|Commander / EDH||Legal|
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Evincar's Justice deals 2 damage to each creature and each player.
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Evincar's Justice Discussion
1 day ago
I was updating my inventory and there seem to be an awful lot of cards that are missing their Commander Anthology printings here.
Printings not found: Anger (CMT), Arcane Denial (CMT), Bathe in Light (CMT), Boros Guildmage (CMT), Borrowing 100,000 Arrows (CMT), Cleansing Beam (CMT), Congregate (CMT), Control Magic (CMT), Curse of Inertia (CMT), Curse of Predation (CMT), Curse of the Forsaken (CMT), Darksteel Mutation (CMT), Death by Dragons (CMT), Deceiver Exarch (CMT), Diabolic Tutor (CMT), Diviner Spirit (CMT), Dragon Whelp (CMT), Duergar Hedge-Mage (CMT), Evincar's Justice (CMT), Furnace Whelp (CMT), Gwyllion Hedge-Mage (CMT), Hada Spy Patrol (CMT), Krosan Grip (CMT), Leafdrake Roost (CMT), Leonin Bladetrap (CMT), Lightkeeper of Emeria (CMT), Mortify (CMT), Mother of Runes (CMT), Oni of Wild Places (CMT), Orim's Thunder (CMT), Orzhov Guildmage (CMT), Path to Exile (CMT), Pilgrim's Eye (CMT), Presence of Gond (CMT), Pyrohemia (CMT), Razorjaw Oni (CMT), Restore (CMT), Return to Dust (CMT), Selesnya Charm (CMT), Selesnya Guildmage (CMT), Serra Angel (CMT), Shattered Angel (CMT), Skyward Eye Prophets (CMT), Soul Snare (CMT), Stonecloaker (CMT), Sulfurous Blast (CMT), Swiftfoot Boots (CMT), Sylvan Reclamation (CMT), Syphon Flesh (CMT), Syphon Mind (CMT), Terminate (CMT), Thornwind Faeries (CMT), Thunderstaff (CMT), Vow of Duty (CMT), Vow of Lightning (CMT), Vow of Malice (CMT), Wash Out (CMT), Winged Coatl (CMT), Wonder (CMT), Wrecking Ball (CMT).
2 weeks ago
I playtested it. Its pretty nice, but the manabase... huh. Little junky.
In my opinion u need some GB taplands (every ability to activate and double mana cost is G or B). If you want place for Spirit Guide - cut murasa and lands. 20-21 should be enough. Ohh... and what do you think about 1-2 Reaping the Graves after cascade? For lategame. 3+ cards back (6 mana needed)
About side, I recommend:
- Wail of the Nim instead of Cower in Fear, cause can give regeneration
- 2 Evincar's Justice / Pestilence or just even in the mainboad, cause almost 90% of the ceatures in pauper have 1 or 2 toughness
- some Pyroblast
- some Syphon Life vs burn
- some Hush vs bogles
- some Last Rites vs control / combos / grindy decks
1 month ago
Yeah I'm sorry, I don't know how to "register" the changes except by writing an update. I replaced 2 Evincar's Justice with 2 Pestilence and changed the sideboard: took out 2 Artful Dodge, Pestilence, 2 Shimmering Wings, 2 Silburlind Snapper, Turn Aside and put in 3 Into the Roil, 3 Pack's Disdain and 2 Scarab Feast.
1 month ago
1 month 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.
2 months 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.
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.
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!
4 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.
5 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.