Karmic Justice

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Karmic Justice

Enchantment

Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.

casual_competitive on Go Too Jail

2 weeks ago

Profet93

  1. Karmic Justice and Protector of the Crown are two cards I will be buying to replace Nine Lives and Bottled Cloister

  2. I stopped caring for budget and just focus on making sure it’s at the right power score I want it at, if I need a card that’s expensive I’ll pr0xy it

  3. Power level 8

  4. There’s like 20 prison cards in the deck so it’s on theme. Got my sleeves dripped out with the backs being the monopoly “go too jail” cards and the deck box being a 3d printed prison cage with its own lock

Profet93 on

3 weeks ago

Case42 +1 - Orzhov is outside my area of knowledge but here's my thoughts....

Karmic Justice > Martyr bond?

You got a relatively low avg cmc and your commander costs 5, have you considered adding more ramp?

Given all your token production, perhaps a Contamination? Goes well with Ophiomancer.

Profet93 on Dad Said It's My Turn to Play with the Lifegain

1 month ago

VioletSpirit +1

Will take a closer look later but have you considered swapping out the telegraphed test of endurance for Karmic Justice?

SufferFromEDHD on Ruby Control

5 months ago

Sleeper powerhouse indeed. I understand why they made Smoke red in the early days (red = aggro and big creatures) but it was a major color wheel miss. Bant is the polar opposite of red.

I always thought Harrow could have been red. Red could have a lot of effects with the added clause of "As an additional cost to cast this spell, sacrifice a [blank]."

Good point. Blue is strong but white taxes are brutal. Karmic Justice and Martyr's Bond are in a league of their own. Swords and Lightning Bolt really have stood the test of time. Defined the math and expectations of the game.

SufferFromEDHD on Overgrown Garden

5 months ago

Well that explains a lot about your approach to deck building.

I'm intrigued by your late 90s shell. Energy Field, Pendrell Mists, Karmic Justice, Null Chamber...

Mortlocke on Sigarda Voltron Deck? TOO MANY …

9 months ago

I'm very familiar with Sigarda, Host of Herons as im one of the aforementioned pilers who want to stop the Volton nightmare from coming online. Stax is the key. Build the deck anticipating the animosity from the table by incorporating cards like Crawlspace, Silent Arbiter, Karmic Justice, Ghostly Prison, and Winds of Rath.

Just gotta be more hostile to make people think twice.

Goldberserkerdragon on The Melody of Silence

11 months ago

NV_1980 Hey man, thank you I appreciate the input. Was actually finishing up breakfast and heading to the table to do just that--add another land to Kambal... Played it some more at my lgs last night and it definitely needs a land boost. I'm sure adding two+ lands at one time doesn't help but confuse the situation. You should never really go more than +1 a land per playtest. And I do apologize for this site as it has its problems (like its competitive meter), the playtest isn't on par with reality, to say the least. In my testing I've found anywhere from 31-33 lands is optimal (outside of landfall, etc.,.), especially if one needs superfluous ramp. You start the game with a 99 card deck; one third of 99 is 33, so you will pull lands 33% of the time with a 33 land ct.. Simple maths :)) You actually begin playing the game with 92 cards in deck after you've set aside your commander, drew seven cards, plus the one you draw at the beginning of the turn, giving an access to 9 cards at the start. A third of 92 is 30.6666667... percent--rounds nicely to 31. We all know the opening hand is what determines a win or a loss, a good game or a slog. If you start with 3 lands, you will be golden. I digress.

In Kambal here, I don't think I need more than 9-10 ramp pieces. Although some of our combos require a bit of manyas. I contemplated Command the Dreadhorde upon building, your action only confirms my action to put it in deck, ha. Opp agent is a no-brainer, I have 3 just siting around, idk why I never thought of this, thanks again. Karmic Justice is still on the get list lol, and I've never been a fan of the assassin, too slow and in the open IMO. That enchantment is definitely tantalizing... Anything else you can think, just let me know, I'm always open, cheers!

NV_1980 on The Melody of Silence

11 months ago

I play-tested this a few times and found that the land-count is a bit low. You have some rocks, cheap-to-cast draw, one instant-mana spell and one ramp-spell in here to compensate but I found mana was still lacking in most cases. It's probably enough to increase your land-count by 4 (and keep the above mentioned cards of course :)).

As for other feedback, I think Opposition Agent fits extremely well with the themes you mentioned in your description. Another pretty good fit would be Command the Dreadhorde; you can compensate the cost of life-loss with the deck's lifegain ability after all. Karmic Justice puts a rather severe tax on lots of actions opposing players might want to use against you (so opposing spells you didn't manage to counter, could still end up hurting opponents). Royal Assassin could be superb in this deck; makes any opponent think twice about creatures without vigilance attacking or using tap-abilities. Lastly, Grave Betrayal seems tailor-made for the strategy you want to follow. It's a bit of an expensive cast, but omg is it worth it in a deck that goes all out on destroying the opposing armies.

Hope you deck works out for you.

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