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Pojo's Magic The Gathering
Card of the Day
Image from Wizards.com
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Call
to Glory
Champions of Kamigawa
Reviewed October 7, 2004
Constructed: 1.8
Casual: 2.1
Limited: 2.8
Ratings are
based on a 1 to 5 scale
1 being the worst. 3 ...
average.
5 is the highest rating
Click here to see all
our
Card of the Day Reviews
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Scott
Gerhardt
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I'm not even going to
seriously review this card in constructed - it's bad
there unless you're running a REAL specialized deck,
and probably then you need to be on a budget.
In limited, though, it's
good. There are a few Samurai that can get a
little bonus, but the ability to swing with the big
guys, then untap them for a surprise block is very
nice. I don't think it will make every deck,
but I think it is a very solid card that can make
the 23rd slot with no problem.
Limited: 3
Constructed: 1.5 |
Chris
Gerhardt
*
game store owner in CA,
ShuffleAndCut |
In limited, it's first
ability by itself is a nice little trick. Untapping
your tapped big guy just when your opponent
thought it was safe to attack can be quite a nasty
surprise for him. The +1/+1 for Samurais
thing is just a bonus. In that respect, it's
geared more for the constructed field.
Though not something
you will likely see in tournament constructed, it
certainly could find a place in a fun casual deck
featuring Samurai creatures.
Constructed:
2
Casual: 2.5
Limited: 3
Current Price:
Call to
Glory -
Champions of Kamigawa - $0.00
Combos
Well With:
Samurais! -
Champions of Kamigawa - $0.00
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Judge Bill
*Level 2
MTG Judge
*game store employee
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A delicious little combat trick. For two mana,
you get to surprise your opponent's attacking
creatures into dying. And, if you're playing a
lot of samurai (which decks that are white in
Champions are prone to do), your creatures get
bigger. Guess which format I really like this
in, and which formats I don't so much care for
this in, since it's a dead card. (Dead referring
to either your creatures (UW, MBC) or you
(Affinity, Big Red, Tooth and Nail).)
Constructed: 1.5
Casual: 2
Limited: 3.5
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Jeff Zandi
5
Time Pro Tour
Veteran
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Call to Glory
In a limited format short on good combat tricks,
Call to Glory should be
just the right kind of card. After trying it a few
times, I now say that
it's not very good. This card seems a lot like the
uncommon Roar of the Kha
from Mirrodin, but Call to Glory is weaker in two
ways. The pump up ability
only affects Samurai, and that's a big drawback.
Secondly, white may simply
not be strong enough in limited play to dedicate a
slot in your deck to this
so-so combat trick. I can't imagine a reason for
playing this card in any
kind of serious constructed format except maybe
Kamigawa block later next
year.
CONSTRUCTED: 1.0
CASUAL: 2.5
LIMITED: 2.5 |
Ray "Monk"
Powers
* Level 3 DCI Judge
*DCI Tournament Organizer |
Call to Glory
While I must state
that the card is well priced, doing quite a bit
for W1, but dos it really do anything we want it
to do? Untapping all your creatures is a
sometimes-useful combat trick. Giving all of your
Samurai +1/+1 could also be handy as well, but
both of these things are extremely situational in
their usefulness, and while as a combination they
can be amazing, again, only in the strangest of
circumstances. So, if you buy a lot of lottery
tickets, play this card.
Constructed:
1
Casual:
1
Limited:
2
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DeQuan
Watson
* game store owner (The
Game Closet - Waco,TX) |
We know white weenie
can always be a threat. After this past weekend of
sealed deck fun everywhere, people realize that
samurai could be tough as well. So will this card
be good? That's simple. It just depends on whether
or not a good white weenie deck comes long that
uses lots of samurai.
One thing to note though, is that this card untaps
ALL your creatures, regardless of what type.
Constructed: 3
Casual: 2
Limited: 3.5 |
Paul
Hagan |
Call to Glory --
This card is acceptable, but nothing special. I'm
always in favor of surprise blockers, especially
since a fair number of Samurai have Bushido. I'm
also a fan of +1/+1 to all my dudes, but usually
in the form of Glorious Anthem or Crusade. All in
all, I think Call to Glory is an OK card, but I
don't believe it belongs in many decks, even those
which include a fair number of Samurai. It just
doesn't do enough to help you win.
In limited play, I think I might play this card
about every time I play white, just because you
don't *have* to have Samurai to make it good. You
get to Alpha Strike someone, and if it doesn't go
well, you can back out when they attempt to finish
you off.
Constructed Rating: 2.0
Casual Rating: 2.5
Limited Rating: 3.0 |
Andy
Van Zandt |
Call to Glory
Looks good... except for the "samurai" part. That
means it can be an
excellent combat trick... or it can be a mild
step up from a twiddle.
constructed 1.5
casual 2
limited 2.5 |
Chase
Secret Squirrel
on the
Pojo.com
Message
Boards |
Call to Glory
If you have samuri,
this is good. If you don’t, this is bad. This
could be a cool trick if you have enough creatures
to make it worth it.
It’s playability
will depend on the number of playable samuri. If
there are a lot, this could played.
The same goes for
limited, though it’s even more situational.
Constructed: 3
Casual: 3
Limited: 2 |
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