Arrows of Justice

Arrows of Justice


Arrows of Justice deals 4 damage to target attacking or blocking creature.

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Set Rarity
Gatecrash (GTC) Uncommon

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Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Arrows of Justice Discussion

pyksilite on Praise The Sun (needs advice)

11 months ago

First off, Divinity of Pride cannot be run with your current commander. The black may be an optional cost, but it's still part of the cards colors, and can't be run in a boros deck.

It looks like you're trying to stay pretty budget, so I'd suggest Fanning the Flames as a very grindy, burn win condition. If you can find ways to copy with things like Reverberate it can be a pretty powerful game closer. Along with that, having some mana rocks like Sol Ring and Thran Dynamo will be useful to get your commander out faster and build up a competitive late game mana reserve.

Something that you should remember when playing burn in commander is that while single target removal is important, if all your cards go 1-for-1, you're going to lose, because there are 3 cards for each one you have. Removal like Arrows of Justice just aren't going to deliver you enough value to win games. Consider more flexible options like Swords to Plowshares .

You also run a lot of fog effects for not having a ton of creatures. Maybe drop a few in exchange for more consistent removal and some good card draw engines. I heavily suggest Invoke the Divine and Return to Dust . I think you should also consider Sunbird's Invocation to supply you deck with the follow up it needs.

Overall you have a good start, and with a little bit of work this could be a really neat deck. Keep up the good work!

sonnet666 on [List] The MTG Weapons Arsenal

2 years ago

Don't stop now. I believe in you!

spacetear on Controlled Burn *Retired*

3 years ago

Soulfire Grand Master's last ability uses Hybrid Mana (an either/or mechanic), so there's no blue splashing involved. You could just pay . That's not the relevant ability though, it's the second one that gains life whenever instants or sorceries deal damage. A single Lightning Helix could activate your Angelic Accord. You could also replace some of the other less-fitting bits of the deck with more damaging instants like Lightning Bolt, Boros Charm, Arrows of Justice, Stoke the Flames, Warleader's Helix, Lightning Axe, Deflecting Palm, or mainboarding 4x Fiery Tempers. All of them would be doing double duty with Soulfire GM just sitting on the field.

I'd suggest stripping Lone Missionary, Thraben Inspector, and Wall of Resurgence for 4 Soulfire GMs and 4 instant damage spells.

As an aside, I'd also suggest removing the Boros Signets and Luminarch Ascensions to just triple/quadruple up on the other 3 enchantment spells. With the land you have, you don't need the mana fixing the Signets provide (if those are meant to provide MORE mana for the expensive angels and Gearhulk, Signet does nothing to help that way. A higher land count would be better). The Ascensions work off having a Fog effect, like Angelsong, Ethereal Haze, or Hold at Bay. Gaining life BACK after life has already been lost during a single turn would still prevent Luminarch Ascension from getting a quest counter.

DaringApprentice on

3 years ago

Nice deck! By the way, I think that based on EDH color identity rules, split mana cards with another color, like Arrows of Justice, aren't legal in a mono-red deck. Maybe replace with

clayperce on Dark Naya Meditation

4 years ago

Makes sense. Please note I've always totally built around Rith and have never done lifegain, so frankly my advice here is probably not that great! But I'm totally intrigued, so here are a few tentative thoughts: