Evincar's Justice

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Tempest Remastered Uncommon
MTG: Commander Common
Tempest Common

Combos Browse all

Evincar's Justice

Sorcery

Buyback (You may pay an additional as you play this spell. If you do, put this card into your hand as it resolves.)

Evincar's Justice deals 2 damage to each creature and each player.

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Evincar's Justice Discussion

Bierbaba on Heavenly!

4 days ago

mach auf jeden fall rein: 1. Phyrexian Arena
2. Archangel of Strife 3. Bloodgift Demon o.. --> Carddraw; 4. alles aus dem Sideboard

Rausmachen wrde ich: 1. Syphon Flesh 2. Evincar's Justice vielleicht 3. Thunderous Wrath 4. Reiver Demon

Ruffigan on U/W Combo Pauper

4 days ago

Hey, I posted this on reddit as well:

Check out my list of Retraction Helix/Banishing Knack combos for more options.Looking over the deck, seeing as you are using combos, I might add Merchant Scroll to help tutor for Helix/Knack.

With so few counterspells I think your biggest weakness is going to be to black, specifically Evincar's Justice, Pestilence, and Crypt Rats. You have a plethora of enchantments that buff toughness though so you're probably good, just wanted to put that out there.

Another thing I noticed is the abundance of tap lands you have. I think with the number you have you are guaranteed to draw one in the first three turns which could cost you momentum/the game if you get one at the wrong time.

One more thing: Dark Sphere was only ever printed at Uncommon so it is not legal.

Sliver_God on White Tokens

2 weeks ago

Icatian Javelineers are very meta dependent. They are either great or terrible. In the games that I sadly reach 4 mana, they make a great target to Enchant with Hopeful Eidolon. If they aren't working for you, replace them with the Souls, or perhaps a 2 power or toughness creature. Even Doomed Traveler is a decent choice if you're expecting a lot of Black or Red.

4x Battle Screech= worth it. Very good in so many situations! The only downside to this card is its monetary cost.

4x Triplicate Spirits= too much. Amazing when you can convoke all or most of the CMC, but terrible when you draw into it and have no creatures and few lands.

Ramosian Rally is amazing and great if you can keep surprising your opponents with it, but 8 pump spells has been too many in my humble experience? 6 seems to be the sweet spot, unless you're playing counterspell-heavy meta in which case I go up to 7. The problem is drawing into pump spells when just one more creature would have closed the game in your favor, which happens more than I like to admit.

Crimson Acolyte is immune to Galvanic Blast and Lightning Bolt not to mention Electrickery-- And can grant this immunity to another creature!

Obsidian Acolyte dodges Evincar's Justice, Crypt Rats, Doom Blade, and blocks Gurmag Angler for free!

The great thing about these two cards is that they are can help you go wide and be pumped, unlike the harder-to-remove Circle of Protection spells. Just be sure you don't play them into a situation that makes them vulnerable to Edicts.

Journey to Nowhere is almost certainly the best removal card in White for Pauper. Every once in a while you simply must get rid of a Fangren Marauder or a Thermo-Alchemist or something.

Suture Priest is great if you're expecting other creature matches, especially things like Elves or Goblins.

I've never had the luck to get 3 lands and Dust to Dust early enough for it to count against Affinity. I prefer Sundering Growth for that effect, hitting their blockers or lands early and helping me go a bit wider simultaneously.

In all cases, test for yourself and see what fits your style and experience better!

fasmith718 on Black Sales at Sunset

2 months ago

Based on my play experience I find that I often side in my fourth Chainer's Edicts for the card value, and side out a number of Geth's Verdicts in favor of hand disruption/targeted removal. I also have wanted sweepers more often as I run into Kuldotha Boros, Saproling decks, and decks that employ MBC countermeasures like undying creatures and cheap edict fodder. Sweepers are also good at clearing the way for edicts against Bogles, fairies, stompy, elves, and are better against decks like goblins as well.

Wahrghoul84 on G/W Hexproof

3 months ago

@Von.Banamaor my local meta is really control heavy. That's why single spelling is such a bad thing. Your angle of running them out of counterspells isn't going to work when they have so much card advantage and our deck has almost none. My LGS is full of very serious magic players. They build the best decks and are very proficient pilots. They will run out eventually sure, but not before they buy enough time to establish a lock. The only way to beat them is to get in damage in as large amounts possible very early and every turn. Running a single spell into a counter spell isn't going to get that done. Golgari Brownscale + Spore Frog = fog for eternity. This deck needs to win with combat damage so we gotta race that. That is just 1 example. But that's the situation I'm playing in. Evincar's Justice hits all creatures for 2 and can come down on turn 3 so our creatures gotta get to 3 toughness really fast. Crypt Rats wipes out all the tokens for a single mana leaving just one big hexproof creature for their Chainer's Edict. These are how games commonly play out. That's what I'm trying to beat. The way to beat their counters isn't a long game, that's the game they want to play, but by overloading on single mana spells so they run out of mana to counter because, trust me, they aren't running out of cards.

Von.Banamaor on G/W Hexproof

3 months ago

The way I put together my hexproof deck, Godzilla, is a little different, but may give you something to think about. I realize you're trying to defeat a specific metagame and I'd love to learn more about it and what you're facing, but here is some of my food for thought about enchanting hexproof creatures.

BTW, why is single spelling in a turn such a bad thing in your environment? Not judging, just curious if I'm missing something and would like to learn.

Anyway, here we go. Oh, and fair warning. I can be long winded.

When I play against counterspells I make every spell I cast something they have to counter. Eventually, they will run out of counterspells and I will run them over. So in my deck, every creature enchantment gives my creatures at least +2/+2. This makes each creature really hard to kill even when it only has a single enchantment and starts a very quick clock.

I am not a fan of Abundant Growth. Yeah, you draw a card and dropped an enchantment, but getting higher quality cards out faster is more important. I want to get spells out quickly and Utopia Sprawl and Wild Growth get me that much needed tempo. Otherwise, I imagine I would end up wanting to play cheaper and much less effective enchantments, much like it seems you are.

Speaking of tempo, I can't afford for a single land to come into play tapped. A one turn delay can be brutal. I use all basics to keep things moving forward quickly.

It's tempting but I wouldn't play Heliod's Pilgrim. Yeah, you get to go get an enchantment, but in this deck Kruphix's Insight is the much better card. Amazing card. 3-mana spell where you average drawing 3 cards to reload mid-game. It's a back-breaker.

Armadillo Cloak is quite possibly the best card in the deck. No reason not to play four. I'd play ten if I could. No, make that eight. But you get the idea.

My friends keep encouraging me to play Rancor, largely because it is neat and used in faster decks, but I find it a liability. A 3/3 or 5/5 hexproof creature is much less likely to die than a 3/1 or 5/3 trample hexproof creature. So the return to your hand effect being a benefit is an illusion. I just choose to play a better creature enchantment so it doesn't have to die in the first place.

BTW, vigilance in this type of deck is very underrated.

I really like Aura Gnarlid too. Yeah, it's a target for counterspells and creature-hate. It should be. No deck has much time to deal with a 10/10 unblockable Aura Gnarlid you paid 3 mana to cast. It makes your opponent have to keep in creature removal when they normally wouldn't against a hexproof deck. And token creature removal like Disfigure or Evincar's Justice just isn't going to cut it.

In a heavy edict environment, I'd main deck Fists of Ironwood and may toss in some Young Wolf to make them really work to come and get me.

Not a big umbra fan. That's what the hexproof and the +2/+2 enchantments are doing. Stopping things from being killed. Umbra's might make more sense with Aura Gnarlids though... that's a thought.

Anyway, my two cents.

And hey, saturnosring, I totally never would have thought about Celestial Flare that's awesome. I need that in several decks. But I prefer Calming Verse in a mirror match, but don't let anyone in Denver know that. Shhh...

Daalot on Grixis Control

8 months ago

Add Evincar's Justice. It functions both as a sweeper and win condition.

Pinkie_Satanas on Teaching the Dimir Way SLOWLY

10 months ago

Hi! I'm a newbie dimir player and i'm still figuring things out. For exemple, i like this list a lot. It has more cunterspells than mine and is in general more blue, which means more consistent, but it feels really slow, even slowr than mine, and not really able to answer to creatures in the first turns that much. I guess that you will get your life to 10 or 5 before starting to take over the game with your control strategy and fuck aggro up, and for that matter the playset of Sea Gate Oracle must be key, right?. You also don't have Pristine Talisman in the main board, which is used as a tool to win with Evincar's Justice, which amaze me xd so you basically sit down until a Gurmag Angler comes up and kill the oponent with it, and then sideboard to your needs, right?

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