Rule of Law

Rule of Law

Enchantment

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

Latest Decks as Commander

Rule of Law Discussion

connor_s on Not Another Zur Deck

1 week ago

DreadKhan I used to have Rule of Law in, but ended cutting it for Arcane Laboratory so it can be pitched to Force of Will more regularly. It can absolutely get in the way of the consultation win, but I play with Ad Nauseam players and it hurts them far more often. I dont know why I never thought of copying Helm of Obedience . Maybe ill put Mirrormade back in.

I dont think I've ever even seen Web of Inertia . Worth considering for sure.

In my playgroup, I have a hard time winning through voltron. I took All That Glitters out, but with more copy enchantment/artifact effects, it would be worth including again

Thank you for your suggestions!

DreadKhan on Not Another Zur Deck

1 week ago

Rule of Law is another 1 spell per turn enchantment, as is Eidolon of Rhetoric , both fetchable, and Archon of Emeria is great but not an enchantment. I run a Rule of Law based Zur deck, but I set it up so my win cons don't require 2 spells in the same turn. Does Consultation play nice with Laboratory for you, it seems like you are at risk of blocking your own win con sometimes.

Speaking of win cons, if you set up Helm of Obedience you might want to fetch a Mirrormade next, so you can kill the remaining 2 players in 1 turn, 1 the first turn you set up, then the remaining two the next turn. The versatile copy effect has lots of niche uses, so it's not a dead card (even if all you do is copy Sol Ring when you fetch it up, it's doing work I'd argue).

Web of Inertia is sometimes a lot better than Energy Field if being attacked period matters, IE vs Najeela or Eldrazi. If you just want the damage prevention I like Solitary Confinement , so I can't be targeted.

All That Glitters is, I find anyways, the best Zur Voltron card you'll find, often providing enough buff to win on it's own in slower match ups, IE if your hate cards do work. Any Copy Enchantment type effects (I run 3) synergize really well with Glitters.

zAzen7977 on KAALIA'S CATACLYSM - Aggro/Stax (cEDH Primer)

1 week ago

Thanks XinZhao, Archon of Emeria is an excellent suggestion! How did I miss that?? I’ll definitely swap Rule of Law for it as soon as I get a copy. Its flying body and nonbasic land-tapping ability is a great fit for this deck.

XinZhao on KAALIA'S CATACLYSM - Aggro/Stax (cEDH Primer)

1 week ago

zAzen7977 Fair Enough, like I said before more play testing for me before making any big decisions. I think removing Rule of Law for Archon of Emeria would be good a move as well as it is in my opinion an upgrade as it does more and can be sacrificed too Razaketh if need be. The down side of course is being more susceptible to removal. let me know what you think.

zAzen7977 on KAALIA'S CATACLYSM - Aggro/Stax (cEDH Primer)

1 week ago

XinZhao, I had the opportunity to play a few games recently, and I’ve decided to swap Cursed Totem with Grand Abolisher , since I encountered two situations in which I had Linvala, Keeper of Silence and Totem at the same time, and I wish I had Abolisher instead. In the past I ran Abolisher, but I took it out because my meta was less control-heavy and I was dealing with more creature abilities.

While I don’t run any infinite combos, I do run the Possibility Storm + Rule of Law / Drannith Magistrate hard lock, so Abolisher protects me while I assemble the combo.

I also dropped Fellwar Stone and Rakdos Signet and added Grim Monolith and Mana Vault , to help with hard-casting big creatures or the Possibility Storm combo if Kaalia is neutralized.

iplayBANJO on Prototype Control

2 weeks ago

If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.

The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.

The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.

The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).

You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.

Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.

Osbert on Birgi, God of Draw

3 weeks ago

Sorry for the double post but I'm rattling a few more ideas around in my head. Krark, the Thumbless seems like a perfect for some many 1 CmC cantrip spells.

Your deck has a glaring weakness to Rule of Law effects. At the least throw in Chaos Warp and Tibalt's Trickery as catch all answers.

plakjekaas on Mono White Ramp/Draw

4 weeks ago

And if you want more lands in play than your opponents, you play green. It's a concession of the color. Red, black and blue also don't put extra lands in play, save for silly things like Dreamscape Artist .

I'm not against helping white, but just copying the other colors is not the way. I wish they made a Mangara, the Diplomat -like card that gives you a treasure whenever an opponent had a second land enter the battlefield this turn, punishing fetch lands and green ramp. You know, a white way to deal with it, punishing players for trying to get ahead, like Rule of Law and Thalia, Guardian of Thraben do. You could even give it a fun play-on-words name related to Land Tax . Price it right, so it won't ruin modern/legacy though.

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