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Pojo's Duel Masters Card of the Day
 


Image from Wizards Duel Master site
 

  Chains of Sacrifice

DM04



Date Reviewed: 11.11.04


Constructed Average Rating: 4.00
Limited Average Rating: 4.50


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

Knives101 Chains of Sacrifice

Now here's a nice card. For eight mana you kill any two creatures, and send a creature of your own to the grave. If you run a Nature/Darkness deck then this is the card for you. Use Essence Elf, and Bronze Arm Tribe to play this thing turns sooner. Then just sac your Bone Peircer or Tribe. Nobody minds losing a 1000 powered weenie to kill off a fatty. Heck I'd even use this thing in Mono-Darkness. Just get Jack Viper into play and start bouncing cards back to your hand.

Rating: 4

Pojo
I like this card.  Creature destruction is always a nice thing. Your drawback here is the 8 casting Cost.  If you are running black, I think running 1 or 2 of these can't hurt you.  And if you draw it early, just play it as mana.  Your opponent will be more careful putting monsters into play if they see something like this in the mana zone late in the game.

In Limited, I believe this card is pretty much mandatory. 

Constructed: 4.00
Limited: 4.50


cecillbill

(Top 4 at
2004 GenCon
Championship)
Chains of Sacrifice

You’re looking at me going: “This spell sucks. It makes you lose a creature and costs 8 mana!” It costs a whopping 8 mana, but how does one usually solve surviving into the late game to cast expensive cards? Run sufficient stall, early removal, spell discounting, shield manipulation, draw/tutoring to fish it from the deck, mana gain, or some combinations of the above. To tackle Chains’ high cost perhaps one could chuck this spell into a build running mana gain that features Essence Elf. Losing one critter to rid my opponent of two very threatening creatures is a solid deal to me. Late game you’re probably setting across more than one fattie, and this spell can take care of them both. If I’m running any recursion, then I’ll have chances to recover my sacked creature. Otherwise, I’m forced to choose the least effective creature of my lot to say goodbye to forever—and that’ll most likely be the smallest hitter who probably isn't making waves at that point anyway. In the unfortunate event that I don’t have any creatures out when I play this spell—unfortunate because I hate when my side of the battle zone is empty—then only my opponent is losing something from the field. Of course, the less you have to pay for Chains or the sooner you can play it the better off you are mana/tempo-wise. The sooner you can bring it out versus a Light player, the better you are should an Alcadeias happen to put the brakes on your removal spell casting.

Strengths:
--Destroys up to 2 of your opponents creatures—your choice

Weaknesses:
--Costs 8 mana
--You have to destroy one of your creatures if you have at least 1 creature in your battle zone --If your opponent has only one creature out when you play it, then this spell is a more costly Terror Pit (8 mana + one of your creatures for 1 of his creatures)

Rating: 4/5. I know it's costly, very costly, but in the right deck one or two copies just compounds the amount of damage you can unleash on your opponent. For the Shadowclash event, if I'm running Darkness (which let's face it there's a good chance due to the card distribution across civilizations) and I pull this card then I'm running it. Period.
 

 

   
 

 

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