Worthy Cause

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Worthy Cause

Instant

Buyback (2) (You may pay an additional (2) as you play this spell. If you do, put this card into your hand as it resolves.)

As an additional cost to play Worthy Cause, sacrifice a creature.

You gain life equal to the sacrificed creature's toughness.

SufferFromEDHD on Happy Easter

6 months ago

Clever use of changelings.

Betrothed of Fire neat engine. Nice work.

Worthy Cause worthy sac outlet?

Far Wanderings is such an awesome ramp spell. Pauper bomb. Primal Growth would fit your strategy nicely.

carpecanum on 100% Fair Burn Firesong and Sunseeker

11 months ago

Mark of Asylum so you don't die from your own board wipes. Chain Reaction will cause massive damage in multiplayer games. Maybe Purity?

I want to say Reaping the Rewards and Worthy Cause but you would have to really change a lot just to make those fit properly.

DoIStillLoveIt on Rebel Holler

2 years ago

Have you considered the infinite life combo with Task Force+Outrider en-Kor+ either Animal Boneyard/Condemn/Miren, the Moaning Well/Worthy Cause? I run it in my Lin-Sivvi and it's a nice way to buy yourself time to find the win.

koadmunkee on

2 years ago

Thanks, Bonsai. I'm in process of updating the deck. Shuko is a great suggestion to avoid dependency on multiple cleric. Swapped two of them in.

Good call on Worthy Cause. I swapped two of them in.

Considering adding Aetherflux Reservoir for win condition. Same mana cost as Test of Endurance but less $$ and can be used in non-white builds.

PlattBonnay on

5 years ago

Hells - Ive been playing both Throne and Arch mostly because I knew that I wanted one of them, but I wasn't sure which one was better. Im currently leaning towards Throne of the High City, being able to hide between Glacial Chasm makes it relatively easy to hold onto the monarchy, and if I ever do lose the monarchy I have lots of ways to recur the land and activate it again. Whichever one I cut will become another basic forest.

I cut Diamond Valley for Worthy Cause for two reasons. First, Phyrexian Tower is the better sac land for child, so if you were ever tutoring for a sac land it was almost always that one. And second, having a way to sac child at instant speed that can hide in your hand as well as get around nonbasic land hate has been very useful. The lifegain is nice, but its mostly just the best repeatable nonland sac outlet for child.

As for Bound, the card has been a house. It was something that I cut a while ago but definitely missed having access to. Being able to sac child as well as pick it back up in the same card is very powerful, and being able to regrow things at instant speed has been a wonderful tool for beating mass grave hate like Bojuka Bog or Rest in Peace. Occasionally you cast the Determined side of the card to cantrip or force Child through some countermagic, but a majority of the time I am casting it as a wrath + 5x Regrowth.

The cycle lands do a lot of work, being cantrips early, land drops for exploration openers, and in the mid to late game a way to get extra value off of Life from the Loam like you mentioned. They aren't there specifically for any one of those reasons, instead its the combination of them all that make them worthwhile. It is possible that seven cycling lands is too many, Forgotten Cave is the one that floats in and out of the list depending on my mood, it should likely just be another basic forest.

Boza on Super Smash Boros | Firesong & Sunspeaker EDH

6 years ago

"Whenever a white instant or sorcery spell causes you to gain life, Firesong and Sunspeaker deals 3 damage to target creature or player." Lifelink on WR spell does technically cause damage with this Minotaur Legend!

3 damage from the spell. That spell gains lifelink, so you gain 3 life from that + 3 from the text of the card.So you gain life twice from a white spell, giving you an extra 3x2 damage.

Righteous Confluence, if you choose the last mode 3 times, will gain you 15 life and cause 3 Bolts!

White redirection effects are particularly good - Deflecting Palm will gain lifelink and create 2 bolts in addition to its normal effect! Sun's Bounty is an awesome effect and combines well with Worthy Cause! Reaping the Rewards turns every Plains into a Bolt! Incidental lifegain like Blessed Alliance becomes awesome when you add a Bolt to it.

I cannot even imagine how much damage and life you will do/gain from Brightflame.

Warleader's Helix is also awesome - 8 life and 4+3+3 damage!

Boros Charm gains you 8 life, while letting you do 4+3+3 damage!

bonsai11943 on

6 years ago

Worthy Cause essentially acts just like condemn, for the same mana cost. The card art somewhat goes with 'cleric' theme too. And yup agree with Test of Endurance as a win condition. You might want to consider Felidar Sovereign as well? Though it's less efficient because of the higher casting cost.

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