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Moxonomy

Sacred Nectar

Sorcery1 generic manaWhite mana

Pure lifegain at two mana, printed when an early-era design philosophy still believed a card that did nothing but raise your life total deserved a slot in a starter product. That belief did not survive contact with competitive play. Four life for two mana, with no body, no card draw, no board impact, nothing that touches what an opponent can do: the effect reads as relevant to a brand-new player learning that life is a resource, and reads as a blank to anyone who has learned that tempo and cards win games. The teaching-set era was built around exactly that gap, introducing the shapes of Magic before the stack or instant-speed interaction entered the picture, and gain-four-life-and-pass is one of its cleanest artifacts: a card whose entire function is to demonstrate that spells can change your life total, without burdening a beginner with conditions, targets, or timing decisions. The design lineage that followed spent decades trying to make lifegain matter by attaching it to something else (a creature, a trigger, a payoff that converts life into pressure), precisely because the bare effect was understood to be a dead end on its own. As a teaching tool it is honest work. As a card to cast, it is the baseline against which "lifegain needs a rider" became settled design wisdom.

Sacred Nectar (7ed)
7ED · #37common
Pricing
Normal: $0.10
Foil: $4.50
Oracle Text

Rules text

You gain 4 life.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

6 sets
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