2 Scroll Rack
4 Radiant's Dragoons
4 Tormented Angel
4 Justice
1 Land Tax
4 Dwarven Song
2 Order / Chaos
4 Orim's Thunder
4 Swords To Plowshares
1 Tithe
2 Akroma, Angel Of Wrath
2 Commander Eesha
2 Brightflame
8 Mountain
12 Plains
4 Battlefield Forge |
 And
Justice For All - Figuratively .
Description of deck by its author (quoted):
This deck doesn't use Sleight of Mind effects
to make Justice work on whatever color the opponent is playing. Instead,
it changes the color of the opponent's creatures to Red in order to
activate Justice.
This deck has a variety of cards that scream defensive
to your opponent. They force your opponent to attack into your defense all
out. Then, when that happens, play Dwarven Song and show them what Justice
can do.
The Dragoons can give you enough of a life bump to
survive the Justice hit you take if you leave the opponent unblocked.
Remember to use your Swords and Order/Chaos well, because you want to
demonstrate that you are playing a defensive deck. Play Justice when you
can afford to pay its upkeep.
Many opponents will forget it is out there because it
won't affect them. When they make the mistake of charging you, drop the
Song. In fact, many players will be surprised that Dwarven Song even
exists. Use this to your advantage.
Dwarven Song also works with Brightflame. Make all of
your opponent's creatures the same color (which is a different color than
your creatures, incidentally), and then burn them all down with
Brightflame. If you do this when Justice is out, you won't gain any life
from Brightflame (if Brightflame deals, say, 52 damage, you'll gain 52
life as Brightflame resolves, then Justice triggers and you take 52,
leaving you at the same life total).
Other than that, you have the typical suite of Red/White
removal and creatures, so there's nothing here that screams janky deck to
your opponent outside of the Justice, Brightflame, and the Song. Use this
to your advantage.
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