Image courtesy of Scryfall.com
Unpacking a Classic White Angel: The Creature-Combat Equation
If you’ve ever built a creature-focused White strategy from the late 90s, you know agility and air superiority can tilt the battlefield in a heartbeat. Voice of Law, a humble uncommon from Urza’s Saga, arrives as a 3 mana white-commander of sorts: a 2/2 flyer with Flying and Protection from red. It’s not flashy in the way a bomb rare might be, but its quiet, exacting math reshapes how you think about every combat step 🧙♂️🔥. In a world dominated by haste and blowout removal, this little angel embodies the elegance of protection as a defensive and offensive tool rolled into one.
From a gameplay perspective, the combination of Flying and Protection from red is where the creature-combat math gets interesting. Flying lets Voice of Law bypass most ground blockers, turning many confrontations into air-to-air or air-to-ground calculations rather than straight trades on the ground. But Protection from red adds a veto on almost an entire category of threats. It means any red source cannot deal damage to Voice of Law, cannot enchant it with red auras, cannot be targeted by red spells or red abilities, and cannot be blocked by red creatures. The result is a card that punishes a red-centric aggro plan while remaining perfectly capable of holding its own against non-red threats 🧙♂️. In a deck that leans on tempo and tempo-adjacent defense, that protection is a literal shield that shapes every attack and every block in the opponent’s combat math sheet.
Consider the classic frontline math when Voice of Law meets a crowd of blockers. If the defending player parks a red creature in the way, Voice of Law can’t be blocked by that red creature at all. That means you can threaten damage through swarms that would normally stall you out, especially if your plan includes other white fliers, walls, or reliefs that press the opponent into suboptimal blocks. On the other hand, any non-red blocker—say a blue or white 2/2 or a green 3/3—can still trade with Voice of Law, so you’ll want to weigh the tempo of your attack against the likelihood of being trading up or down on any given turn. The 2 power is a reality check: it’s enough to threaten a steady stream of life loss, but it’s not so big that you can expect every attack to land for lethal damage without support. That balance—air mobility, selective protection, and a modest body—makes Voice of Law a thoughtful, not reckless, piece in a white combat equation ⚔️.
“Life's balance is as a star: on one point is Law, and Law must be upheld. If the knots of order are loosened, chaos will spill through.” — Song of All, canto 167
From a design standpoint, Voice of Law illustrates why protection remains a persistent theme in MTG. The card’s flavor text nods to order and balance, while its mechanics deliver that balance on the battlefield. The angel’s 3 generic white mana cost (3W) and its uncommon rarity in Urza’s Saga reflect a time when set design rewarded players who could pilot a cautious air campaign and protect it with stubborn resilience. Mark Zug’s depiction—an emblem of grace in the skies—complements the card’s aura: a protector of the margins, turning small advantages into long shadows over a game’s tempo. In formats like Vintage and Commander, Voice of Law finds a home not merely as a creature but as a strategic anchor: a reliable white creature that buys time while you set up a plan to pressure through red chaos or pivot to other win conditions 🧙♂️💎.
In practical terms, Voice of Law shines when you’re piecing together a creature-heavy plan that needs reliable air support and a defensive backbone. The card’s ability to dodge red’s usual tools is an antidote to the “red rush” archetype, which often relies on direct damage and aggressive blockers to pressure life totals quickly. By occupying the air with protection from red, Voice of Law makes space for other white creatures to swing in for incremental damage or to set up a bigger alpha strike once your opponent’s answers are exhausted. It’s not the kind of card that ends a game alone, but it accelerates the tempo of a plan that depends on wings and walls—precision combat rather than brute force 🧙♂️🎨.
Collectors and players alike also appreciate Voice of Law for its historical footprint. Buried in Urza’s Saga’s sprawling artifact-era narrative, this card embodies the era’s devotion to layered abilities that reward careful planning. The beauty is in its restraint: a 2/2 body that trades with a surprising range of blockers, a flying presence that rips open aerial lanes, and a protection clause that punishes red’s otherwise ubiquitous removal and targeting tricks. The result is a card that rewards you for reading the board, timing your attacks, and knowing when to stand your ground as your opponent tries to bend reality with red’s relentless tempo 🧙♂️🔥.
For modern players exploring the timeless edge of MTG’s color pie, Voice of Law remains a reminder that combat math isn’t just about numbers—it's about position, protection, and pace. If you’re building a white-centric deck that values disruption, tempo, and aerial inevitability, this angel is a patient, reliable piece to lean on. And if you’re a collector who enjoys the historical texture of Urza’s Saga, the card offers both the nostalgia and the practical logic that made that set memorable—the kind of puzzle that makes you smile at the end of a long match ⚔️💎.
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Voice of Law
Flying, protection from red
ID: daec52a4-02da-4bff-aff4-5247baed1326
Oracle ID: 535007c5-03a8-495f-a132-37960f179f96
Multiverse IDs: 5673
TCGPlayer ID: 7099
Cardmarket ID: 10262
Colors: W
Color Identity: W
Keywords: Flying, Protection
Rarity: Uncommon
Released: 1998-10-12
Artist: Mark Zug
Frame: 1997
Border: black
EDHRec Rank: 26844
Penny Rank: 15982
Set: Urza's Saga (usg)
Collector #: 55
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — not_legal
- Timeless — not_legal
- Gladiator — not_legal
- Pioneer — not_legal
- Modern — not_legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — not_legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — not_legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — legal
- Predh — legal
Prices
- USD: 0.36
- EUR: 0.17
- TIX: 0.04
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