|Commander / EDH||Legal|
Printings View all
|Urza's Legacy (ULG)||Uncommon|
Combos Browse all
Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage.
Price & Acquistion Set Price Alerts
Martyr's Cause Discussion
2 weeks ago
3 weeks ago
With the pump effect of Legion's Initiative and the sac ability of Martyr's Cause, not to mention Warstorm Surge, you're going to want access to more creatures. Assemble the Legion and Goblin Assault will get you creatures every turn. Purphoros, God of the Forge will benefit from this as well, and provide another Warstorm effect. Bonus: he's indestructible.
1 month ago
I haven't observed the full list, but I vote Martyr's Cause to be the most flavorful card and also recommend Unhallowed Pact as another reanimation tool. I'll be back later to give this a better once-over.
1 month ago
Speaking of not getting hit, have you heard of Martyr's Cause? Someone swings at you with a lethal Uril, the Miststalker and a sacked token says no. And if you happen to mod towards enchantments, a Sphere of Safety might help.
I'm thinking about reconstructing a Marchesa deck. I currently have a 100% competitive, themed deck, and any suggestions will be welcome for the new build.
Commander / EDH
SCORE: 2 | 1 COMMENT | 127 VIEWS | IN 1 FOLDER
2 months ago
That rationale for Martyr's Cause does, in theory, make sense. However, in practice - and this is the main reason I'm looking for another sac outlet or two - I wouldn't ever want to be in a position where I need to do that, as I'd much prefer to sacrifice my Commander before my next upkeep so that I don't have to worry about losing all the tokens when he is removed (which, if he was still around along with the tokens, is inevitably what would happen). In fact, I'd be pretty reluctant to cast him at all if I didn't have a sac outlet out, unless of course I had another way to win regardless of that drawback (i.e. Purphoros, God of the Forge, and possibly a couple of other cards in here).
As for Spawning Pit, that's a card I had initially dismissed because I thought it was a little slow and somewhat mana intensive in the long-term, but that idea with Aura Shards is an interesting one, and I have noticed from playtesting (on this site's playtester, as I don't own all the cards yet) that instant-speed token generation is extremely effective, so with that in mind I'll have to make room for it.
Not sure what to cut, mind you. Possibly Amulet of Vigor, as it's only there currently for the combo with Omnath, Locus of Rage and Perilous Forays and, as it stands, one of the first upgrades I will make is to cut Omnath for Craterhoof Behemoth. However, it is nice - with all the ramp spells and all - to have the Amulet in so I don't lose momentum too much... decisions, decisions.
Another fine suggestion that is definitely appreciated (as is the upvote).
2 months ago
The value of Martyr's Cause in your deck is propably that it could protect your commander so you don't loose the sand warrior tokens, unless you want him to die so you could get more tokens when you cast him again.
I also found another sack outlet which is propably a better fit for your deck. Spawning Pit It lets you sacrifice your creatures at anytime and you could put in tokens whenever you want to (if you have enough creatures sacked). I think it would be really nice with Aura Shards because you have basically an 1 mana instant artifact/enchantment removal. I believe it is generally really good because you could trigger so many effects with it at instant speed if you need them.
I hope it is a usefull tip. :D
2 months ago
Unfortunately, as much as I want to use that card, my LGS has a house ban on infect, so that's out for me. Definitely an awesome card that would do some work in this deck.
I'd honestly forgotten that the Swordtooth even existed and, while I don't like that it's a dead body early game (not as though that will be especially relevant with the number of permanents I can make, mind you), it would be a good option until I can afford Azusa. However, before jumping in with it, I'm going to have to playtest and see how much my current "you may play an additional land" effects do for me before deciding if I even need another at all (I'll definitely get Oracle of Mul Daya at some point for its utility, but I'll have to see if Azusa truly is necessary).
As for the sac outlets, I already have High Market and Goblin Bombardment in the deck and, of the other two, I'm not sure Altar of Dementia s worth it as, while it's undoubtedly a good card, this deck mainly makes small bodies, so generally I won't be milling my opponents for a significant amount anyway (and if my creatures are big enough where the Altar would be useful, I should be winning the game by that point really). As for the Martyr's Cause, that is a card I did not know existed and it does interest me (at least until I can get something like Phyrexian Altar), but I'm going to think on it for a while so I can decide whether I think it's good enough to include or that it's simply too clunky (I want to be able to sacrifice stuff whenever I want to, but with the Martyr's Cause out it'll only make sense to sacrifice my creatures at certain times, which may not necessarily be ideal for me).
Appreciate the suggestions though, as they've given me a thing or two to think about.
2 months ago
The problem with Fanatical Devotion and Martyr's Cause is that outside of either the boonwevaer or hulk combos, they are basically dead draws. On top of that, since the deck is designed so that the creatures form recusion engines and the outlets provide value, neither of those two work with any other combos in the deck. Basically they seem useless here.
Natural Order isn't bad, but my problem with it is that you have to sac a creature to get value. This means that from a worst case scenario situation, it is nowhere near as good as a Green Sun's Zenith which can help me get back in the game. The fact that it's limitied to only getting green creatures as well is frustrating. I know GSZ has the same limitation but it is easier to cast, recurable and forms part of a combo.
I was thinking about lines to get hulk working and the best two I came up with (without having to add a bunch of situational cards) were:
Play Saffi and Hulk.
Sac saffi targetting Hulk.
Sac Hulk to a single use sac outlet (e.g. High Market).
Saffi ability triggers. Bring back Hulk.
Resolve Hulk's ability, getting Reaper of Flight Moonsilver - (you need to have delirium on line).
Sac Hulk to Reaper. hulk's ability triggers, getting Karmic Guide.
Guide's ability triggers, returning Hulk.
Sac Hulk to Reaper, triggering Hulk and getting Reveillark.
Sac Guide to Reaper.
Sac Lark to Reaper, bringing back Saffi and Guide.
From here you can loop so that you get back Hulk who can fetch something like Inquisitor Exarch. This line is ok, but you have to have Saffi in play and delirium online before you start to combo. total mana required on combo turn: 7. Total number of added cards to the deck: 3.
Play Saffi and Hulk.
Sac Saffi targetting Hulk.
Sac Hulk to oneshot sac effect. Saffi ability triggers bringing Hulk back.
Sac Hulk to Hauber, getting Karmic Guide.
Guide triggers, bringing back Hulk.
Sac Hulk to Hauberk, getting Reveillark.
From here you can form a loop with Reveillark, Karmic Guide and Demonmail Hauberk and looping Inquisitor Exarch for the win. Total mana required on combo turn: 9 (8 if you use wargear). Total number of added card to the deck: 4.
That being said, I personally prefer option 2 over 1 as the combo feels cleaner and doesn't impact the average CMC of the deck as much (plus Hidden Herbalists is good with Karmic Guide, Reveillark and Greater Good). Having a semi-tutorable sac outlet (on Hauberk) is not weak either. That being said, it's not the strongest sac outlet. Obviously the optimum Hulk line involves a sac outlet on a creature though. Without it, the lines are messy and there are a lot more dead cards in the deck than I would like to be.
I just feel like without access to cards like Viscera Seer or Carrion Feeder that it feels too much like running Protean Hulk is trying to force it because it's a graveyard combo package and it can be good. But without the support to make it work it just feels too clunky as you have to add sub-optimal lines. Ultimately it's about evaluating a card in the context of the deck. If this were a Karador, Ghost Chieftain deck I would run it without hesitation, however here I don't think it's worth the slot. It's for the same reasoning that the deck doesn't bother with the Boonweaver combo.