to burn out your final points. The narrowness is the period showing: when an enchantment slot could be spent on something this specific and still earn a home in dedicated control shells looking to blunt a fast aggressive clock.

Convalescence (exo)
EXO · #5rare
Pricing
Normal: $0.27
Foil:
Oracle Text

Rules text

At the beginning of your upkeep, if you have 10 or less life, you gain 1 life.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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