Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
Aburame Shino
Rare Hunter
Tim Stoltzfus
Judge Bill's Corner

Trading Card

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports

Color Chart
Book Reviews
Online Play
MTG Links

This Space
For Rent

Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Dispense Justice
Image from Wizards.com

Dispense Justice
Scars of Mirrodin

Reviewed November 22, 2010

Constructed: 2.80
Casual: 3.00
Limited: 3.80
Multiplayer: 3.00

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

Click here to see all of our 
Card of the Day Reviews 


Dispense Justice

Anyone who remembers Wing Shards from Scourge will think highly of this card, as Wing Shards was one of the block's defining removal spells in white. But Dispense Justice, despite seeming similarities, suffers from some crippling weaknesses that Wing Shards didn't.

First, the condition for Wing Shards to hit multiple creatures was a spell having been cast this turn. It didn't matter who had cast a spell, so often your opponent would satisfy this condition for you, and if not, any instant of yours would solve that. Dispense Justice requires you to control three artifacts. Not every deck runs artifacts, fewer decks run enough to reliably have three out at a time, and your opponent will never do anything but hamper your efforts to satisfy this condition.

Second, Wing Shards had Storm, which in theory has no upper limit. A single Wing Shards had the potential to take out three or more creatures. Dispense Justice tops out at two.

And third, and most relevant to the ultimate question of "How good is Dispense Justice?" is the fact that Wing Shards did not share a Standard format with Condemn or any other one-mana white kill spell. Since Dispense Justice and Condemn both only work on attacking creatures, and Condemn lets you pick which attacker to remove while costing 2 less to cast, there is little chance of Dispense Justice seeing serious play outside of Limited.

Constructed- 1.75
Casual- 2
Limited- 3.5
Multiplayer- 1.75

David Fanany

Player since 1995

Dispense Justice
Dispense Justice is a very good card in the abstract, although it requires you to build around it somewhat. In constructed play, there are not currently a huge number of decks based around artifacts, but that could easily change as we see more of the Scars of Mirrodin block. Since it only affects attacking creatures, white decks with a lot of equipment may not give it a second look. Overall, the card has a lot of potential, but it remains to be seen where the best use for it will be.
Constructed: 2/5
Casual: 2/5
Limited: 3/5
Multiplayer: 2/5


Welcome back readers, sorry for my extended absence health problems and such. Today’s card of the day is Dispense Justice an interesting Wing Shards variant. In standard metalcraft has as of yet failed to make a large impact, Dispense Justice requires a player to be playing white and achieve metalcraft. As a Wing Shard Variant this card could see play and send even indestructible creatures to the graveyard, but as it sits now white teams with blue and U/W control has no room for this card. In extended it could be possible to see play but as of now no archetype really has the space for it. In eternal no way. In casual and multiplayer this card can hit two attacking creatures so it’s a good defensive option, run a few signets and other powerful artifacts and this card is a powerful addition. In limited this card is a backbreaker metalcraft is powerful in limited and this is removal that gets around the indestructible mechanic. Overall a powerful replacement or compliment to Wing Shards.
Constructed: 3.0
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5

Michael "Maikeruu" Pierno

Today's card of the day is Dispense Justice which is a three mana removal for White that can bypass Shroud, Protection, and Indestructible if a single creature is attacking.  In a White/Artifact build this really excels as a two for one and is definitely worth running four of in those designs.  The opponent choosing the creature is a minor drawback, but generally this can be mitigated by proper timing or additional removal.  An excellent card that should see at least sidedeck play if not maindeck play in many White builds for the foreseeable future.
In Limited this is one of the top choices for removal and with Metalcraft being a big factor of the set it should often work as the two for one.  The single White in the casting cost allows it to be played in any design running the color and it is strong enough to consider splashing.  Dispense Justice should be one of the earliest choices in Booster and included whenever your pool allows it in Sealed.
Constructed: 4.5
Casual: 4.5
Limited: 5.0
Multiplayer: 4.5

Copyrightę 1998-2010 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.