Rule of Law

Rule of Law

Enchantment

Each player can't cast more than one spell each turn.

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Printings View all

Set Rarity
Core Set 2020 (M20) Uncommon
Tenth Edition (10E) Uncommon
Mirrodin (MRD) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Rule of Law occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Rule of Law Discussion

TriusMalarky on Can someone help with a ...

6 days ago

First, Blue is a lot better in 1v1 than multiplayer -- counterspells suck in multiplayer. Dunno why people don't like countermagic, though, it's only oppressive when paired with absurd card draw.

Anyways, Leonin Arbiter, Spirit of the Labyrinth, Thalia, Guardian of Thraben, Ethersworn Canonist, Rule of Law, Winter Orb, Static Orb, Ghostly Prison, Island Sanctuary. White is really good at stax, and white/blue is only better at it(mostly because of card draw for consistency).

Funkydiscogod on owling mine help

1 week ago

There's not much hope for Ebony Owl Netsuke these days. Sure, there are a few new tricks, like Runeflare Trap, but decks these days are so efficient at emptying their hand that it's going to difficult to clog it up in the traditional way with Eye of Nowhere and Boomerang.

You probably could use some effects like Eidolon of Rhetoric Curse of Exhaustion or Rule of Law to prevent opponents from getting more than two cards out of their hand each turn (one land and one spell). Maybe, something like Possibility Storm or Knowledge Pool to lock the game while Ebony Owl Netsuke goes to work.

dingusdingo on Alesha's Drag Race

2 weeks ago

I have been brewing Alesha in the competitive scene for over a year and playing in tournaments weekly. Here are my thoughts.

  • Don't run lands that enter tapped in competitive. Don't run mana rocks that enter tapped in competitive.
  • The Ravnica bounce lands are tempting, but they enter tapped. They also really hurt when your opponent plays Blood Moon or Back to Basics, both of which are competitive staples. They are also 2-for-1 on yourself when an opponent uses a Strip Mine or Wasteland.
  • When you run this many combos to win, you risk drawing lower quality pieces during the game. For example, if you start with the A part of one combo, and the B part of another, then draw the A part of a third combo, you now have 3 cards that are dead in your hand. All of your combos except Kiki jiki + Bellringer require 3 pieces to function as well, and all 3 pieces are required on the board or in the yard to hit the combo. Requiring 3 pieces means its easier for an opponent to remove one or counter one while you are trying to get the combo assembled. You should consider cutting down on the number of combos you run to help you hit the better combos you already have, more reliably. My first cut for the combos would be the Anafenza combo, since it is not always 100% guaranteed to fire correctly.
  • I highly recommend running all Thrill of Possibility Wild Guess Cathartic Reunion Tormenting Voice, they generate big card advantage by throwing away creatures you can recur easily with Alesha.
  • I recommend re-evaluating your hate bears on the list for the current meta. Tomok does not stop the Gitrog/Dakmor combo, and is only hating out a small number of cards. Kataki is not actually stopping combos, just making them take longer to get to. Kambal stops storm decks, but most will be able to remove him, and storm decks are not in the meta right now. The scariest combo is Demonic Consultation + Thassa's Oracle. I recommend Rule of Law Ethersworn Canonist and Eidolon of Rhetoric, which accomplish slowing on most decks while also blocking the current fastest combo. You also have some other holes in your hatebear/stax plan. You don't have any way to remove graveyards, and you don't run very many "hard stop" effects, you run mostly tax and delay effects.
  • I would add more interaction. Red Elemental Blast and Pyroblast are both relatively cheap in dollars and extremely effective. You will see blue in almost every competitive pod. On top of protecting your own cards from counterspells, they also get rid of scary cards like Rhystic Study and can stop Thassa's Oracle while its on the stack. I'd also recommend more removal in general. Check out Aura of Silence, it has a nice tax effect, removes two different permanent types, and recurs with Sun Titan.
  • My last recommend is to acquire Imperial Recruiter. It layers your deck by being a one card out to finding a combo. Imperial Recruiter fetches Kiki jiki, kiki copies Recruiter to fetch Bellringer, Bellringer untaps Kiki to start the combo. It means if you only have 1 tutor in hand and 0 combo pieces, you can still find your entire combo by tutoring for Imperial Recruiter. Recruiter also fetches relevant hatebears in a pinch if you can't combo out yet. It also recurs off Alesha if you have sac outlets or any way to kill it.

ShadowAblaze on Aggro Enchantments

3 weeks ago

Well. Here's what I got on white.

Sigarda's Aid is terrific if you have a lot of auras. Ethereal Armor also gets better the more enchantments you have. Technically, there are 3 more enchantress cards: Satyr Enchanter, Verduran Enchantress, and Mesa Enchantress.

Alseid of Life's Bounty adds to the enchantments on the field and can be used to save a creature or get damage through. Hyena Umbra is good if they aren't running exile or -1/-1 effects. Pentarch Ward can be good as well. Shield of the Oversoul will make a Bogle indestructible. Privileged Position protects everything else.

Deafening Silence can slow down your opponents (Eidolon of Rhetoric and Rule of Law are a higher cmc versions) and Shapers' Sanctuary can at least let you draw. Ghostly Prison can be used against aggro decks.

If you were to run Snow-Covered lands for your basics, you could probably play On Thin Ice and maybe Dead of Winter for removal. Otherwise, Banishing Light and Oblivion Ring are strong.

You can sideboard Knight of Autumn, Rest in Peace, or Solemnity now. It is safer to sideboard Leyline of Sanctity as well.

Cards I didn't mention before: Rancor = Amazing, Unbridled Growth is mana fixing but not ramp like Utopia Sprawl. Hydra's Growth is strong but you have to slow them down a lot for it to work. Sixth Sense is card draw if you consistently hit.

In the end you can play whatever colors, I just think red offers the least and isn't necessary due to the hybrid mana of Obosh, the Preypiercer.

StefanKaminski on Dragon's Eye Sanctuary | Dragonlord Ojutai EDH

3 weeks ago

Hey Olde_English, Thanks for your reply :) As I‘ve been toying around with your list and started playtesting more questions came up. Perhaps you could find some time to answer them as well...

  1. Auras vs. Equipment I see how you’ve chosen your auras to grant Ojutai especially doublestrike for more anticipate triggers or vigilance to give him protection. The downside of course is that if Ojutai is somehow removed the auras will be gone as well. So I was wondering if a Stoneforge Mystic, Umezawa's Jitte, Batterskull and Sword of Feast and Famine package would be better?Batterskull is good on its own and can give Ojutai the needed vigilance, Jitte is an incredible control piece handling e.g. mana dorks and the sword gives not only protection to Ojutai but also helps keeping mana open. What are your thoughts on this topic?

  2. Stax vs. Interaction I see that you’ve updated your control package and I like it very much :) One card to also consider is Muddle the Mixture as it can also function as an universal tutor for all of your wincon pieces. You could swap out Delay for it as it seems to be the weakest of your counterspells. But my main question is about your choice of stax pieces especially the exclusion of some. Is there a reason you’re not running Arcane Laboratory, Rule of Law or Deafening Silence effects? I find them very useful against most combo strategies without them hurting our plans too much. While you are running Winter Orb why not also Static Orb at least for redundancy. I’m Very unsure about Sphere of Resistance: While it can mean a near perfect lockout for our opponents when our mana denial plan is working it is a dead piece if not. The last stax pieces I thought of are Linvala, Keeper of Silence and The Tabernacle at Pendrell Vale to shut down opposing mana dorks. I know the last one is very pricey but also very efficient :D

  3. Wincons I see that you took out Approach of the Second Sun which makes me a little bit sad as it is such a unique way of winning and totally synergistic with Ojutai but you will have your reasons ;) What you kept in on the other side is Helm of Obedience which seems weird to me as it doesn’t win you the game on the spot. Why did you do so and what is or was your experience with both cards? And while we’re on it, with Approach gone is it still necessary Or worth it to keep the Scroll Rack? One more question: you mentioned Blind Obedience as a wincon in combination with dramatic scepter but you would also need white mana producing rock to produce to pull this off, aren’t you?

Thanks in advance :)

StefanKaminski on Ojutai's Paradox

1 month ago

Hey OrderlyAnarchist, I Really like your deck and all the insight you’ve already provided :) I’ve set myself up to build a deck for each legendary dragon with a great variety of competitive levels, from budget casual to cEDH. I already own and play a Scion Reanimator cEDH similar to ShaperSavant list and just recently started looking into the Dragonlords of Takir cycle and was happy to find your deck. I believe that now with the banning of Flash Stax will be even more viable and therefore I would like to build Dragonlord Ojutai as my second cEDH deck. But I have some questions concerning cards a came across and would be glad to hear your opinion on them. I start of with some Stax creatures I considered namely Containment Priest to shut down opposing reanimation and Hushbringer especially against Oracle. To advance the mana denial plan I considered Lavinia, Azorius Renegade. Next comes Narset, Parter of Veils to limit the card draw of our opponents. I’m unsure if she is necessary while we’re also playing Arcane Laboratory and Rule of Law. What do you think? Speaking of useful enchantments, what’s your opinion on Deafening Silence as addition or even as replacement for the above mentioned Arcane Laboratory and Rule of Law? Then I was wondering why you don’t play Pact of Negation in your list e.g. over Spell Pierce or Negate? And lastly I was wondering if Scroll Rack wasn’t a good addition not only to help card selection but also in conjunction with Approach of the Second Sun as a backup if Dragonlord Ojutai is not available. I’m looking forward for your answer and thanks in advance!

Coward_Token on Kick Start My Heart | Winota, Joiner of Forces EDH

1 month ago

Since Winota doesn't need to cast her Humans once a board presence of non-Humans has been established, is there any room for stax pieces that limit casting, e.g. Rule of Law, Winter Orb or even Vryn Wingmare?

multimedia on

1 month ago

Hey, nice budget hatebear version of Teeg.

Collector Ouphe, Stony Silence shut down a lot of decks by preventing fast artifact mana. You're not playing enough artifacts that these cards disrupt; will hurt your opponents much more. Blind Obedience, Root Maze and Rule of Law can really slow down your opponents. Maze affects you less because Teeg is two mana and lots of other hatebears/disruption are low CMC.

Ashnod's Altar + Kitchen Finks + Vizier of Remedies infinite combos aren't doing much in your deck. It's infinite colorless mana and life gain, but these are not going to win the game. What are using the colorless mana on as a win condition? Infinite life isn't a win in multiplayer Commander because an opponent can kill you with 21 Commander damage, infinite combo the entire table with damage or life lose, win by drawing a card with no cards in their library, etc.

Consider Luminarch Ascension and 4/4 Angels as a win condition? Ascension can activate fast in multiplayer Commander because it looks at each opponents end step and only needs four quest counters. When your opponents are disrupted it makes it much more difficult to make you lose life. Ascension is the kind of card that's excellent with Ghostly Prison, Blind Obedience, Rule of Law, Root Maze, Stony Silence since it's low CMC to cast/create repeatable Angels, you benefit from your opponents not able to attack you and it's an enchantment.

Ohran Frostfang can be repeatable source of drawing a lot of cards with attacking deathtouch hatebears. Good with flying hatebears and 4/4 Angels.Hushbringer is a better Tocatli Honor Guard since it also shuts down aristocrat Blood Artist strategies and it has flying. Containment Priest stops reanimation.

Dosan the Falling Leaf and Choke make blue control/spellslinger players cry. Scavenging Ooze is excellent repeatable graveyard hate. Drannith Magistrate, new card from Ikoria who prevents your opponents from casting their Commander from Command Zone or casting cards from their graveyard.


Cards to consider cutting:

  • Mana Geode
  • Immolating Glare
  • Encircling Fissure
  • Wall of Omens
  • Sunscape Familiar
  • Kitchen Finks
  • Vizier of Remedies
  • Ashnod's Altar
  • Cataclysmic Gearhulk
  • Elderwood Scion
  • Kithkin Spellduster
  • Archon of Valor's Reach

Good luck with your deck.

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