Hand of Justice
A removal engine disguised as a wall, and a snapshot of how early Magic priced repeatable destruction. The body is a 2/6: built to survive, not to attack, because its whole job is to sit on the board and convert white creatures into dead opposing ones. The activation is what keeps it honest. Each use taps the Hand itself plus three other untapped white creatures, so a single destruction mortgages your entire white board for a turn: four bodies committed to killing one. That tax names the deck that wants it. You need a wide white army that can spare three attackers' worth of taps and still apply pressure, the same go-wide texture white weenie has always wanted. The activation is also the card's vulnerability: it costs no mana, so it never slows your spells or your development, but every body it taps cannot attack or block, and an opponent who sees the open window can play around it or force you to choose between killing a threat and keeping your soldiers free for combat. Here white spends bodies, not mana, to do something repeatable: a board of soldiers feeding a single execution, the bluntest possible version of "tap a crew to fuel an effect" that white would refine for years afterward.


