Legion's Judgment
Removal that only fires when the threat is big enough is white's oldest concession to color-pie balance: the color that struggles to kill things cheaply gets to kill almost anything, provided you wait until it has grown teeth. The power-4 floor is the price. It cannot touch a mana dork, a token swarm, or most small utility creatures; it sits dead in hand until the opponent commits something with real muscle, and then it answers that thing unconditionally, hexproof aside. Because the gate reads power and not toughness, a fragile one-toughness beater still qualifies the moment its power crosses four, which means the condition tracks the size of the punch rather than the durability of the body. That conditional waiting game is the whole design. It trades the universality of premium white removal for a flat rate and a sorcery-speed constraint that forces you to react a turn late: you cannot cast it on the opponent's turn in response to an attack, so the board has to declare its threat before you can point at it. The shape has a long lineage, from effects that demanded the target attack first to those that read power thresholds directly; this one lands on the simplest version of the bargain, a plain destroy with a single numeric gate. Nothing about the rate is exciting and nothing is meant to be. It gives white a clean, on-color answer to the fatties it otherwise has the hardest time killing, accepting that the same card bricks against the fast, small starts white also fears.

