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Card of the Day

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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

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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


* 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

Judge Bill

*Level 2
MTG Judge

*game store employee

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

Jeff Zandi

5 Time Pro Tour

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
CASUAL:           2.5
LIMITED:          2.5

Ray "Monk"
* 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



* 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
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

 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

Secret Squirrel on the

Call to Glory

If you have samuri, this is good.  If you donít, this is bad.   This could be a cool trick if you have enough creatures to make it worth it.

Itís playability will depend on the number of playable samuri.  If there are a lot, this could played.

The same goes for limited, though itís even more situational.

Constructed: 3
Casual: 3
Limited: 2


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