Warmth
Enchantment
Whenever an opponent casts a red spell, you gain 2 life.
- CMC
- 2
- Mana cost
- Color identity
- W
- Rarity
- uncommon
- Set
- Classic Sixth Edition
- Price
- $0.72
- EDHREC rank
- #27609
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
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
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.
Explore
Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.