Martyr for the Cause

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Martyr for the Cause

Creature — Human Soldier

When Martyr for the Cause is put into the graveyard from the battlefield, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

AudderPop on Kalemne, Sitter of Faces

1 month ago

I'm surprised you're not running some cheap proliferate options like Grateful Apparition, Martyr for the Cause, Volt Charge, or maybe even Norn's Choirmaster. The fact that your experience counters aren't interactable for your opponents is a big strength for making sure that Kalemne doesn't get set back by removal :)

minisnow on Winter Is Coming

1 year ago

March of Otherworldly Light is probably not great in mono white.

Ghostly Prison doesnt make the pay for walkers, Archon of Absolution Baird, Steward of Argive

I think Inspiring Leader over Sigarda's Summons since it is in the command zone but if people target your commander then its probably the other way around.

Maybe cut:

Ugin, the Ineffable, Elspeth, Undaunted Hero, Contagion Clasp (although proliferate is good its not great for 4 mana in mono white)

Rebuff the Wicked although it sounds great, people pretty much only deal with walkers through combat damage so fog effects are better

Teyo, the Shieldmage although he has good effects he is the weakest walker so idk how many more you need to cut

You are currently at 14 ramp, not sure if that was the plan or not

Definitely Cut:

Unbounded Potential

Martyr for the Cause

Wanderer's Strike this one pains me because of the flavor, but 5 mana AND sorcery speed is too much

Balaam__ on I AM the Senate

1 year ago

Thanks amarthaler. Neat thing is it can be adjusted to lean more heavily into attacking/blocking creatures if you wanted to, still benefiting from proliferation—and for the same price. An earlier draft also used Martyr for the Cause and a few other tricks I don’t remember, all dirt cheap.

raefgall on Infect & Proliferate

2 years ago

This looks like it could definitely be scary once it gets going. Very dedicated to its theme.

From a general construction sense, it could probably use a few less lands, a bit more ramp and card draw, and a few less cards on the top end (the mana curve leans high).

Some good mana staples that would help and fit the theme: Sol Ring, Arcane Signet, Commander's Sphere, Fellwar Stone, Everflowing Chalice, Astral Cornucopia, Solemn Simulacrum, Fertilid, Gyre Sage, Rishkar, Peema Renegade, Incubation Druid, Rampant Growth

Since your goal is to get poison counters on ASAP (so that proliferate matters), stuff like Ichor Rats and Plague Stinger would be good additions. Grafted Exoskeleton and Phyresis can make it so some of your other creatures can contribute to the poison damage count. Viridian Corrupter and Relic Putrescence both give you a way to give poison counters while also serving as artifact removal of a sort.

For cards to potentially remove, there are a few that fit the theme, but may be harder to get the benefit from. Melira, Sylvok Outcast and Second Chance don't do too much for you. Door of Destinies doesn't really have a good tribe to name.

There is a sort of sacrifice sub-theme going on that doesn't feel like it fully pans out. The Arcbound creatures are on the expensive side and you don't have a ton of artifact creatures to move the counters onto. Plus, if they hit for regular damage, they're not going to contribute to your infect plan. Throne of Geth and Plaguemaw Beast give repeatable proliferate, but you don't have a ton of things that you want to sacrifice, or ways to get things back from the graveyard to recur them. Martyr for the Cause and Roalesk, Apex Hybrid are only really good if you get exactly Plaguemaw Beast.

Spell_Slam on Level Up

3 years ago

Considering that your blink spells are great with the teacher and Mulldrifter, but really bad with your level up creatures, I really wouldn't run 16 copies. I think cutting Acrobatic Maneuver, and Momentary Blink would be a good start. Maybe cutting 2-4 copies of Cloudshift as well wouldn't be bad.

In their place, I would recommend some Proliferate spells. They will fill a similar role as your teacher, though you'll have to get the first level counter on yourself. Something like Contentious Plan , Thrummingbird and maybe Martyr for the Cause could be interesting options for you. These could also be substitutes for Drift of Phantasms, which I think was only there to get your teacher, right?

You might want some other card draw like Preordain and Ponder to find what you need and smooth out your deck.

16 lands is also too few for your deck. Considering how many 3-drops you are playing, I think 22 would be more appropriate.

Epicurus on Humans, Humans, and more HUMANS!

3 years ago

Oh, also you might have enough stuff that gives counters to include a few proliferate spells. If so, I'd recommend Volt Charge, Martyr for the Cause, Yawgmoth, Thran Physician and Grim Affliction.

On a side note, it has always really bugged me that Martial Coup makes Soldier tokens, but not Human Soldier tokens. If it did, it would have been my number one suggestion. But it doesn't, and that stinks.

Anyway, ok, that's all I got.

multimedia on Ravos/Tymna commander

4 years ago

Hey, you're welcome.

To start, cards to consider cutting are lands since you don't need 41 lands in an Orzhov Commander deck especially since there's so many basic lands. Consider 36 lands? Next are creatures who don't have flying or other evasion.

You want to make some choices of the kind of creatures/theme you want to play. There's a small Vampire theme here with Captivating Vampire, Malakir Bloodwitch, etc. For these Vamps to be worth playing you need a lot more Vampires because without Vamps they don't really do much. There's many Vampires who have evasion therefore if you choose you could increase the Vamps a lot and make your deck more Vampire tribal then anything else.

A reason to cut the Vamps is there's many more nonVamp creatures that are better. Neither Tymna or Ravos are Vamps which makes the tribe overall less good, no tribal synergy with your Generals. If you choose to keep the Vamps then include a lot more of them or if not then cut them.

Cards to consider cutting:

I would cut all these cards, doesn't matter what direction for your deck you choose to go. There's better budget options for each one of these cards. Some cards such as Corpse Knight are good, but it doesn't go with the current strategy therefore I would cut it.

I don't recommend the Vampire direction, but if you want to play Vamps then I do offer advice for that direction.

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