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Moxonomy

Gerrard's Wisdom

Sorcery2 generic manaWhite manaWhite mana

A lifegain spell that pays you for not having spent your hand, which is the strange tension at its heart: it rewards exactly the player who least needs the reward. The deck holding seven cards is the deck winning the resource war already; the deck top-decking off an empty hand, the one actually under pressure, gains nothing at all, since the spell counts the hand after it leaves it. That inversion is why white never built around it as a stabilizer the way it built around symmetrical or board-based gain. The natural home is the opposite of a stabilizer: a draw-heavy controlling shell that hoards cards anyway and treats the life total as a secondary resource to be spent later, on painlands, on Necropotence-style engines, on anything that converts life back into cards. Read that way the spell is less a gain effect than a conversion lever, one half of a loop that turns hoarded cards into life and life back into cards. The sorcery speed keeps it honest, denying the end-step ambush that would let you bank a full grip and flash the gain in before discarding down. It asks to be cast on your own turn, on your own terms, which fits a card whose whole proposition is that you were going to be ahead anyway.

Gerrard's Wisdom (7ed)
7ED · #16uncommon
Pricing
Normal: $0.23
Foil: $10.77
Oracle Text

Rules text

You gain 2 life for each card in your hand.
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
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

2 sets
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