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Pojo's Magic The Gathering
Card of the Day
Image from Wizards.com |
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Worthy
Cause
Tempest
Reviewed November 17, 2004
Constructed: 2.7
Casual: 2.8
Limited: 2.4
Ratings are
based on a 1 to 5 scale
1 being the worst. 3 ...
average.
5 is the highest rating
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Card of the Day Reviews
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Chris
Gerhardt
*
game store owner in CA,
ShuffleAndCut |
Cause seems completely
indescript at first glance, and it's ability its
non-boughtback ability usually regulated to
Timmy and Scrub decks. But add in the
Buyback, and you have a formidable card, gaining
life for you whenever you have a creature that is
about to perish anyhow. So while you whittle
away at your opponent's life, you can stay even.
Nice.
A LOT of fun in casual
decks, and it will frustrate your friends and
other opponent's to no end...and isn't that really
the goal of the casual player?
In limited, a very
nice card and an early pick.
Constructed:
4
Casual: 4
Limited: 3
Current Price:
Worthy
Cause -
Tempest - $1.09
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Judge Bill
*Level 2
MTG Judge
*game store employee
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You guys probably played with this card's son,
namely, Starlit Sanctum. Well, before that and
Daru Spiritualist even existed, people were
playing that same trick with this card and Task
Force. Same result - gain a lot of life, and
make it near impossible for your opponent to
kill you.
Outside that deck, though, this has limited use.
A lot more exciting since the Sixt Edition Rules
change, but still not good for competitive
constructed outside of the one deck.
I'm sure this would find a good some in some
players' casual decsk.
Back in the day, when this was printed, there
was no "damage on the stack." Therefore, it was
bad when Tempest block was first played. It's
still sort of bad, as Tempest block limited is a
really fast format, but it has its uses.
Constructed: 4.5 (in the Life deck), 1.5
(elsewhere)
Casual: 4
Limited: 1.5
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Jeff Zandi
5
Time Pro Tour
Veteran
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Worthy Cause
This was an underappreciated card for limited play
during the Tempest era,
but a very good card if you bothered to try using
it. The relatively
inexpensive buyback cost of this spell made it
possible to use it less like
a traditional Magic spell and more like a
traditional enchantment or
artifact, allowing you to gain life for every
creature AFTER he assigns
combat damage but BEFORE he dies from combat
damage and is put into a
graveyard. (Actually, this clever move is only
possible AFTER Seventh
Edition rules came into effect, but it's a very
good trick just the same).
Worthy Cause never found much of a home in
constructed, its ability is
rather limited. Buyback makes this card twice as
good as it would be without
buyback, but still too narrow a card for serious
constructed play.
CONSTRUCTED: 2.0
CASUAL: 2.5
LIMITED: 3.0 |
Ray "Monk"
Powers
* Level 3 DCI Judge
*DCI Tournament Organizer |
Worthy Cause
While usable in
some of the infinite life combo decks, the card on
its own really is not strong enough to play at
all. While it conceptually could be played in
limited since it is an instant, turning all of
your dying creatures into life gain or fizzling
that really annoying buyback spell, it still isn't
strong enough to make the cut most of the time,
and I suggest against playing it.
Constructed: 2
Casual: 2
Limited: 2 |
DeQuan
Watson
* game store owner (The
Game Closet - Waco,TX) |
There always seems to
be one card every week that I like and one that I
don't like. This one is the one that I don't like.
I don't like spells that have this ability. I
never have and probably never will. Honestly, they
never end up in good decks. They end up in casual
decks that work once every eight to ten games or
so. And more often than not, those same decks end
up with a ton of rules problems to answer. So,
don't ever build a deck to utilize this card :)
Unfortunately, I do have to say that this card is
decent in limited play.
Constructed: 1.5
Casual: 1.5
Limited: 3 |
Paul
Hagan |
Worthy Cause --
For constructed play, Worthy Cause isn't worthy at
all. It has a weak effect, and one of Paul's Rules
of Deckbuilding is that if it doesn't help you win
the game, it won't make the cut into the deck.
Worthy Cause only slows your opponent down at the
cost of two of your resources (mana/card and one
creature), so it won't be in my deck.
Casual players might find more use for Worthy
Cause, as it can be abused with any combo that
allows you to pump up a creatures backside. There
are a number of those cards floating around, and I
have seen Worthy Cause giving people near infinite
life. You can probably also abuse it with any card
that allows you to temporarily take an opponent's
creature, such as Overtaker or Vedalken Shackles.
You get to steal them, abuse them, and then
sacrifice them to gain some life.
In limited, I might play Worthy Cause, but only if
I don't have a lot of goods hiding out in my deck.
It is definitely the 23rd card going in.
Constructed Rating: 2.0
Casual Rating: 3.0
Limited Rating: 2.0 |
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