This is Grave Pact for all nonland permanents.
Pop a Spellbomb? Everybody sacrifice an
artifact. The creature you played an Aura on got
killed? Everybody sacrifice a creature and an
enchantment. You used Gideon Jura's +2 ability
and didn't block? Everybody sacrifice a
planeswalker. You lose your Bitterblossom?
Everybody sacrifice an enchantment... or a
tribal. The combo potential is brutal, as is the
incentive everybody at the table suddenly has
not to aim their kill spells your way. The only
issue is that it costs six mana. You'd better
make sure that you have plenty of permanents
already when this hits the table if you want it
to actually do anything.
The first time I read this card, I thought it
worked like Karmic Justice, and needed your
opponent/s to actually do something before it
triggered. Now that I actually own one and have
looked at it more carefully, it's even more
insane. Need another reason to play Greater
Gargadon? Need to blow people out in ridiculous
style with Bloodthrone Vampire? Need to recover
when your group decides to grief your
Enchantress deck with Back to Nature? Look no
further, guys. It may not be the absolute most
powerful thing you can do for six mana, but
there's nothing like the threat of losing every
card they control to make people re-evaluate how
much of a threat you are.
Magic The Gathering Card of The Day: Martyr’s
Bond
Welcome back readers today’s card of the day is
Martyr’s Bond a white gravepact style
enchantment that punishes players not only
for creatures but other nonland
permanents. In standard, extended and limited
this card wont see much play although in limited
it would be decent. In legacy this card is too
expensive and mana intensive to see play,
perhaps in a mono white stax style deck focused
on punishing opponents with mana denial and
other forms of denial, at six mana I
don’t see it making a huge impact.
In casual and multiplayer this card is amazing
not only is it a deterrent to other players but
it has combo potential. A white gravepact is
amazing and can punish people making this an
amazing casual and multiplayer card. Not much to
say beyond how obviously powerful it is and its
combination with sacrifice effects overall a
solid card with a plethora of casual
applications and possible play in competitive
formats.
Today's card of the day is Martyr's Bond which
is a six mana White enchantment that has each
opponent sacrifice a permanent whenever you put
a permanent with a matching type to graveyard.
Legal only in Commander, Legacy, and Vintage
this can be a very powerful card in multiplayer
when supported by cards that can be sacrificed.
The higher cost keeps it from really standing
out in Legacy or Vintage as it will likely enter
play a bit too late to make a big impact as
quite a bit of the back and forth removal will
happen earlier in the game. Even then
anything an opponent destroys may cause them to
sacrifice something which can turn Martyr's Bond
into a steady supply of card advantage, removal,
and psychological warfare if the game drags on.
As that scenario isn't guaranteed, it should
hold up better in an environment with multiple
opponents as despite making you a target other
opponents may be less costly to focus on.
Overall an interesting card with some potential
to see a mono-White sacrifice deck built around
it, but is held back by the casting cost.
Welcome to another great
card of the day review, brought to you by
Pojo.com! This time around, we are looking at
Martyr’s Bond from Commander. Martyr’s Bond is a
white enchantment that costs four generic and
two white mana. The Martyr’s Bond says whenever
Martyr’s Bond or another non-land permanent is
put into your graveyard from the battlefield,
each other player sacrifices a permanent of the
same type.
This card is so nice at controlling where destruction
spells will go, and limiting the threats of
attacking. No one will want to attack, or toss a
destruction spell your way if it means that they
lose something as well. And an all out assault
could end up costing your opponent more than
they would benefit.
But perhaps the best way at exploiting this card is
running it in a white and black deck, and use it
in combination with Gravepact, with a bunch of
creatures that you can sacrifice for effects.
This would ultimately grant you a benefit for
one creature, while your opponents would lose
two. It is hard to win when you lose that many
creatures.