Justice

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Justice

Enchantment

At the beginning of your upkeep, sacrifice Justice unless you pay (White)(White).

Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller.

FormOverFunction on Commander vs Multiplayer 60 Card

6 months ago

I played a lot of multiplayer 60-card as well, back in the 1990s. We had fun, but started adding variants to shake things up. One of the game types that I remember was “four seasons” where you put an effect into play for each season. So we start in summer with Mana Flare. After turn one for everyone, you then swap in something else for autumn. It’s the only way people have really enjoyed Winter Orb in my experience; it’s coming next turn, and will go away the turn after that. The other game we loved was “five-pointed star.” You need five players, each with a mono-color deck; one white, one blue, one black, one red, and one green. The players sit in the same pattern as on the back of magic cards. The white player is adjacent to two semi-teammates (blue and green) and facing two enemies (red and black). They would stack their decks with stuff like Justice and White Knights to really slam their opponents. The person to eliminate their two opponents gets 2 points and their (surviving?) teammates each get one point. The difficulty is that Green’s teammate White is trying to kill Green’s teammate Red. I miss those days so much. It’s probably easier to skip the color requirement for the decks and just get five people to sit in a circle and utilize the “overlapping teams” structure for the game… though I do LOVE restrictions.

FormOverFunction on I wanna be the evil …

1 year ago

A true villain cuts straight to the colors. If you play cards like Deathgrip and Justice (HINT: which have words like “red” and “green” in their text) its impossible for you not to be seen as the archenemy. Maybe even in the parking lot outside.

[evil voice]: Embrace the old ways. The dark ways.

FAIRxPOTAMUS on Band of Kjeldor

2 years ago

DreadKhan how is this? I thought about Kjeldoran Escort but settle on Kjeldoran Skycaptain. I was also thinking about Drought Royal Decree or Justice

FormOverFunction on Bureaucracy!

3 years ago

Yeah, MagicMarc, I’m afraid rule of law’s form just won’t be able to outweigh its function in this circumstance. It was an auto-include before I even had a commander selected... but it will have to go. The times I’ve held off on justice have been when it’s only going to hit 1/3 of my opponents, and one of those times I should have cast it because he won two turns later. Recently since New Cappena, it seems like 2/3s of the decks have red in them now anyways so I’ll see how Justice goes for the next few weeks. Gaining life for each mountain with Sanctimony isn’t nearly as big a deal, since (again - post new cappena) the number of basics in play is wildly low. Where is Primal Order when you need it? ;p

FormOverFunction on Bureaucracy!

3 years ago

I’ve played a number of games now and the deck is a lot of fun! This is the first deck (basically) of mine that has counter-magic in it, so I’ve had to reassess my playing habits, but otherwise it’s loaded with weird interactions that sort of pilot themselves. The commander is really important to get out there, as it will build you a 2/2 Army pretty promptly, and you need to draw a lot in order to get a good amount of theme on the table. Confessor matches up nicely with the draw/discard effects, and your first clue on your turn will get you two cards each turn. The color-hate (like Justice and Sanctimony) can be sort of feels-bad so a few of the games I’ve just sat on them (only justice, come to think of it). Library of Leng and Ivory Tower are always a great team, and Island Sanctuary is buttressed well by drawing on other people’s turns. The downside I hadn’t considered with that, though, is you’re still pretty weak to flying. I managed to use Abbey Matron in the best (only?) way, blocking and then pumping, which sort of felt like unlocking an achievement. Restore the Peace is great both against tokens that are beating you up AND against big baddies that block your 2/2s. Martial Law is one of the best answers to fliers and other trouble, almost like an Oblivion Ring that you can re-target every turn. This post is getting pretty long, so I’m going to wrap it up... but I think you get the notion ;p Thanks for asking MagicMarc!!

freezerboy on Is a color changing strategy …

3 years ago

I've got 2 decks in development at the moment utilizing the abilities of color/land changing effects like Whim of Volrath. I'm wondering if this strategy is viable in magic since I've always been curious about the mechanic, it's been around a long time, and EDH seems like a good format to try something creative with it.

These are the 2 decks so far:

The Whim of Volrath

Color Fight Party

I'm tempted to try a 5 color option to capture white's color hate strategies as well like Northern Paladin or Justice.

Load more