Martial Glory

Martial Glory


Target creature gets +3/+0 until end of turn.Target creature gets +0/+3 until end of turn.

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Martial Glory Discussion

dooblydor on POLL: Which one of my ...

5 days ago

I'd vote for Boros Beatdown. However, you really need to throw in some better cards. For example, Wojek Halberdiers, Cerodon Yearling, Legion's Initiative, Iroas, God of Victory, Figure of Destiny are pretty much needed in the mainboard. Also, you should add Clifftop Retreat and Slayers' Stronghold to your landbase if you haven't already. Martial Glory should be a 4 or 3-of in the mainboard.

Mr_Radical on Can heroic be triggered multiple ...

1 month ago

Let's say I have a Phalanx Leader on the field, and I enchant it with Flickering Ward. Since Enchant Creatures are auras, and auras trigger heroic, Phalanx Leader's heroic ability triggers. But what if I pay one mana to return Flickering Ward to my hand and then I recast it on Phalanx Leader. Does this rule: "Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times." prevent that Flickering Ward from triggering that Phalanx Leader's heroic ability again? I know it keeps cards that target twice in the same rules text (like Martial Glory) from triggering a heroic ability twice, but what about cards that return to your hand? Also, would cards with rebound like Artful Maneuver trigger heroic twice?

tchau204 on I'll kill you first!

1 month ago

I could offer some advice on that, but you may or may not agree. The general premise is that although you may think all the cards are good, some cards are simply better than the others OR some cards cause your deck to be clunky (with respect to your overall strategy, which is to rush your opponent down).

If I had to pick 13 to remove quickly, I would take out:

Aggressive Mining - you don't have time for this

Dragon Mantle - you want to play playing more cards, not sinking your mana into a single threat in the first 4 turns of the game

Kismet - by the time you play this, you should have won already, or be very close to it

Racecourse Fury - this is just going to slow you down (1 land tapped to play it, 1 land tapped to use it.. that's a huge investment during turns 1-4 for what, haste? Just play another creature with that mana)

Heat Ray - very mana inefficient for a creature removal spell. It can't even finish your opponent off! Even Fireball is better, but regardless, this is probably not what you want to be doing with your mana.

Traitorous Instinct - 2 Act of Treason is sufficient already. You don't want to risk drawing too many of these in the early game - instead you want to keep drawing creatures and play them out, then finish them off with one of these Threaten effects

Dragonmaster Outcast - I know you won't want to take him out, but he doesn't fit your strategy. You want to win by turn 4 or 5, not spit out Dragons by then. Also, since your deck is not dedicated to ramping out lands, he's likely going to start churning things out even later than turn 6.

Lavastep Raider - there are better low-cost creatures to be playing than this. You don't want to waste time sinking 3 mana for a +2/+0 for one turn.

Divine Verdict - costs too much, and is conditional. There are many better options.

At this point, it starts getting a little more difficult. Clearly you want to keep drawing gas throughout the early game, so we shouldn't remove any more creatures if possible. Ideally, these sorts of decks will only play about 4x removal spells, and some number of burn cards, so for the last 3, I would cut:

Celestial Flare - costs 2 white, is conditional, and allows your opponent to sacrifice one of his shittier creatures

1x Pacifism - just too many removal spells already

1x Martial Glory - one of the weaker pump spells. You could get rid of Mighty Leap instead if you so choose.

Hope this helps!


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
Gatecrash Common

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