Absolute Law


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Urza's Saga (USG) Uncommon

Combos Browse all

Absolute Law


All creatures have protection from red.

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Absolute Law Discussion

shaistyone on Old, Hidden Gems in EDH

1 month ago

Love the ones already mentioned. Some of my favorites you don't see very often:
Absolute Grace / Absolute Law - people tend to shy away because of their variability, but they can be absolute beatings
Gideon's Intervention - brand new, but woefully underrepresented - drop it, name Nekusar or Purpohoros, and feel excellent.. lol
Soul Sculptor - this is a very silly card that functions like a veritable toolbox of creature control
Meltdown - Oh, the things I've blown up on turn 2 (Sol Ring, Mana Crypt, artifact lands, etc)

TehGrief on Protection regarding Global Effects

3 months ago

Among the group that I play with, we have encountered a troubling question which none of us can agree on an answer for.

The situation is as follows:

  • With Absolute Law active on the battlefield, its effect reads "All creatures have protection from red.".

And if we read the rulings:

  • " 702.16e. Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented."

We can assume all damage from red sources is prevented. So no target damage can be applied from spells or abilities.

In this situation; if we were to apply a global effect, such as an attacking Lord of Shatterskull Pass or casting Blasphemous Act where no targets are applied, does this bypass the protection ruling for preventing damage from red sources?

The reason we are curious is because the ruling makes it appear that it would simply sponge the damage. Though, effects like Wrath of God bypass "protection from white".


lilgiantrobot on Angels/Spirits/Humans

4 months ago

Two other angel themed enchantments are Absolute Law and Absolute Grace. They feature the angels from Voice of Law/Voice of Grace and does funny stuff to the board.

The Onslaught art for Pacifism is a nice piece of Akroma art.

lilgiantrobot on Angels from All Angles

4 months ago

My main suggestion would be to add more mana rocks so you can get your big angels out quicker.

For another angel themed card, Pacifism from Onslaught features a nice piece of Akroma art. And more cards Absolute Law/Absolute Grace also tie into your color protection angels if you want to expand that theme.

lilgiantrobot on The Halls of Protection

4 months ago

Veldt is out of your color identity, and 34 lands overall seems much to low considering you're running no real acceleration. I'd consider going up to 37 or 38, and adding few mana rocks.

Ghostly Prison/Sphere of Safety are powerful, and deter attacks towards you without you needing to use more resources.

Consider dropping the Circle of Protection enchantments for Rune of Protection: Black and its cycle. You're already mono-w so paying for it is still easy, but this cycle gives you the option to cycle. In a deck like this you're going to want the ability to get a fresh card if there is no red at the table, lets say.

Crown of Awe/Mask of Law and Grace may be overall better as Absolute Law/Absolute Grace. They do mess with the entire table though, so you may not want that.

miampizza on Karametra, God of Harvests

5 months ago

The Landfall ability indeed triggers along Kalametra's.

Some cards I would switch out include:

Abzan Kin-Guard 4 mana 3/3 lifelink is quite weak.

Aetherwind Basker Has no synergy with the deck.

Ajani's Comrade In my opinion Scavenging Ooze would be much stronger in terms of utility and reliability

Argothian Elder Land untap is useful if you're using many utility lands, which you are not. Could be replaced by any mana dorks like Elvish Mystic or Avacyn's Pilgrim

Aven Mindcensor This guy should stay if your playgroup is playing combo-heavy decks, otherwise he's useless

Blinding Souleater Little synergy with the deck

Salt Road Patrol Lacks utility

An-Havva Inn and Ancestral Tribute Very defensive cards, but Trostani, Selesnya's Voice or evenPelakka Wurm would benefit the deck more.

Angelic Blessing It looks rather weak compared to Collective Blessing orCathars' Crusade

Aether Vial A pricy card mostly used in tempo decks like Merfolks. Not very useful here since we should have plenty of ramp anyway.

Accorder's Shield Less synergy than say, Sword of the Animist

Chimeric Staff Looks like a weaker Chameleon Colossus to me.

Arboria Kinda goes against Karametra as a whole since you WANT to play creatures to pump out lands.

Absolute Grace+Absolute Law I mean, if you're only facing red and black, this should stay. Otherwise, it's an even deader draw than Great Wall.

Abzan Runemark Weaker than Rancor or many other boosting enchantments.

There might still be a few cards I find odd or out of place, but for now I'm slightly running out of time, so I'll proceed with some general must-have cards:

Sol Ring, Selesnya Signet, Command Tower, Oblivion Ring, Chord of Calling, Solemn Simulacrum, Tireless Tracker, Sun Titan, Eternal Witness.

Also wow Living Plane if you own one it's great, though if not it's quite the pricey card.

I can give you an extensive list of potentially great cards if you want me to, though tonight this is all the time I had, my apologies.

Ditryglove on Elesh Norn, Grand Cenobite

6 months ago

+1 Mesa Enchantress (you've got 19 enchantments and are complaining about card draw, solution found)

Possibly cut Absolute Law and Absolute Grace. They're miser cards at best. Light from Within or Crusade are probably better in general.

Warxuaroz on Making Eight-and-a-Half-Tails Great Again!

9 months ago

@Siq6Six: That is a lot but considering overall playtime it might be same since I play duel commander and the games are sometimes finished (rarely but still) in 4th turn. Just today I got killed by Kaalia and Master of Cruelties combo on turn 4.

Armory Automaton is really good except you need to remember not to steal opponent's Umezawa's Jitte...

I still need to see Sword of the Animist having some action since I never tutor it and rarely play it even if it's in my hand since I have some more efficient equips already in hand or in tutor's reach. Aside from that it really is a good card considering the amounts of mana the Fox needs.
Speaking of mana: how about an Extraplanar Lens? It is a great ramp even on turn 3 with a minimum of 4 available mana on turn 4, usually 6 though. It is good to have snow-covered basics for this unless you have an ally running plains in a multi-player match.

You made a good point about Duelist's Heritage, I will not be putting this in the deck because of it. As to Absolute Law -yes I do have two mono red burns and a couple of izzet cannons in my meta. But the most outraging deck AND in a quantity of 5 on one FNM is the Vial Smasher the Fierce. It really needs a ban in duel. Just because of this I put Purity and Spirit Link to my mainboard and bought Michiko. I believe Absolute Law would help me a lot.

Sword of War and Peace is a good one to have in the Fox. I wanted to put it in but I'm not sure if the lifegain and life-loss are efficient enough. It might really help against red decks though.

I found something pretty interesting: Howling Mine. Looks good only as a 2 mana draw engine but yes, helps your opponent as well. What if there was a way to tap it? Well, Inspiring Statuary! How cool is that! Not only does it cost 2 but also gives you one every turn with the Statuary! The second part of the combo is tutorable if you already have one in hand and a consistent double draws for 2 just blow my mind. Sadly, you can't tap your artifacts for mana anytime, but only when you play a spell. You usually do so in your turn though. And even if you don't, you'll have plenty to cast with the Howling Mine. What do you think?

Another mechanic I'm considering is infect. Lost Leonin and Inkmoth Nexus are pretty good imo. And the fact you can equip them and swing with unblockable 10 damage on one turn seems like a win con.

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