Justice
Color hatred made into a standing threat: this is white drawing a line against red and daring the opponent to keep crossing it. The reflexive damage clause turns a red mage's own aggression back on them, with the punishment scaling to the size of the hit, so the more they commit to burning your face or swinging with red creatures, the more they bleed for it. The card is a deterrent as much as a wall. The upkeep tax keeps the effect honest: it bleeds you two white mana every turn it survives, so it cannot quietly sit on the battlefield as free insurance the way a modern static enchantment would. You are paying to keep the threat live, which means the card asks a real question of your own curve rather than functioning as set-and-forget protection. This era of design leaned hard on color-pie policing, printing enemy-color hosers that read like a manifesto on what each color was supposed to fear, and Justice belongs squarely to that lineage. Its targeting is narrow by design (red creatures and spells only), and that narrowness is the price of how steep the punishment runs when it lands: face down a green or blue deck and the enchantment is dead text. This is white answer design from before hosers learned to be subtle, an effect built to make red regret being red and to charge you upkeep for the privilege.

