Judge Not, Lest Ye Be Judged
Over the years, the recognition that a draw is fun for exactly zero players meant we only saw one more card that drew the game, albeit only if its "win the game" condition wasn't met.
In both cases, the charge was clear—survive long enough, and this enchantment would decide your fate. Even if that fate was sad trombone noises.
Thankfully, we've learned our lesson and have passed on drawing the game and moved on to either winning the game outright
You jump through some hoops, meet some challenges, play the game from a different angle, and your reward is sweet, sweet victory. Each of these cards created a little sub-game. Get them to 13 life. Cast this card twice. Have a really, really, really large deck.
But there's another subset of these cards that take their queues from
But, absent a few Vraskas, most of these cards were just asking one question—can you do the thing? If you did the thing, you won. Or they lost. Or you made sad trombone noises. But rarely were these alternate-victory cards so very
Enter Faithbound Judge.
The front side is a victory condition only insomuch as it's a creature that can, eventually, attack. For a bit of patience, you get a 4/4 flying vigilant Spirit that makes you feel really guilty about lying to your mom about that extra cookie. On its own, that would be a fine, undercosted creature with a relevant Spirit type.
But then he wouldn't have much to be so judgmental about. That's where the disturb side comes in:
In the great tradition of
No sad trombone noises. They just lose.
The fact that it's a Curse does have some applications, but those mostly don't matter for many of the Curses-matter cards. Because it's on the disturb side, you can't use something like
It's probably correct to think of the Curse side as a bonus should you find the game stalled out—but that's what makes it interesting. The reason
Not a one of them could attack for 4 damage in the air.
So how do we use Faithbound Judge // Sinner's Judgment? It's likely we're looking at playing Spirits or even just a white-blue fliers deck. The goal would be to just attack a bunch in the air while getting additional value from dead or dying Spirits along the way.
Patrician Geist is the highlight here, as not only does it make your Spirits bigger—and turn Faithbound Judge into a chariot-smashing 5/5—but it makes those disturb costs just that much more attainable.
That's a pretty rough outline, and it could probably use more Spirit synergies to make it worthwhile to stick with Spirits specifically. There's also some tension happening here—yes,
Again, this is rough, but what if we use
Those are just some of the possible ways to count down (or up) to your opponent's judgment. Do you have more ideas? Send them my way @blakepr on Twitter. Or scream them at me as we pass on the street. Either way, I won't judge.