DLCR: Swift Justice

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Todays RtR card to rate is...

Swift Justice

 
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5.0: First pick no matter what.  I will always play this card.
4.5: Splashable and first pick worthy.
4.0: First pick pack 1.
3.5: Early pick though not always a first pick.
3.0: Solid early/mid pick.
2.5: Solid pick in color.
2.0: Should generally make the deck if in this color.
1.5: Decent filler.
1.0: 23rd card if you have to.
0.5: This card will sometimes be sideboarded in.
0.0: I will never put this card into my deck (main deck or after sideboarding).


This is a pretty nice combat trick.  It gives a lot of good abilities.  I mean first strike is one of the best combat abilities in the game.  Lifelink is an added bonus and the additional power is nice to.

Not a high pick but a solid one.

2-2.5

Discuss! 
Much more impressive now than I thought it was. 2.5
I think 2.0 is fair. The only combat tricks I enjoy running in this set are Giant Growth and Savage Surge.
This is my favorite trick against Rakdos. 2 for me
2-2.25

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I think 2.0 is fair. The only combat tricks I enjoy running in this set are Giant Growth and Savage Surge.



You never consider running chorus of might? I think it's pretty good.

bulletd Guidelines: 5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1.Archangel of Thune 4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Jace, Memory Adept 4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Haunted Plate Mail 3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Doom Blade 3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. wall of Frost 2.5: Solid pick in-color; creatures 5-12, removal 3-5. Dark Favor 2.0: Creatures 10-16; removal 6-7. Elvish Mystic 1.5: My 23rd or 22nd card, depending on removal. Act of Treason 1.0: 23rd card if I don't maindeck an additional land. Lay of the Land 0.5: This card will sometimes be sideboarded in. Brave the Elements 0.0: I will shred this card for counters. Darksteel Forge
2-2.5. One of the good tricks, and it feels so good on stuff like Azorius Arrester or Selesnya Sentry.
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I like this card in 2 - 2.5 range as well. It's value increases if I'm light on removal. I've had good success with decks that were heavy on combat tricks instead of removal. It allows me to play aggressively and gives my opponents pause.
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