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Pojo's Duel Masters Card of the Day
Image from
Wizards Duel Master site
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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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