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Moxonomy

Vigilante Justice

Enchantment3 generic manaRed mana

The damage doesn't count how many Humans you have; it counts how many enter, and that gap defines what this rewards. It is a payoff stapled to a verb, not a board state: each Human crossing onto the battlefield buys one point of reach to any target, so it asks for a deck that keeps generating new bodies rather than one that fields a few large ones. A static row of Humans already in play does nothing for it. What feeds it is throughput: token-makers, cheap recruits chained out across a turn, recursion that returns a one-drop to be redeployed, flicker effects that re-trigger an entry. The ceiling is genuine, since a single wide swarm arriving at once can scatter lethal pings across multiple targets, but four mana buys an enchantment that produces nothing on its own and waits on a board built to abuse entry triggers. It improves a go-wide shell that was already churning out creatures; it does nothing for a deck that merely happens to run a few Humans. The card is inert until the surrounding structure exists to feed it, and worth the slot only once that structure does. That dependence is the whole design: the reward is uncapped precisely because the setup cost is paid entirely elsewhere, in the density of enter-the-battlefield events you can manufacture before this ever fires.

Vigilante Justice (c20)
C20 · #164uncommon
Pricing
Normal: $0.13
Foil:
Oracle Text

Rules text

Whenever a Human you control enters, this enchantment deals 1 damage to any target.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

1 set
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