Do you like drawing cards? Well, you ought to.
This is a card that is not only powerful by its
own merits, but rewards a strategy that's
already very powerful. Having a full grip means
you've got more options of spells with which to
respond to whatever the opponents throw at you.
Having a big creature is good for obvious
reasons, especially since blue and white tend to
have combat-capable yet smaller creatures, and
this puts all their combat abilities on a much
larger creature. And the fact that you draw
extra cards means that this in and of itself a
card draw engine equivalent to Phyrexian Arena
of old, even as it powers up the creature it's
on even more.
I'd love to know who within Wizards of the Coast
thinks that the super-lawful statist bureaucrat
types should get card names like "Righteous
Authority." Unless the issue is that the "new"
Azorius are no longer super-lawful statist
bureaucrats but rather communitarian paladins,
which is something you'd really hope would have
been explained on a card somewhere. Aside from
that, Righteous Authority is actually a pretty
good card. As you recall, I like just about any
effect better when it's in a form that can
attack, and you rarely see that with Howling
Mine effects. This is one that hits much harder
than Kami of the Crescent Moon - not like
Invisible Stalker needed any more help.
Welcome back readers todays card is Righteous!
Righteous Authority is an enchantment that
scales on the number of cards in your hand and
even allows you to draw more cards every turn
burying your opponents in card advantage. In
standard and modern most auras outside of a few
niche ones such as Rancor are unplayable and
this one being expensive and gold and slow to
accumulate advantage is a big problem. I don’t
foresee this card seeing much play but it if it
does it will be on the backs of hexproof
creatures such as Invisible Stalker or Geist of
Saint Traft. In legacy and vintage its
completely unplayable due to being a slow aura
and expensive. In casual and multiplayer this
card can shine more as there are numerous decks
that could utilize an enchantment such as this
and combined with cards that give you no maximum
hand size you could craft an interesting deck.
It’s also a decent card in commander decks
looking to use an aura theme such as Bruna Light
of Alabaster. In limited it seems like a bomb if
they don’t find removal for the creature you
just win the game. And even if they find removal
if you draw a card or two of it you are still
looking good. Overall a casual and multiplayer
card most of all but a limited bomb as well.
Today's card of the day is Righteous Authority
which is a five mana Blue and White aura that
gives +1/+1 for each card in hand of the
target's controller and has them to draw one
additional card at the start of their draw
phase. A high cost aura like this
generally won't enter play until fairly late in
the game when cards in hand will often be lower.
That combined with removal keep this from being
a fit in typical Blue/White builds, but designs
based on Hexproof or draw power could find a
slot or two for this. Overall the cost is
too high for Constructed and the target needing
evasion, Hexproof, or both will keep this out of
most decks.
For Limited the increase in draw power and
combat benefits allow this to be a viable first
pick in Booster even if it forces an Azorius
build to make use of it. Cards in hand can
be slightly manipulated by keeping extra lands
and playing anything possible only after
attacking, which is safer in the reduced removal
environment. In Sealed an Azorius build
should always include this as there is no major
drawback to running it and the draw power is
always welcome even if it provides no other
benefit.
Welcome to another great Card of the Day review right here
at Pojo.com! Today we are checking out Righteous
Authority from Return to Ravnica. Righteous
Authority is a rare blue and white enchantment
that costs three generic, one blue and one white
mana. Righteous Authority is an Aura that
enchants a creature. Righteous Authority says at
the beginning of enchanted creatures upkeep,
that player draws an additional card. Righteous
Authority gives the enchanted creature +1/+1 for
each card in it's controllers hand.
Righteous Authority is nice, very nice. I don't see any
reason why this card would go onto your
opponent's creatures, so it is nothing but a
benefit to you. Additional card draw, and a big
pump to the creature itself, yes please!
The main drawback is the five mana cost associated with it.
But for what it can do, five mana is actually
not all that bad. Toss on a Steel of the
Godhead, and it could be a game over.