Decree of Justice
Put X 4/4 white Angel creature tokens with flying onto the battlefield.
Cycling (, Discard this card: Draw a card.)
When you cycle Decree of Justice, you may pay . If you do, put X 1/1 white Soldier creature tokens onto the battlefield.
|Have (2)||metalmagic , orzhov_is_relatively_okay819|
|Want (3)||mgalloro , Veneficus , simonridley|
Printings View all
|Masters 25 (A25)||None|
|Duel Decks: Elspeth vs. Kiora (DDO)||Rare|
|Commander 2014 (C14)||Rare|
|Vintage Masters (VMA)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Decree of Justice occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Decree of Justice Discussion
2 months ago
Your own list of Banned Cards mentions that Platinum Angel is legal in Angel Tribal, so I would suggest throwing that in.
Seraph Sanctuary is a pseudo-tribal Land, which should help with your life total. Not that you'll need it, but it's a nice option. Angelic Armaments makes any of your non-Angels into an Angel. Decree of Justice and Entreat the Angels makes more Angels on the cheap. Why those are legal and not Finale of Glory , I have no idea.
Parhelion II is an Angel Vehicle.
Serra the Benevolent is expensive dollars wise, but is straight up Angel Tribal because she makes Serra Angels.
4 months ago
6 months ago
You may want to look into making Angel tokens, in the event of wipes. I would advise at the bare minimum the enchantments and Moonsilver Spear as they can be activated every turn.
8 months ago
Thanks a lot for your input. I was quite busy those last weeks so I couldn't really pay attention to what was happening there, excuse the late answer.
Since I made it up with this first testing version - smthg like 3/4 months ago - the deck has faced several changes...
You are right about the curve; it was just too high, slow and inconsistent for the format. On the beginning, I wanted to stay on a midrange / tribal approach with a creature-heavy decklist that used Varina as an engine to put pressure on the opponent by creating dozens of zombies, adding a loot effect to ensure better late game options, but I must admit that it felt really casual. Some cards like Anointed Procession or Endless Ranks of the Dead that didn't bring on any kind of direct impact on the game when you cast them for such an high-cost proved to act like horribly weak tools against competitive DC lists I had the chance to confront to.
The idea of building up a control archetype revolving around Varina's ability to create an army in the late game you're suggesting seems neat, I may consider some changes in the upcoming week in order to see if it could be more viable than the actual list I'm running (both come quite close to each other, in terms of deckbuilding... the hardest part of it will be to find room for considering more lands).
I completely abandoned the previous statement of the decklist: every creature that didn't immediately synergize with Varina and every slower card have been cut. However, I think this tribal strategy could work nicely in an EDH (not competitive though) pod.
As you can see atm, even if it's still not great, I focused my objectives on a Cycling strategy. Transmute Artifact searches mostly for Fluctuator , but could be used to get any other needed artifact. I also tried Reshape and Fabricate for more consistency, but I felt like I didn't need all those pieces, as they relatively slowed me down when I preferred less specific tutors.
The main issue that's restaining the list is that even if you're able to cycle between 10/20 cards really quick, there's no valuable point at doing so. Varina's ability (token creation) is slow without great mana generators. And I didn't find something anything interesting as a combo/interaction that synergized with the initial idea of looting and that would provide me access to a large amount of mana.
Rooftop Storm is becoming clunky now, but it still got its powerplays. The obvious combo with Gravecrawler , Wayward Servant and Phyrexian Altar (I may reconsider Ashnod's Altar and Plague Belcher to fluidize its potential, if I manage to find them places).
Hollow One and Archfiend of Ifnir impressed me so far. You have less control on the board with this iteration than before, and they help greatly against aggressive decks. If they are too slow or not useful, you can just cycle them away. Archfiend of Ifnir is a bit overcosted though, if I discover cards that oils same kind of synergies at the lowest cost, I could replace it.
I tried the ''Decree Circle'' but none was good enough. Decree of Pain was slow and clunky, bad in most cases. Decree of Justice has nothing to do there, and wasn't worth the few times I was able to cast it. Decree of Silence is obviously the best Decree I can play in those colors. It was a blast against Control / Combo archetypes and a poor card when you face an aggressive / midrange deck. However, I liked its potential with Academy Rector and I want to give more playtest time (I could even consider Solemnity ).
Some cards underperform and are cuttable but I want to test them a bit more as I don't know what to replace them for. In this category >
Rebuild > I like when the cycling cards are playable on their own. This one is poor as we play a lot of artifacts. I never got in a situation where this was helpful. Could be nice with cards like Mycosynth Lattice , but I sincerely doubt about it being a convincing argument.
Vizier of Tumbling Sands > not a bad card on its own, but I got through situations where as good as the other cycling cards.
I certainly forget some factors, I will try to keep editing the list more seriously this weekend.
8 months ago
05 May 2019 updates:
Gideon, the Oathsworn > Mountain
10 months ago
Fierce Empath tutors for:
- Woodfall Primus - removal/finisher
- Sun Titan - Graveyard Recursion Value
- Harvester of Souls - Draw after board setup
- Izoni, Thousand-Eyed - Token Generation when yard stocked
Dimir House Guard usually tutors for:
- Price of Fame - instant speed removal + surveil. Cost reduced to kill commanders
- Guardian Project - Draw Engine
- Peregrination - Ramp
- Corpsejack Menace - Combo with commander
- Debt to the Deathless - Finisher/Lifegain
- Return to Dust Artifact/Enchantment Removal
- Marshal's Anthem Token enhancer
- Decree of Justice - small token spam / big flying token generator
- Teysa Karlov - Enhances enchantment engines (usually weak pick)
Mwonvuli Beast Tracker gets:
- Acidic Slime - Artifact/Enchantment/Land removal
- Woodfall Primus - Finisher / Removal Combo
- Harvester of Souls - Draw Engine
- Night Incarnate - small board wipe via -3/-3
Other tutors are Mausoleum Secrets (situational depending on graveyard) and Fauna Shaman (creatures - if she untaps)
Some cheap pieces to keep in mind are:
10 months ago
Coming soon Triumph of the Hordes
1 year ago
I don't think I have enough creatures to reliably use Descendants' Path without messing up draws of my other spells. Repel the Abominable seems redundant with the other means I have to protect my board state and I feel at only two colours of mana I don't need to fixing as badly as I need lands that enter untapped.
I would like to add in Silverblade Paladin and some form of equipment to provide a backup plan of commanded damage but I'm not sure what to cut or which weapon to add. I'm currently thinking of Frontline Medic being one of the dropped cards.