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Pojo's Magic The Gathering
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Decree of Justice 
Scourge Rare

Reviewed August 18, 2003

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Decree of Justice - When this card was first announced in the Scourge spoiler, many thought it to be interesting, but wondered if its use would be realistic. Well, Justice has apparently found its place in current decks, because it is now one of our better selling cards. Its cycling ability makes the card infinitely better than having its main ability alone. Now you have a choice according to your need.

In limited, the ability to cycle early to draw a card, or cycle mid to draw and make soldiers, or play late to make lotsa flying 4/4 angels... good times. Very playable for white and a game winner late game.

Constructed: 4
Limited: 4.75
Current Price:

Judge Bill

Decree of Justice
Well, to start off Decree week, we get what is probably the best of the Decrees. Not for its actual ability, mind you (although most of these won't get cast straight up anyway), but for its cycling ability. At the end of your opponent's turn, you can pay 2W+X, and get X 1/1 soldiers, fresh and ready for duty as soon as you can untap. The more mana the merrier. There's a reason why the Wake decks now use this as their kill card ... both for its instant speed and because of all the mana they can make.
In limited, you're more likely to see the Angels come out, as the Angels have flying, which can break through any stalemate. If you have this, I dare say you find a reason to go white.
Constructed: 4.75
Limited: 5

Tyler Grund

Decree of Justice

Of all the Decree cards in the Onslaught Block, this one is probably the
most used, and possibly the most powerful.  In both Block and type 2
constructed, this card rules the environment. In Block you have Mono-white
and R/W control decks that find using this card's instant speed production
of little white weenies to attack soon after arriving. In Type 2 Wake decks
are still strong building up enormous amounts of mana using Miriari's Wake
and land grab then either flat casting the cycling ablity for 10+ 2/2's or
using Mirari (the artifact) to double it creating 20+ 2/2s.  with an army
like that at the end of the opponent's turn, only a small handfull of cards
can do anything to stop the horde from taking them down the turn you attack.
(namely Starstorm:)

The Justice has a hardcast ability that will see little to no play
whatsoever. To a newbie, that might look to be the cream of the card, and
the cycling is pointless and silly, but don't get fooled.  The reason the
second ability is so intense is that after you get X little creatures, you
get to draw a card. This means it replaces itself and basically gives you
free creatures. THen to top it off, its at instant speed allowing for the
1/1s to come out as a surprise when they are attacking, or at the end of
their turn to set up a practically summoning sickness free horde that will
attack on your turn.

In limited this card is just good. It would easily be my first pick for the
reason that Limited is simply a creature battle.  This card can out-do the
opponent in numbers, and with the replacement of cycling, theres a chance
you'll draw a creature as well.  I know I said you'd never see the hard
cast, but 4/4 flyers in a limited environment can decide a game. Early on,
I'd play the 1/1's but if there were a lock in progress, here come my beat
stick 4/4s:)

Constructed: 4.8
Limited: 4.5

 Van Zandt

Decree of Justice
Easily my favorite decree... instant creatures are good.  Plural instant
creatures from the same card are better.  Plural instant creatures from a
card that cantrips,  for a reasonable cost?  Amazing.  Plus it's basically
uncounterable (yes yes, I know stifle) Plus the bonus angel ability.
constructed 4.2
limited 4

Copyright 2001


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