Knowledge Vault: Hand of Justice (and the giveaway continues!)

In this week’s Knowledge Vault, we’re going to take a quick look at Hand of Justice.  Now, you may be asking yourself, what’s so great about a six cmc 2/6?  Even terrible cards like Abomination and frickin’ Moss Monster are more economical than that.  The answer is: flavor.

As a side note, I apologize that this post is a quickie.  I am writing this via mobile while travelling.

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During a game of Old School 93/94 Brawl, in addition to a sweet ‘stache and what looks to be one of those dentist spitoons, Hand of Justice provides you with the unique opportunity to roleplay as justice incarnate.  You decide who lives and who dies.

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In Old School MTG 93/94, there are very few point-and-click, conditionless sources of removal.  As I write this, none other than Swords to Plowshares, Oubliette, and Tawnos’s Coffin come to mind.

Okay, so, it’s goofy and halfway decent.  But how do I use the damn thing?  Well, you can curve into it with T1 Savannah Lions, T2 White Knight, etc. or you can generate some White creature tokens.

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Icatian Town is not great, but it will do the trick as a two-card, recurring kill spell combo.

 

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However, my personal favorite use of Hand of Justice is alongside Commander Hazezon Tamar.  The color identity lines up, Hazezon is actually good, and using Hazezon as a Commander guarantees that you draw at least one half of the combo every game.  Don’t forget that, despite summoning sickness, you can still tap the tokens to activate the Hand!

 

WRAP UP

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GIVEAWAY

As a treat to our followers who read this far, we are pleased to announce another giveaway!

 

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  • Kirby’s MTG AltersMention our name to receive 5% off!
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4 Comments on “Knowledge Vault: Hand of Justice (and the giveaway continues!)

  1. Pingback: Knowledge Vault: Spinal Villain (and the EDH starter kit giveaway continues!) – Ready To Role

  2. Hi. I am puzzled by the last sentence in your article: ‘Don’t forget that, despite summoning sickness, you can still tap the tokens to activate the Hand!’ Why would you say so. The ‘T’ symbol is the old symbol for tapping to activate the ability: therefore you need to ‘tap the Hand to activate its ability. So you can’t do it on the first turn as by the rules (even in 93/94!). But let me know if I’m wrong! Cheers!

    Liked by 1 person

    • Mathieu! That’s a great question. Correct me if I’m wrong, but Summoning Sickness only matters if it’s THAT CREATURE’S activated ability. Because the ability is Hand of Justice’s, not the token’s, the other three creatures’ Summoning Sickness is not checked as a cost to activate the ability.

      Source: “302.6. A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since his or her most recent turn began. A creature can’t attack unless it has been under its controller’s control continuously since his or her most recent turn began. This rule is informally called the “summoning sickness” rule.” The other three creatures are neither attacking nor activated an ability in “its” activation cost. See also Catapult Master “Since the ability does not have the Tap symbol, you can use the ability before this creature begins a turn under your control.” As a contemporary example, in current Standard play, you can “Convoke” (tap) a creature that just came into play so as to pay for anotther creature’s mana cost.

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  3. Pingback: [93/94 Brawl]: Rasputin Dreamweaver Combo(s) (and a new giveaway!) – Ready To Role

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