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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Spirit Bonds
Image from Wizards.com

 Spirit Bonds
- M15

Reviewed Aug. 13, 2014

Constructed: 3.25
Casual: 3.88
Limited: 4.00
Multiplayer: 3.50

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Deck Garage

Spirit Bonds

This is a clever way for a white aggro deck to fill out its ranks. The flavor behind it is cool, too, but honestly the Spirits' best use isn't sacking themselves to save others, it's flooding the board and benefiting from effects like Intangible Virtue or Paragon of New Dawns. With this on the board, you have that much less to fear from an Anger of the Gods or such, not only because your Spirits can save your non-Spirits, but because you can repopulate the board that much faster.

I am a little bothered by the way the card is worded, however. You get Spirit tokens by playing non-Spirits, but any Spirit can sacrifice itself for any non-Spirit. Imagine this and Geist of the Moors in the same deck: the Geist gets you a token, but that token can't sack itself to save the Geist; in fact the Geist can now be sacked to save some other creature. I wonder if there's a combo here...

Constructed- 4
Casual- 4.5
Limited- 4.5
Multiplayer- 4.5

Michael "Maikeruu" Pierno

Today's card of the day is Spirit Bonds which is a two mana White enchantment that allows you to spend one White mana whenever a non-token creature enters play under your control to put a 1/1 White spirit token with Flying into play. Also, for two mana you can sacrifice a spirit to make a target non-Spirit creature Indestructible until end of turn.
This is a very solid support card for otherwise non-token based swarm decks, particularly those with mass power ups to make the tokens a little stronger. The low cost is easily managed and works well with otherwise off tempo creature plays. The second effect is primarily for saving support or finisher units, but the relatively low cost should keep it in mind as a response. Overall this is a useful card that will see play, though possibly not often competitively as the play and mana usage slows down the aggressive builds it is strongest in.

In Limited this is an easy first pick in Booster as evasive token creation plus protection for your bombs in one card are both very powerful in the format. The flexibility is slightly reduced in Sealed, by needing enough White mana to keep it running, though it gives high value to White compared to some other rares.

Constructed: 3.0
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0


Deck Garage

Spirit Bonds

Some cards are easy to look at and tell if they are good or not. Others, you have to really try them out to get a good feel for how good they are. This is one of the second type.

It's easy to get lost in all this card can do. First, any time a non-token creature enters the battlefield, you can pay a white mana to summon a 1/1 flier. This, in and of itself is pretty good. I can imagine playing this in a white weenie deck and quickly overwhelming the opponent with lots of little creatures. Also, if you'll notice, this doesn't require you to CAST a creature, only that it enters the battlefield, meaning if you have a way to blink creatures in and out of the battlefield (i.e. Skybind?), you can use this then as well.

Secondly, if you have 2 mana available, you can save your best creature from removal at the cost of sacrificing a spirit. This could be useful when a Supreme Verdict or another board sweeper is played.

I really haven't had the chance to play with this card much yet, so I could be wrong, but I think this might not quite be good enough for a serious constructed deck, but will work very nicely in a dedicated casual or commander deck.

In limited, this is pretty much a bomb, since you'll undoubtedly be casting creatures to trigger this, and making a steady stream of flying creatures is more than most decks can defend against.

Constructed: 3
Casual: 4
Limited: 4.5
Multiplayer: 3.5

David Fanany

Player since 1995

Spirit Bonds

I like how closely the mechanic of this card matches its concept: the creatures bring along a spirit ally, and the spirit allies protect the creatures. This is much more successful as flavor based design than going "Look! It's yet another hydra! And hydra is a Greek word!"

Note that the ability that grants indestructible lets you sacrifice any Spirit, not just one of this card's tokens. This means that it actually goes into the Innistrad white/blue geist deck too, and makes Drogskol Captain even harder to deal with than before. If it feels odd to sacrifice a ghost to make a second ghost indestructible, don't forget that you were previously allowed to use Moorland Haunt to exile a ghost from your graveyard to create a different ghost. Conventional "logic" and ghosts do not always mix.

Constructed: 3/5
Casual: 4/5
Limited: 3/5
Multiplayer: 3/5

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