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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Arrows of Justice
Image from Wizards.com

Arrow of Justice
- Gatecrash

Reviewed March 18, 2013

Constructed: 2.38
Casual: 2.50
Limited: 3.75
Multiplayer: 2.17

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 


Arrows of Justice

Welcome to Hybrid Week on Pojo.com! This week, all of our cards of the day will be hybrid cards, and we'll be looking at what that means from a card evaluation perspective. A hybrid card really needs to be evaluated from two perspectives-- one for each color that can play it. Today's card, for example, must be considered both as a White removal card and as a Red burn spell.
Direct damage to attacking or blocking creatures is a lesser-used part of White's slice of the color pie that really only gets trotted out during multicolor sets, when we need some examples of abilities that White and Red have in common. Notice in particular the similarity between this and Fire at Will from Eventide-- even the art is eerily similar. When White isn't cooperating with Red, it prefers to exile creatures. Personally, I disapprove-- if I were in charge, White would get combat-based direct damage more often, because it makes a nice combo with something else White gets-- first strike.

Four damage for three mana is pretty close to what Red is used to getting for its burn spells, though it doesn't usually have the combat restriction. Red prefers to be able to kill a potential blocker and then swing, not wait until the offending creature chooses to enter combat. White, meanwhile, is used to being able to flat-out remove creatures regardless of toughness, but White removal often comes in the form of Excommunicate, Arrest, or other cards that leave the possibility of teh creature returning. Against a player who can get a creature out from under Arrest, this would be a good option to sideboard in.

Constructed- 3.5
Casual- 2.5
Limited- 4
Multiplayer- 2

David Fanany

Player since 1995

Arrows of Justice

I like this card, perhaps irrationally much, despite the fact that it basically re-uses the joke from Selesnya Sagittars' flavor text (look it up). It certainly has a great look and feel, and while it doesn't quite compare to the god tier of either white or red's anti-creature spells, it's much more affordable for the budget-minded (and you'll always feel good about blasting a Baloth with a card that someone threw away after a draft). And besides, can Path to Exile set off the Boros Reckoner combo?

Constructed: 2/5
Casual: 3/5
Limited: 4/5
Multiplayer: 2/5


Magic The Gathering Card of The Day: Arrows of Justice

Welcome back readers today’s card of the day is Arrows of Justice an interesting combat trick which allows four damage to be dealt to a creature on offense or defense. In standard this card doesn’t cut the mustard when it comes to kill spells it costs three mana and is conditional. In other competitive formats this creature removal is not worth running due to restrictions and cost. In casual and multiplayer this card compared to other removal spells is pretty bad compared to white removal spells you could get Swords to Plowshares and Path to Exile and literally hundreds of other combat related conditional kill cards that are better. In red this card is kind of unqiue and can allow red to deal with some creatures but most powerful burn spells can deal 4 damage or more and can also be switched to players. This card is a decent budget option or if you don’t have any better cards it can do in a pinch. In limited its solid removal and as they say removal is removal I would draft this highly as the hybrid mana provides flexibility. Overall a card mostly for limited and with applications elsewhere, by no means a bad card just not a good one.

Constructed: 1.0
Casual: 1.5
Limited: 3.0
Multiplayer: 1.5

Michael "Maikeruu" Pierno

Today's card of the day is Arrows of Justice which is a three mana Red or White instant that deals four damage to target attacking or blocking creature. Offensively this is a bit weak as it still locks down the attacker as being blocked, though it can destroy a target that would otherwise have survived the attack. In that case some kind of power boost is probably better as it can work both in that role or added unblocked damage and several include First Strike or other beneficial effects. Defensively this is a bit better as it can be used without a blocker or other requirements beyond three untapped mana. Overall other choices exist for Red, White, or both that can do similar jobs and may be a better fit for most decks.

For Limited this is a solid source of removal that can be played in multiple guilds thanks to the single hybrid mana requirement. Three mana is reasonable for four damage and it is well worth inclusion in Sealed and strong enough to be a second or third pick in Booster depending on the pack.

Constructed: 3.0
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0

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