Warmth

Enchantment

Whenever an opponent casts a red spell, you gain 2 life.

CMC
2
Mana cost
{1}{W}
Color identity
W
Rarity
uncommon
Set
Classic Sixth Edition
Price
$0.72
EDHREC rank
#27609
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Warmth card art
Warmth gains you 1 life per white spell cast — by anyone — which in a white-heavy Commander pod means a slow drip of life total that compounds over a long game. It's a niche enchantment that earns its slot almost exclusively in dedicated lifegain decks and is dead weight anywhere else.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Warmth is legal in Commander, Legacy, Vintage, and Oathbreaker, but its competitive window is essentially zero outside of Commander. In Legacy and Vintage the effect is irrelevant — games end too fast for 1-life increments to matter, and no serious deck wants a two-mana do-nothing enchantment. Commander is where Warmth has its only real argument: white is the most popular color at the table, so the trigger fires frequently, and lifegain commanders like Oloro, Ageless Ascetic or Karlov of the Ghost Council can actually leverage the accumulation. Even there, Warmth competes with strictly more powerful lifegain engines and rarely makes the cut.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.72 bulk tier

At $0.72, Warmth sits at the high end of bulk — it's not a throw-in-any-pile card, but it's not commanding real demand either. Supply is low enough to keep it off the true-bulk floor, but don't expect the price to move; it's a narrow card with a small audience.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.