Rule of Law

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Rule of Law


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

eliakimras on Enchantments are "friendly"

1 day ago

Since you're running Rule of Law, you might want to bring back Leyline of Anticipation to not be set back so far behind by your own stax cards. Kami of Transience looks like an easy cut (it is not an enchantment and grows slowly). Alchemist's Refuge is a second copy of Leyline's effect that is worth running.

Kadrov27 on EDH Budget Oloro, Ageless Ascetic

3 weeks ago

11/11/22 Update: Swapped Rule of Law for Citizen's Arrest

MagicMarc on Bureaucracy!

2 months ago

Thank you for posting about your gameplay. I know those color hate cards are thematic in the deck but I would consider deleting them or sideboarding them if they are dead in hand a lot when you play the deck. Also, in spite of the awesome flavor of the name, Rule of Law seems like it shuts down your commander? Has that shown up in a game and been a detriment to you?

IHATENAMES on Tariel wrecker of holes

2 months ago

For decent salt but fun game I'd focus run some staxy type card.

Archfiend of Depravity weep tokens decks

Sepulchral Primordial steal 3 creature at once

Molten Primordial steal 3 creatures

Tymaret, Chosen from Deathgrave hate that works well with commander to limit the randomness

Altar of Dementia free sac plus many more upsides

Syr Konrad, the Grim with cards entering and leaving graves a decent wincon

Hofri Ghostforge double use etbs with other upside

Sire Of Insanity especially in a low budget slowing down the game works well in your favor. Also a blue players nightmare

Burnished Hart ramp

Ruinous Ultimatum sorcery speed mardu Cyclonic Rift

Tragic Arrogance you choose kinda boardwipe

Command the Dreadhorde Greatness at any cost

Victimize 1 bad guy fir 2 good guys. Seems legit

Dread Return 4 mana Reanimate you can cast for free* the 2nd time.

Painful Truths draw 3

Skullclamp for all the dorks out there. Let's make them useful

Helm of Possession trade your borrowed creature for a newer model

Smothering Tithe do you pay the tax?

Leonin Arbiter did you pay that tax

Wayfarer's Bauble ramp

Ruthless Technomancer ramp reanimation

Hoarding Ogre budget ramp

Persist reanimation

Fracture flexible removal

Stinging Study good with commander

Archon of Emeria 1 spell per turn

Rule of Law 1 spell per turn

Any of the Fleshbag Marauder effects

Visions of Ruin ramp kinda but mostly removal

Thrilling Discovery card draw

Echo Chamber fun card

Spreading Plague neat includes not great

Grave Betrayal steal creatures

These are just a few ideas. You'll have to mess with it from there.

Another deck to take ideas from

hiddengibbons on Card creation challenge

3 months ago

Kevin, Ruiner of Games

Legendary Creature - Human Gamer

Imprint — When ~ enters the battlefield, each player exiles the top three cards of their library.

Players can’t draw cards

At the beginning of each player's draw step, that player exiles the top card of their library. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able.

Whenever a player casts a spell, that player exiles it. If the player does, they may cast a spell from among other cards exiled with ~ without paying its mana cost.

Just wait until I get my Rule of Law


It’s a mashup of Knowledge Pool and Omen Machine that synergies the two together. Make another game ruining card

Rebullet on Counter Deck

3 months ago

the deck is likely viable from this point forward. now you just need to tweak for efficiency and such. when it comes to the sideboard what you should do is identify common decks that you might run into and prepare a response for them in kind. then after you make considerations for decks rank them based on how hard the matchup is for you and prioritize putting in helpful cards against their decks. have a hard time against storm? put in 2 Damping Sphere's. having a really hard time against storm? put in 2 Damping Sphere's and 2 Rule of Law. having a hard time against hand hate in the early game? put in 3 Leyline of Sanctity. it really depends on what you consider the harder matchups and also whatever group of players you usually play against. my store always had an enchantment player, an elemental player, and a bunch of grixis control. so i prioritized my sideboard for the grixis and then the enchant player and then the elemental player. i had little trouble with anything else. but i still put a few things in against decks that i knew i would have a problem with if they ever popped up like tron and storm.

another rule of thumb is that if you need to have the card in the early game then you need to run more of the card. for example, Thoughtseize is only good if you can consistently play it turn 1. that means if you ever run Thoughtseize you always run 4. same is true of Leyline of Sanctity never run less than 3 or else you may find it hard to ever get in your opening hand.

thefiresoflurve on Sounds About White to Me

3 months ago

If you're looking for help making cuts, the first step I would take is to look at your symmetrical stax pieces and see which ones hurt you the most:

Deafening Silence, Grafdigger's Cage, Containment Priest, Ethersworn Canonist, Hushbringer, Kataki, War's Wage, Leonin Arbiter, Rest in Peace, Sphere of Resistance, Spirit of the Labyrinth, Thalia, Guardian of Thraben, Trinisphere, Sanctum Prelate, Rule of Law, Thorn of Amethyst, whew I think that's all.

Of these, you want to look at the ones which most hamper what you want to do, or have negative synergies with other cards you run. You have a few cards that say "draw", so Spirit of the Labyrinth is IMO the very first cut you should make.

Another negative synergy I saw is Hushbringer and Authority of the Consuls. I like Authority a lot better since it synergizes with Heliod.

The next ones I'd cut could take one of two routes: so, I'm thinking of cards like Ethersworn Canonist and Sphere of Resistance. These kind of innately have negative synergy - if people are paying more for spells, they're less likely to be able to cast multiple spells in the first place, meaning the Canonist's ability is wasted. You should consider going for one type of effect or the other, not both. (I wouldn't run either symmetrically in mono-white, personally).

Council's Judgment can probably be cut - you have great enough removal without running it.

kataki definitely needs to go with how many artifacts you're running.

DreadKhan on Utopian Prosperity

5 months ago

Luminarch Ascension definitely can attract attention when you play it, you either need to be in a pillowfort or have a wide board already. It makes lots of sense in a White deck that doesn't play a lot of other flyers, and would love to have access to some mid/late game, and expects to be able to block/be a bad player to swing at for whatever reason. In a deck where you already have a flyer on board usually (and possibly others as well), Ascension looks a little worse, but it also means you are more likely to be able to stop flying attackers to help get counters on Ascension. My solution is to run it in a deck where you have lots of support for it, I run it in Zur, where I put it in because he could fetch it, but found I liked drawing into it (especially early) a great deal. I'll list some stuff that can help it out below, first some 'fun' stuff, and second a bit of 'deeply unfun Stax' stuff, I'm not sure what you play against/people will tolerate.

Stuff like Archon of Emeria or Eidolon of Rhetoric (or even Rule of Law or Arcane Laboratory, or Deafening Silence or Ethersworn Canonist) can slow down players' ability to progress their board states, but your Commander comes with a mana sink attached that you can dump mana into. Rule of Law is a funny card, because it's really good in cEDH and against fairly competitive decks that hope to storm off, but vs decks with lots of big spells it can feel pointless, so it's not an especially salty stax piece in Casual play, even if it can be at the highest levels. Anyways, Ascension also likes stuff like this, it provides you with a potentially much stronger outlet for your extra mana, while possibly causing your opponents to waste some every turn due to Rule. Note, if you have Rule out, destroying Ascension will probably use up someone's spell for the turn, which probably will feel pretty bad for them. You could try Sterling Grove, which can find Asension or protect it, depending on the order you draw them. Greater Auramancy also exists, but it's pricey and does only one thing that may or may not matter, great to have both out though.

There are also stronger (and nastier obviously) things you can run like Crackdown, which will seriously hinder combat for anyone not running White creatures, which you (and your angel tokens) could ignore, but I'm not sure if this is appropriate for your power level, just mentioning that nastier stuff exists that make cards like Luminarch Ascension feel much better.

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