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Worthy Cause 

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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* 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

Judge Bill

*Level 2
MTG Judge

*game store employee

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

Jeff Zandi

5 Time Pro Tour

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.
CASUAL:           2.5
LIMITED:           3.0

Ray "Monk"
* 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


* 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
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

Copyright 1998-2004


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