Faithbound Judge // Sinner's Judgment is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Defender, flying, vigilance At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it. As long as this creature has three or more judgment counters on it, it can attack as though it didn't have defender. DisturbEnchant player At the beginning of your upkeep, put a judgment counter on this Aura. Then if there are three or more judgment counters on it, enchanted player loses the game. If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.
Complete guide
Faithbound Judge is a patient sentinel that eventually transforms into the ultimate clock for your opponent. Whether acting as a steadfast defender or an inevitable curse, this card demands a careful understanding of counters and timing. Learn how to turn this Spirit Soldier into the final verdict of the game.
A Slow-Building Threat
On its front face, Faithbound Judge is a 4/4 flyer with defender that builds momentum every turn. During your upkeep, you add a judgment counter if it has two or fewer. Once it reaches three counters, the defender restriction is lifted, allowing it to attack freely. If it dies, you can cast its back face, Sinner's Judgment, from your graveyard for its Disturb cost.
The Judgment Count Step-by-Step
First, the upkeep trigger checks the number of counters; if there are three or more, the trigger doesn't even go on the stack. Second, once the trigger resolves and a third counter is added, the static ability immediately allows the Judge to attack. For the Curse side, the trigger always adds a counter first, then checks the total. If it reaches three, the enchanted player loses the game right then and there.
Common Pitfalls
Remember that removing counters from Faithbound Judge after you have declared it as an attacker will not remove it from combat. Additionally, the back face, Sinner's Judgment, has a replacement effect: if it would go to the graveyard from anywhere (including being countered or destroyed), it is exiled instead. You only get one shot at the Curse!
When to Play It
This card is perfect for control decks that need a solid early blocker that can transition into a win condition. Since it has vigilance, it can attack for 4 damage in the air while still remaining untapped to block your opponent's next turn, provided it has its three counters.
Interaction examples
If you control Roaming Throne and chose 'Spirit', Faithbound Judge's upkeep ability triggers twice. This allows you to reach the three-counter threshold in half the time, letting your defender attack much earlier than your opponent expects.
In a defensive setup, you use Faithbound Judge to block high-flying threats while Solemn Simulacrum ensures you have the seven mana needed to cast Sinner's Judgment later. If the Judge is destroyed while blocking, you have the resources ready to bring it back as a game-ending Curse.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Faithbound Judge // Sinner's Judgment
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Removing judgment counters from Faithbound Judge after it has attacked won't remove it from combat.
No other card is named in this ruling.
Legal formats
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Meta decks with Faithbound Judge // Sinner's Judgment
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum