So why should you play this deck? For me, it's not only because I enjoy the color white, but because it gives me a challenge to come up with unorthodox solutions to overcome white's weaknesses and being able to win with a deck that many people don't think would be that successful.
This deck tries to play fairly in an environment full of unfair plays. It doesn't have many broken plays, but instead, it simply tries to limit what opponents can do while slowly accumulating resources. The key here is that you're looking to not only minimize what opponents can do, but maximize your own advantages. Contrary to popular belief about MWC, you do not want to constantly sweep the board, since this could hurt many of your own permanents as well.
Hitting every single land drop is extremely important. This is a mana hungry deck that really shines when it hits ten or more lands. Also important is card draw, which is why I fit in as many card drawing engines as I could. I also fit in a token subtheme, because white is extremely good at making tokens and white is very good at abusing the tokens.
Because mono-white has a lot of limitations, namely, card draw, ramp, and dealing with instants and sorceries, you have to get extremely creative in order to overcome these obstacles. There are a lot of cards that I am running that might stand out for being obscure or narrow, but they have an important place in this deck by shoring up a lot of weaknesses while still maintaining the deck's strengths.
MWC has very strong matchups against most aggro decks for its ability to sweep the board and ward off attacks. Against anything non-blue, the deck can slowly build up incremental advantages over time and just be able to overpower other decks late game. Be wary of big spells though - a well-timed Living Death or Genesis Wave could undo all your hard work and knock you out before you get a chance to respond.
Card Choices
Land
Dust Bowl - Repeatable land destruction. Emeria, the Sky Ruin - Left unchecked late game, this land can pretty much win the game all on its own. High Market - As far as I'm concerned, this is an auto-include in every Commander deck. It makes sure your creatures never get tucked, stolen, or exiled. Kor Haven - Run over Maze of Ith because it doesn't "take up" your land slot. Miren, the Moaning Well - Another sac outlet in which the life might actually matter. Mistveil Plains - Combined with shuffling effects, it allows you to reuse all your instants and sorceries that you have no other way of recurring. Reliquary Tower - Many times, you want to keep cards in your hand. This lets you do that, and it's especially good with Land Tax. Scrying Sheets - Nets you extra cards and is especially useful with Sensei's Divining Top or Scroll Rack. Strip Mine - Destroy pesky lands. Thawing Glaciers - Helps ensure that you hit every land drop. Snow-Covered Plains - Lets you run the Scrying Sheets engine.
Artifacts
Darksteel Ingot - It's indestructible, meaning it will almost always stick around until the end of the game. Expedition Map - Helps you find all your utility lands. Gauntlet of Power - Doubling mana is a good thing. Goblin Charbelcher - It's repeatable burn. In white. It helps you deal with random low toughness creatures, planeswalkers, and it combos nicely with Endless Horizons, Scroll Rack, and Sensei's Divining Top. Helm of Possession - One of the main ways to take advantage of tokens. Mind's Eye - One of the strongest colorless card drawing engines. Oblivion Stone - The simplest, and best reset that you can use. It's tutorable and it allows you to use it the turn you play it, making it much better than Scourglass and Nevinyrral's Disk. Phyrexian Furnace - Graveyard hate, cycles if you don't need it. Relic of Progenitus - More thorough graveyard hate, which I found was necessary against mass reanimation and other shenanigans. Scroll Rack - Combos nicely with Land Tax, Goblin Charbelcher, or any shuffle effects. Sensei's Divining Top - Top works really well here with all of the shuffle effects. Skullclamp - The best card drawing engine in this deck outside of Land Tax. Sol Ring - Accelerates you two turns. Wayfarer's Bauble - In white, you need all the land ramp that you can get.
Creatures
Academy Rector - What makes her so good is it puts the enchantment into play. Archon of Justice - Deters hate, and with a sac outlet it acts as spot removal. Gets pretty nutty with recursion. Aven Mindcensor - Stops tutors and fetchlands. Being able to Flash it in allows you to "counter" the tutors. Eight-and-a-Half-Tails - Protects all your permanents from spot removal. Eternal Dragon - Helps you fix your mana. Rarely would you use its reanimation because of its extremely high cost, but it's extremely versitile in what it can do. False Prophet - Deters hate and gives you access to an instant speed sweeper with a sac outlet. It can also be brought back with Emeria. Felidar Sovereign - Six mana, you win the game. Don't play it early if you don't want to draw hate. Even if you don't have enough life, it's still a 4/6, lifelink, vigilance beater that can gain you enough life over a few turns. Iona, Shield of Emeria - Nine mana, mono-colored deck loses the game. Iona is such a beating against so many decks. Karmic Guide - At worst, it's a Breath of Life for an extra mana. Also makes good use of Skullclamp though. Kor Cartographer - White again needs all the ramp it can get. Mangara of Corondor - Play it as early as possible to deter hate. Use with a sac outlet and recursion for maximum results. Seht's Tiger - One of the most underrated creatures in the deck. Instead of thinking of it as giving you protection for a turn, think of it this way: "Counter target spell or ability that targets you. Prevent all damage that would be dealt to you this turn". Oh, and you get a 3/3 body. It's a white Counterspell, Fog, Stifle, and creature, rolled into one card. More people should be running it, seriously. It's that good. Solemn Simulacrum - Ramp that cantrips and gives you a 2/2 body. Not much to say here, pretty much every deck should run it. Stonecloaker - The swiss army knife of white creatures. Instant speed graveyard hate, protects your creatures from removal and sweepers, allows for ETB shenanigans, and gives you an emergency flying blocker in a pinch. Not to mention it can be recurred. Sun Titan - Doesn't have a lot of targets, but it has enough to be useful. Weathered Wayfarer - Nets you card advantage and helps you find all of your utility lands. World Queller - Left unchecked, World Queller provides so much card advantage and disruption over a few turns. The fact that it gives you a choice means it's always in your advantage.
Enchantments
Aura of Silence- Artifact/enchantment hate. The extra two mana can really mess with people's math. Endless Horizons - Nets you major card advantage over several turns. Keep in mind you don't need to exile all of your plains, sometimes, exiling 5-10 is enough. It can also combo with Goblin Charbelcher if you're feeling adventurous. Inheritance - A hidden gem. It's not the most efficient, but it's white card draw for a decent enough cost. Karmic Justice - Absolutely amazing card that protects all of your non-creature permanents from drawing hate. Land Tax - The strongest card drawing engine in this deck, especially when coupled with Scroll Rack. Land Tax is almost always the first tutor target. Leyline of Sanctity - It's useless against some decks, but it can completely shut down others. It's particularly useful because it helps against a lot of this deck's weaknesses, such as discard. Luminarch Ascension - Left unchecked, it usually wins the game. Prison Term - Shuts down a lot of generals completely and it gets around shroud.
Spells
Abeyance - It's very situationally useful, but at worst, it still cantrips, and it can potentially save you in situations you couldn't otherwise deal with. Akroma's Vengeance - Takes out most things and cycles when not needed. All Is Dust - Another sweeper. It gets around indestructibility since it forces sacrifices. Austere Command - Yet another sweeper. Its modal ability means it will almost always be in your favor. Balancing Act - My answer to ramp. Decks that can ramp quickly tend to get too out of hand for this deck to handle. It's not a great answer, but it's the best option. Condemn - Mainly used to tuck generals, but it also acts as spot removal. Dawn Charm - Another white counterspell, very similar to Seht's Tiger in its modes but slightly less useful. Decree of Justice - Produces tokens for Skullclamp fodder, provides a nice combat trick, and still cycles for a card. There's no reason not to run this. Enlightened Tutor - Land Tax, Skullclamp, Oblivion Stone, there's really not a shortage of targets for it. Final Judgment - Its exiliing is what is important here, to avoid shenanigans. Hallowed Burial - Similar to Final Judgment, but it also can tuck generals. Idyllic Tutor - Finds Land Tax, which is enough. Lapse of Certainty - This deck pretty much auto-scoops to cards like Genesis Wave. Lapse of Certainty is pretty much necessary if you don't like auto-scooping to big, splashy spells. Martial Coup - Sweeper that helps you abuse tokens. Oblation - "Tucks" generals, draws you cards if you use it on your own tokens, and emergency spot removal. Path to Exile - I used to be adamantly opposed to Path, but I've turned a corner. Use it on your own tokens for land ramp, or use it as spot removal if you need to. Pure Intentions - Extremely useful against red and black decks. Not only does it make cards like Mindslicer a blowout in your favor, but it also works against Wheel of Fortune and friends. Because it's so situational though, it's not really a necessary inclusion. Return to Dust - Very versatile card that exiles two artifacts or enchantments. Swords to Plowshares - Your standard spot removal. Tithe - You get two cards for one mana, at instant speed. It's one of the best deals you can get, in any color.
Planeswalkers
Elspeth, Knight-Errant - Produces tokens, gives your creatures evasion and buffs, and it's very difficult to lose if you get the ultimate off.
Notable Omissions
Armistice - While drawing cards is nice, it's just too expensive. Elspeth Tirel - I personally think the original Elspeth is more versatile, but her new version is certainly strong as well. Evangelize - It got replaced by Helm of Possession, which is simply better and much cheaper to use. Extraplanar Lens - While this deck is mana hungry, I actually don't need it since I don't play that many spells a turn. Couple this with the sweepers makes the land lost actually relevant. While this deck can recover from the land lost better than most other decks, it can't abuse the Lens all that well. Ghostly Prison/Windborne Muse - Their effects are nice, but not really necessary. I simply didn't need them. Invincible Hymn/Beacon of Immortality - Pure life gain is generally pretty bad, no matter how much life you gain. Magus of the Disk/Nevinyrral's Disk - Having to wait a turn outweighs the possibility of recursion. Martyr's Cry - This would be amazing tech if I could reliably get enough tokens. Unfortunately, it's too situational to be useful. Michiko Konda, Truth Seeker - What I found is that she isn't really a good deterrant, because people will just either wait for an alpha strike or wait for a sweeper. She actually doesn't really do all that much. Oblivion Ring - It protects whatever permanent you targeted from sweepers, which is especially bad when you're running a lot of sweepers. O-Ring is great in other formats, but in EDH, not so much. Open the Vaults - If only our deck can abuse this card to its fullest potential... Storm Herd - First, it's extremely expensive at ten mana. Second, you have to be careful of any player playing red, and to a lesser extent, blue, because it's auto-lose if they have Insurrection, Reins of Power, or Twist Allegiance. It could be just me, but I actually see people actually losing more often after resolving Storm Herd than winning. Wrath of God - It's simply too easy to play around with graveyard recursion, indestructibility, persist, Saffi Eriksdotter, and many other shenanigans. There are better sweepers.
i would have to say that the hate you are drawing from new player's has to be because 99% of new players are Timmies. and they look at the game from a Timmy point of view. they see Kiki-Jiki just sitting there, looking cool. and the look over and see your giant Akroma with all it's abilities and the get scared of it. they cant see the potential of the cards untill it's already happened and they are dead. damn n00bs.
anyway, i'll get off my soap box, and congratulate you on building the most solid looking mono while EDH deck i've ever seen. i sat here of a good 15 minutes thinking of cards, and when one came to me, i'd look, and it was already there. it was like freakin magic or something
It's a one for one that's not a permanent solution AND isn't an instant. It can't hit shrouded permanents. Unless you can do tricks with it, it's usually not worth the slot, in my opinion.
I've had a lot of Success with Salvaging Station in mono-white. I mean, even without building with it in mind, you've got Phyrexian Furnace and Expedition Map. Relic could easily be Scrabbling Claws, you could throw in Sunbeam Spellbomb or Wayfarer's Bauble, there really are a number of options.
Since you wrath the board all the time anyway, it's a pretty reasonable way to generate some card advantage AND generic utility in a color that sorely needs it.
i would have to say that the hate you are drawing from new player's has to be because 99% of new players are Timmies. and they look at the game from a Timmy point of view. they see Kiki-Jiki just sitting there, looking cool. and the look over and see your giant Akroma with all it's abilities and the get scared of it. they cant see the potential of the cards untill it's already happened and they are dead. damn n00bs.
anyway, i'll get off my soap box, and congratulate you on building the most solid looking mono while EDH deck i've ever seen. i sat here of a good 15 minutes thinking of cards, and when one came to me, i'd look, and it was already there. it was like freakin magic or something
Yeah, Akroma seems to look a lot scarier than she really is to some people.
Thanks for the compliment, though this list is nowhere near optimized.
What aboutInvincible Hymm as a bail out if things dont go your way........but tht is just a suggestion, this is a solid deck.
Life gain by itself isn't good enough. It doesn't affect the board in any way, so it's not going to turn the game around if you're in a losing position.
I've had a lot of Success with Salvaging Station in mono-white. I mean, even without building with it in mind, you've got Phyrexian Furnace and Expedition Map. Relic could easily be Scrabbling Claws, you could throw in Sunbeam Spellbomb or Wayfarer's Bauble, there really are a number of options.
Since you wrath the board all the time anyway, it's a pretty reasonable way to generate some card advantage AND generic utility in a color that sorely needs it.
I play Salvaging Station in my Hanna deck, so I know how useful it can be. I'll consider it, Wayfarer's Bauble would work great with it but I'm not sure if Station would do enough on its own.
I'm keeping Relic in, it was originally Scrabbling Claws until it almost cost me a game against Adun Oakenshield.
O-Ring and Path aren't in for reasons I already stated. The rest of your suggestions are good though. WSZ probably doesn't do enough though unless I'm running Skullclamp.
Tired so I'll be making changes tomorrow or something.
With Regards to O-Ring... While it may not be a permanent solution, keep in mind that it, and Journey to Nowhere both cost 3 or less mana, and are both permanents. That is relevant to any deck that is running Sun Titan (which this deck is running). As that means that they can be recurred and reused. I personally think that anything that has the potential to be reused is a bonus for a given deck.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
I like mono-W and all but honestly the toughest time i have is dealing with blue. W has no response to Counterspell, and struggles to compete with card advantage. The only real options we have are artifacts.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
With Regards to O-Ring... While it may not be a permanent solution, keep in mind that it, and Journey to Nowhere both cost 3 or less mana, and are both permanents. That is relevant to any deck that is running Sun Titan (which this deck is running). As that means that they can be recurred and reused. I personally think that anything that has the potential to be reused is a bonus for a given deck.
Sun Titan would be my only means of recurring it, meaning 90% of the time, it wouldn't matter. Consider that even though I'm running as many card advantage tools as I can, it still lacks card draw/tutors, so it's something that I can't really rely on. O-Ring/Journey is extremely counterproductive when you consider the amount of sweepers I run and the amount of sweepers other players run as well.
Just last night, I had a game where someone O-rings my Leyline of Sanctity. A couple of turns later, I Disk as the board got too cluttered of threats, and I thank the person on the inside for saving my Leyline. Leyline proceeds to shut everyone else down from being able to finish me off and helps me win the game. Honestly, I've never seens O-ring not backfire unless you explicitly try to abuse its ETB triggers, which I do in my Hanna deck.
I like mono-W and all but honestly the toughest time i have is dealing with blue. W has no response to Counterspell, and struggles to compete with card advantage. The only real options we have are artifacts.
Check out my Linvala deck for more ideas.
Mono-white plays fair, blue plays unfair
Most blue decks don't run a lot of counters since they aren't that strong in multiplayer, but if it's really a problem, run Boseiju, Who Shelters All. It can be tutored for with Expedition Map or Weathered Wayfarer, and it helsp ensure a big spell will get through. I'd also suggest Lapse of Certainty and Abeyance. As I explain in my OP, Lapse is amazing for solving so many of the problems plaguing mono-white, and Abeyance, while extremely narrow, at worst still cantrips. Both would help against blue.
I made a few small changes to my list, but I've been testing out a ton of suggestions so hopefully I'll be making a bigger update soon.
1. I love your deck. it simply looks fun to play with
2Idyllic Tutor looks like it could work, my only issue in looking at it is its cmc of 3. another card i saw was Rebuff the wicked. it does only cost W.
1. I love your deck. it simply looks fun to play with
2Idyllic Tutor looks like it could work, my only issue in looking at it is its cmc of 3. another card i saw was Rebuff the wicked. it does only cost W.
Idyllic Tutor finds Land Tax, which might be good enough, but there's really nothing else I'd want to tutor for. I love Rebuff the Wicked, but it's too narrow.
Right now I've been wading through a ton of white cards (and also sadly getting a reminder of how terrible white used to be) and I'll be making some major changes to the deck. Just trying to find ways to fit some cards in, which includes some pretty amazing tech.
I'll be working on writing up a primer as well. I think this archetype can be competitive, but you need to think outside of the box and away from the "Constantly sweep the board" mentality.
I wanted to run another test with some changes, but I couldn't log on to Cockatrice so I decided I'd just post them here. Be forewarned, this update's a doozy.
So yeah, what happens when you throw a list together in about 10-15 minutes is that there's a ton of obvious choices that you end up missing. While I've since made a lot of changes since the first iteration of this deck, there were a few extremely obvious cards that I completely forgot about or for some reason, just didn't include, such as Weathered Wayfarer and Skullclamp.
These changes are meant to address a lot of glaring weaknesses with the deck archetype. Despite my original efforts, it still wasn't good enough as the card draw was still lacking and the deck still scooped more than I would have liked to game ending spells. I took out some mana accelerants because they actually weren't needed, and they would die to my sweepers anyway. Linvala Windborn Muse, and Moat just didn't do enough, and I had better answers anyway.
Felidar Sovereign gives me a better win condition than Storm Herd, which honestly really, really sucks. You can only use it, basically when you have 13+ mana when you can cast it and protect it, since it's auto-lose if an opponent has Insurrection, Reins of Power, etc. There are better token makers than ones that you need 10 mana for.
Balancing Act is my answer to green ramp decks. I'm actually surprised it's not run more often - it's an incredibly powerful spell that evens the playing field that wrecks people trying to extend too many lands or draw too many cards.
Pure Intentions is yet another extremely narrow card that I'm trying out. The reason? It lets you use your hand as a permanent resource without fear of it being destroyed. In conjunction with Reliquary Tower, you no longer need to play anything unless you really needed to.
Path to Exile finally makes the cut because it's my one-mana land ramp spell, that in a pinch, can exile a creature, now that I'm running a token subtheme
Other cards I'm considering - Salvaging Station and/or Auriok Salvagers. These are powerful engines. Just imagine reusing Wayfarer's Bauble every turn. The problem I have with them is I only have three artifacts that can be abused by it, and it only works on a total of five of my artifacts. Adding more targets runs the risk of diluting the deck too much.
Vedalken Orrery. Playing stuff at instant speed is good. Especially for this deck.
Mobilization. This gets a nod over Sacred Mesa not only because Soldier tokens work with my other token makers, but because it doesn't require a constant mana investment.
Rout. Instant speed is great, but I'm not sure I need Wrath #7. False Prophet is another Wrath I'm considering.
I thought I'd share my results with this deck so far. In all of my games, I have almost always finished in the top two. The deck is just extremely resilient to hate, and it becomes a losing proposition to anyone trying to attack it early. However, I rarely actually win with the deck - all it takes is one broken spell resolving with me not having an answer to end the game. The deck does not win easily, and even if you're in control of the game, games tend to drag on forever. In my last game, I was firmly in control for most of the game, finished off two players but the last player held off my Akroma with Maze of Ith. I ended up drawing blanks for about 10 turns while I whittled away his life with Goblin Charbelcher. Eventually, all the bad draws caught up to me as he drew Living Death with a full graveyard and Akroma's Memorial out. Such is the life of playing a deck with basically nothing broken in it...
Balancing Act honestly im not too overly impressed. The problem with it is that most ramping decks ramp by means of tutoring into Primeval Titan and just ramping like crazy from there. This spell is not a solution to the problem which is the titan itself. This card might be good after he dies but it does not solve him which is the problem I have with it. It does somewhat solve a token deck but then again a straight up wrath would also so meh.
Felidar Sovereign is sort of odd in my mind. Playing it out early in the first 6 turns almost never works as it will be one of the first real threats meaning it will probably catch some kill. Playing it out late will run the risk of not having the 40 life anymore as well as the problem that a 4 powered blocker with lifegain really isnt all that effective.
I still am a bit unsure but have been toying with the idea of trying Secluded Steppe, and or Drifting Meadow in my Akroma decklist. The ability for the Wayfarer to tutor them up then cycle them off for other cards is a nice feature. I dont know if the coming into play tapped is bad enough to be bad for these though. Thought I would toss out the idea to you to consider though.
Balancing Act honestly im not too overly impressed. The problem with it is that most ramping decks ramp by means of tutoring into Primeval Titan and just ramping like crazy from there. This spell is not a solution to the problem which is the titan itself. This card might be good after he dies but it does not solve him which is the problem I have with it. It does somewhat solve a token deck but then again a straight up wrath would also so meh.
Felidar Sovereign is sort of odd in my mind. Playing it out early in the first 6 turns almost never works as it will be one of the first real threats meaning it will probably catch some kill. Playing it out late will run the risk of not having the 40 life anymore as well as the problem that a 4 powered blocker with lifegain really isnt all that effective.
I still am a bit unsure but have been toying with the idea of trying Secluded Steppe, and or Drifting Meadow in my Akroma decklist. The ability for the Wayfarer to tutor them up then cycle them off for other cards is a nice feature. I dont know if the coming into play tapped is bad enough to be bad for these though. Thought I would toss out the idea to you to consider though.
Yeah, the problem with Primeval is that by the time he's removed, the damage has been already dealt and they'll have anywhere from 2-8 extra lands. Azusa tends to have 15+ lands when everyone else has around 6-8. It's extremely difficult to win when the other player has twice as many lands as you do, no matter how many answers you have. Creatures aren't a problem or you're playing white wrong Balancing Act gives me the ability to, for the lack of a better word, balance the playing field against decks that just do crazy shenanigans.
Felidar Sovereign, like all my wincons, come out mid-late game when the game's under control. At worst, he's still a 4/6 Vigilance Lifelink creature, which, while it isn't the most impressive of creatures, is still formidable, and the lifelink comes in handy since the deck has almost no other ways to gain life. Being able to go "Oops I win" isn't something that white is very good at doing, which Felidar allows. Then again, I have yet to test him out, but that's the theory behind him at least.
I originally had Secluded Steppe in here but I took it out, since more plains = better Scrying Sheets and better Charbelcher/Endless Horizons. Otherwise, sure, they'd be a great addition.
Decent primer, apologies for the 2 month bump, but I am confused by some outright omissions.
Mother of Runes- A lifesaver, can be used offensively and defensively, as a 1-drop and hardly ever a poor topdeck. You justify creatures with limited use such as stonecloak over her, and honestly I don't see a reason why should wouldn't be included, she's a solid performer and is another recursion target for Sun Titan, that is if someone actually finds a way to pinch her.
Efficient beaters like Baneslayer, Exalted Angel, Trancendant Master, Student of Warfare ect. Plus the 1 drop fetch-master Ranger of Eos. I am very aware you are not running aggro or weenie, but we are talking about efficent beaters that thrive in control enviroments. Dropping a Ranger of Eos for 4 and dropping a mother of runes and student of warfare or weathered wayfarer WITH HIM, seems like a great play to me in comparison to some things you suggest running.
Again, I know not aggro, but a stoneforge mystic package seem like they SHOULD go in this archtype, you generate CA and get something like jiite, batterskull or a meta-dependant sword to really get some things working for you. Plus Stoneforge grabs skullclamp too.
There are a lot of good ideas here, but a lot of choices are certainly meta dependant.
Plus there are a bunch of NPH cards that can possibly roll with this deck, including Elesh Norn as general.
Introduction
So why should you play this deck? For me, it's not only because I enjoy the color white, but because it gives me a challenge to come up with unorthodox solutions to overcome white's weaknesses and being able to win with a deck that many people don't think would be that successful.
1 Akroma, Angel of Wrath
Artifacts (14)
1 Darksteel Ingot
1 Expedition Map
1 Gauntlet of Power
1 Goblin Charbelcher
1 Helm of Possession
1 Mind's Eye
1 Oblivion Stone
1 Phyrexian Furnace
1 Relic of Progenitus
1 Scroll Rack
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Wayfarer's Bauble
Creatures (17)
1 Academy Rector
1 Archon of Justice
1 Aven Mindcensor
1 Eight-and-a-Half-Tails
1 Eternal Dragon
1 False Prophet
1 Felidar Sovereign
1 Iona, Shield of Emeria
1 Karmic Guide
1 Kor Cartographer
1 Mangara of Corondor
1 Seht's Tiger
1 Solemn Simulacrum
1 Stonecloaker
1 Sun Titan
1 Weathered Wayfarer
1 World Queller
1 Aura of Silence
1 Endless Horizons
1 Inheritance
1 Karmic Justice
1 Land Tax
1 Leyline of Sanctity
1 Luminarch Ascension
1 Prison Term
Spells (20)
1 Abeyance
1 Akroma's Vengeance
1 All Is Dust
1 Austere Command
1 Balancing Act
1 Condemn
1 Dawn Charm
1 Decree of Justice
1 Enlightened Tutor
1 Final Judgment
1 Hallowed Burial
1 Idyllic Tutor
1 Lapse of Certainty
1 Martial Coup
1 Oblation
1 Path to Exile
1 Pure Intentions
1 Return to Dust
1 Swords to Plowshares
1 Tithe
1 Elspeth, Knight-Errant
Land (39)
1 Dust Bowl
1 Emeria, the Sky Ruin
1 High Market
1 Kor Haven
1 Miren, the Moaning Well
1 Mistveil Plains
1 Reliquary Tower
1 Scrying Sheets
1 Strip Mine
1 Thawing Glaciers
29 Snow-Covered Plains
This deck tries to play fairly in an environment full of unfair plays. It doesn't have many broken plays, but instead, it simply tries to limit what opponents can do while slowly accumulating resources. The key here is that you're looking to not only minimize what opponents can do, but maximize your own advantages. Contrary to popular belief about MWC, you do not want to constantly sweep the board, since this could hurt many of your own permanents as well.
Hitting every single land drop is extremely important. This is a mana hungry deck that really shines when it hits ten or more lands. Also important is card draw, which is why I fit in as many card drawing engines as I could. I also fit in a token subtheme, because white is extremely good at making tokens and white is very good at abusing the tokens.
Because mono-white has a lot of limitations, namely, card draw, ramp, and dealing with instants and sorceries, you have to get extremely creative in order to overcome these obstacles. There are a lot of cards that I am running that might stand out for being obscure or narrow, but they have an important place in this deck by shoring up a lot of weaknesses while still maintaining the deck's strengths.
MWC has very strong matchups against most aggro decks for its ability to sweep the board and ward off attacks. Against anything non-blue, the deck can slowly build up incremental advantages over time and just be able to overpower other decks late game. Be wary of big spells though - a well-timed Living Death or Genesis Wave could undo all your hard work and knock you out before you get a chance to respond.
Dust Bowl - Repeatable land destruction.
Emeria, the Sky Ruin - Left unchecked late game, this land can pretty much win the game all on its own.
High Market - As far as I'm concerned, this is an auto-include in every Commander deck. It makes sure your creatures never get tucked, stolen, or exiled.
Kor Haven - Run over Maze of Ith because it doesn't "take up" your land slot.
Miren, the Moaning Well - Another sac outlet in which the life might actually matter.
Mistveil Plains - Combined with shuffling effects, it allows you to reuse all your instants and sorceries that you have no other way of recurring.
Reliquary Tower - Many times, you want to keep cards in your hand. This lets you do that, and it's especially good with Land Tax.
Scrying Sheets - Nets you extra cards and is especially useful with Sensei's Divining Top or Scroll Rack.
Strip Mine - Destroy pesky lands.
Thawing Glaciers - Helps ensure that you hit every land drop.
Snow-Covered Plains - Lets you run the Scrying Sheets engine.
Darksteel Ingot - It's indestructible, meaning it will almost always stick around until the end of the game.
Expedition Map - Helps you find all your utility lands.
Gauntlet of Power - Doubling mana is a good thing.
Goblin Charbelcher - It's repeatable burn. In white. It helps you deal with random low toughness creatures, planeswalkers, and it combos nicely with Endless Horizons, Scroll Rack, and Sensei's Divining Top.
Helm of Possession - One of the main ways to take advantage of tokens.
Mind's Eye - One of the strongest colorless card drawing engines.
Oblivion Stone - The simplest, and best reset that you can use. It's tutorable and it allows you to use it the turn you play it, making it much better than Scourglass and Nevinyrral's Disk.
Phyrexian Furnace - Graveyard hate, cycles if you don't need it.
Relic of Progenitus - More thorough graveyard hate, which I found was necessary against mass reanimation and other shenanigans.
Scroll Rack - Combos nicely with Land Tax, Goblin Charbelcher, or any shuffle effects.
Sensei's Divining Top - Top works really well here with all of the shuffle effects.
Skullclamp - The best card drawing engine in this deck outside of Land Tax.
Sol Ring - Accelerates you two turns.
Wayfarer's Bauble - In white, you need all the land ramp that you can get.
Creatures
Academy Rector - What makes her so good is it puts the enchantment into play.
Archon of Justice - Deters hate, and with a sac outlet it acts as spot removal. Gets pretty nutty with recursion.
Aven Mindcensor - Stops tutors and fetchlands. Being able to Flash it in allows you to "counter" the tutors.
Eight-and-a-Half-Tails - Protects all your permanents from spot removal.
Eternal Dragon - Helps you fix your mana. Rarely would you use its reanimation because of its extremely high cost, but it's extremely versitile in what it can do.
False Prophet - Deters hate and gives you access to an instant speed sweeper with a sac outlet. It can also be brought back with Emeria.
Felidar Sovereign - Six mana, you win the game. Don't play it early if you don't want to draw hate. Even if you don't have enough life, it's still a 4/6, lifelink, vigilance beater that can gain you enough life over a few turns.
Iona, Shield of Emeria - Nine mana, mono-colored deck loses the game. Iona is such a beating against so many decks.
Karmic Guide - At worst, it's a Breath of Life for an extra mana. Also makes good use of Skullclamp though.
Kor Cartographer - White again needs all the ramp it can get.
Mangara of Corondor - Play it as early as possible to deter hate. Use with a sac outlet and recursion for maximum results.
Seht's Tiger - One of the most underrated creatures in the deck. Instead of thinking of it as giving you protection for a turn, think of it this way: "Counter target spell or ability that targets you. Prevent all damage that would be dealt to you this turn". Oh, and you get a 3/3 body. It's a white Counterspell, Fog, Stifle, and creature, rolled into one card. More people should be running it, seriously. It's that good.
Solemn Simulacrum - Ramp that cantrips and gives you a 2/2 body. Not much to say here, pretty much every deck should run it.
Stonecloaker - The swiss army knife of white creatures. Instant speed graveyard hate, protects your creatures from removal and sweepers, allows for ETB shenanigans, and gives you an emergency flying blocker in a pinch. Not to mention it can be recurred.
Sun Titan - Doesn't have a lot of targets, but it has enough to be useful.
Weathered Wayfarer - Nets you card advantage and helps you find all of your utility lands.
World Queller - Left unchecked, World Queller provides so much card advantage and disruption over a few turns. The fact that it gives you a choice means it's always in your advantage.
Enchantments
Aura of Silence- Artifact/enchantment hate. The extra two mana can really mess with people's math.
Endless Horizons - Nets you major card advantage over several turns. Keep in mind you don't need to exile all of your plains, sometimes, exiling 5-10 is enough. It can also combo with Goblin Charbelcher if you're feeling adventurous.
Inheritance - A hidden gem. It's not the most efficient, but it's white card draw for a decent enough cost.
Karmic Justice - Absolutely amazing card that protects all of your non-creature permanents from drawing hate.
Land Tax - The strongest card drawing engine in this deck, especially when coupled with Scroll Rack. Land Tax is almost always the first tutor target.
Leyline of Sanctity - It's useless against some decks, but it can completely shut down others. It's particularly useful because it helps against a lot of this deck's weaknesses, such as discard.
Luminarch Ascension - Left unchecked, it usually wins the game.
Prison Term - Shuts down a lot of generals completely and it gets around shroud.
Spells
Abeyance - It's very situationally useful, but at worst, it still cantrips, and it can potentially save you in situations you couldn't otherwise deal with.
Akroma's Vengeance - Takes out most things and cycles when not needed.
All Is Dust - Another sweeper. It gets around indestructibility since it forces sacrifices.
Austere Command - Yet another sweeper. Its modal ability means it will almost always be in your favor.
Balancing Act - My answer to ramp. Decks that can ramp quickly tend to get too out of hand for this deck to handle. It's not a great answer, but it's the best option.
Condemn - Mainly used to tuck generals, but it also acts as spot removal.
Dawn Charm - Another white counterspell, very similar to Seht's Tiger in its modes but slightly less useful.
Decree of Justice - Produces tokens for Skullclamp fodder, provides a nice combat trick, and still cycles for a card. There's no reason not to run this.
Enlightened Tutor - Land Tax, Skullclamp, Oblivion Stone, there's really not a shortage of targets for it.
Final Judgment - Its exiliing is what is important here, to avoid shenanigans.
Hallowed Burial - Similar to Final Judgment, but it also can tuck generals.
Idyllic Tutor - Finds Land Tax, which is enough.
Lapse of Certainty - This deck pretty much auto-scoops to cards like Genesis Wave. Lapse of Certainty is pretty much necessary if you don't like auto-scooping to big, splashy spells.
Martial Coup - Sweeper that helps you abuse tokens.
Oblation - "Tucks" generals, draws you cards if you use it on your own tokens, and emergency spot removal.
Path to Exile - I used to be adamantly opposed to Path, but I've turned a corner. Use it on your own tokens for land ramp, or use it as spot removal if you need to.
Pure Intentions - Extremely useful against red and black decks. Not only does it make cards like Mindslicer a blowout in your favor, but it also works against Wheel of Fortune and friends. Because it's so situational though, it's not really a necessary inclusion.
Return to Dust - Very versatile card that exiles two artifacts or enchantments.
Swords to Plowshares - Your standard spot removal.
Tithe - You get two cards for one mana, at instant speed. It's one of the best deals you can get, in any color.
Planeswalkers
Elspeth, Knight-Errant - Produces tokens, gives your creatures evasion and buffs, and it's very difficult to lose if you get the ultimate off.
Armistice - While drawing cards is nice, it's just too expensive.
Elspeth Tirel - I personally think the original Elspeth is more versatile, but her new version is certainly strong as well.
Evangelize - It got replaced by Helm of Possession, which is simply better and much cheaper to use.
Extraplanar Lens - While this deck is mana hungry, I actually don't need it since I don't play that many spells a turn. Couple this with the sweepers makes the land lost actually relevant. While this deck can recover from the land lost better than most other decks, it can't abuse the Lens all that well.
Ghostly Prison/Windborne Muse - Their effects are nice, but not really necessary. I simply didn't need them.
Invincible Hymn/Beacon of Immortality - Pure life gain is generally pretty bad, no matter how much life you gain.
Magus of the Disk/Nevinyrral's Disk - Having to wait a turn outweighs the possibility of recursion.
Martyr's Cry - This would be amazing tech if I could reliably get enough tokens. Unfortunately, it's too situational to be useful.
Michiko Konda, Truth Seeker - What I found is that she isn't really a good deterrant, because people will just either wait for an alpha strike or wait for a sweeper. She actually doesn't really do all that much.
Oblivion Ring - It protects whatever permanent you targeted from sweepers, which is especially bad when you're running a lot of sweepers. O-Ring is great in other formats, but in EDH, not so much.
Open the Vaults - If only our deck can abuse this card to its fullest potential...
Storm Herd - First, it's extremely expensive at ten mana. Second, you have to be careful of any player playing red, and to a lesser extent, blue, because it's auto-lose if they have Insurrection, Reins of Power, or Twist Allegiance. It could be just me, but I actually see people actually losing more often after resolving Storm Herd than winning.
Wrath of God - It's simply too easy to play around with graveyard recursion, indestructibility, persist, Saffi Eriksdotter, and many other shenanigans. There are better sweepers.
- Armillary Sphere
- Michiko Konda, Truth Seeker
- Turn the Tables
+ Wayfarer's Bauble
+ Crib Swap
+ Wing Shards
2/21:
- Extraplanar Lens
- Gilded Lotus
- Linvala, Keeper of Silence
- Windborn Muse
- Moat
- Elspeth Tirel
- Storm Herd
- Wing Shards
- Crib Swap
- Boseiju, Who Shelters All
- Mouth of Ronom
+ Skullclamp
+ Felidar Sovereign
+ Weathered Wayfarer
+ Inheritance
+ Path to Exile
+ Pure Intentions
+ Balancing Act
+ Idyllic Tutor
+ Decree of Justice
+ Reliquary Tower
+ Thawing Glaciers
3/22:
- Evangelize
- Journeyer's Kite
- Magus of the Disk
+ False Prophet
+ Helm of Possession
+ Martial Coup
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
anyway, i'll get off my soap box, and congratulate you on building the most solid looking mono while EDH deck i've ever seen. i sat here of a good 15 minutes thinking of cards, and when one came to me, i'd look, and it was already there. it was like freakin magic or something
540 Peasant cube- Gold EditionSomething SpicyStandard:
UW UW Pike
Mtgo Pauper:
U Tempo
Mtgo Block:
RW Aggro
I'm 14, shout-outs to all other young magic players out there!
Quotes:
I've had a lot of Success with Salvaging Station in mono-white. I mean, even without building with it in mind, you've got Phyrexian Furnace and Expedition Map. Relic could easily be Scrabbling Claws, you could throw in Sunbeam Spellbomb or Wayfarer's Bauble, there really are a number of options.
Since you wrath the board all the time anyway, it's a pretty reasonable way to generate some card advantage AND generic utility in a color that sorely needs it.
Thanks for the compliment, though this list is nowhere near optimized.
Life gain by itself isn't good enough. It doesn't affect the board in any way, so it's not going to turn the game around if you're in a losing position.
You O-ring something. They O-stone. They get whatever you O-ringed back, on an empty board. That's among one of its biggest problems.
I play Salvaging Station in my Hanna deck, so I know how useful it can be. I'll consider it, Wayfarer's Bauble would work great with it but I'm not sure if Station would do enough on its own.
I'm keeping Relic in, it was originally Scrabbling Claws until it almost cost me a game against Adun Oakenshield.
O-Ring and Path aren't in for reasons I already stated. The rest of your suggestions are good though. WSZ probably doesn't do enough though unless I'm running Skullclamp.
Tired so I'll be making changes tomorrow or something.
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
would tht work?
540 Peasant cube- Gold EditionSomething SpicyI like mono-W and all but honestly the toughest time i have is dealing with blue. W has no response to Counterspell, and struggles to compete with card advantage. The only real options we have are artifacts.
Check out my Linvala deck for more ideas.
EDH:
Currently Piloting:
Dama, Sage of Stone | Karador, Ghost Chieftan | Sigarda, Host of Herons | Elbrus, the Binding Blade / Withengar Unbound | Grand Arbiter Augustin IV | Genju of the Realm | Ruric Thar, the Unbowed
Yes, I realize that, it'd be a little convoluted to use WSZ with Clamp.
Sun Titan would be my only means of recurring it, meaning 90% of the time, it wouldn't matter. Consider that even though I'm running as many card advantage tools as I can, it still lacks card draw/tutors, so it's something that I can't really rely on. O-Ring/Journey is extremely counterproductive when you consider the amount of sweepers I run and the amount of sweepers other players run as well.
Just last night, I had a game where someone O-rings my Leyline of Sanctity. A couple of turns later, I Disk as the board got too cluttered of threats, and I thank the person on the inside for saving my Leyline. Leyline proceeds to shut everyone else down from being able to finish me off and helps me win the game. Honestly, I've never seens O-ring not backfire unless you explicitly try to abuse its ETB triggers, which I do in my Hanna deck.
Mono-white plays fair, blue plays unfair
Most blue decks don't run a lot of counters since they aren't that strong in multiplayer, but if it's really a problem, run Boseiju, Who Shelters All. It can be tutored for with Expedition Map or Weathered Wayfarer, and it helsp ensure a big spell will get through. I'd also suggest Lapse of Certainty and Abeyance. As I explain in my OP, Lapse is amazing for solving so many of the problems plaguing mono-white, and Abeyance, while extremely narrow, at worst still cantrips. Both would help against blue.
I made a few small changes to my list, but I've been testing out a ton of suggestions so hopefully I'll be making a bigger update soon.
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
1. I love your deck. it simply looks fun to play with
2Idyllic Tutor looks like it could work, my only issue in looking at it is its cmc of 3. another card i saw was Rebuff the wicked. it does only cost W.
540 Peasant cube- Gold EditionSomething SpicyRight now I've been wading through a ton of white cards (and also sadly getting a reminder of how terrible white used to be) and I'll be making some major changes to the deck. Just trying to find ways to fit some cards in, which includes some pretty amazing tech.
I'll be working on writing up a primer as well. I think this archetype can be competitive, but you need to think outside of the box and away from the "Constantly sweep the board" mentality.
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
540 Peasant cube- Gold EditionSomething Spicy- Extraplanar Lens
- Gilded Lotus
- Linvala, Keeper of Silence
- Windborn Muse
- Moat
- Elspeth Tirel
- Storm Herd
- Wing Shards
- Crib Swap
- Boseiju, Who Shelters All
- Mouth of Ronom
+ Skullclamp
+ Felidar Sovereign
+ Weathered Wayfarer
+ Inheritance
+ Path to Exile
+ Pure Intentions
+ Balancing Act
+ Idyllic Tutor
+ Decree of Justice
+ Reliquary Tower
+ Thawing Glaciers
These changes are meant to address a lot of glaring weaknesses with the deck archetype. Despite my original efforts, it still wasn't good enough as the card draw was still lacking and the deck still scooped more than I would have liked to game ending spells. I took out some mana accelerants because they actually weren't needed, and they would die to my sweepers anyway. Linvala Windborn Muse, and Moat just didn't do enough, and I had better answers anyway.
Felidar Sovereign gives me a better win condition than Storm Herd, which honestly really, really sucks. You can only use it, basically when you have 13+ mana when you can cast it and protect it, since it's auto-lose if an opponent has Insurrection, Reins of Power, etc. There are better token makers than ones that you need 10 mana for.
Balancing Act is my answer to green ramp decks. I'm actually surprised it's not run more often - it's an incredibly powerful spell that evens the playing field that wrecks people trying to extend too many lands or draw too many cards.
Pure Intentions is yet another extremely narrow card that I'm trying out. The reason? It lets you use your hand as a permanent resource without fear of it being destroyed. In conjunction with Reliquary Tower, you no longer need to play anything unless you really needed to.
Path to Exile finally makes the cut because it's my one-mana land ramp spell, that in a pinch, can exile a creature, now that I'm running a token subtheme
Other cards I'm considering -
Salvaging Station and/or Auriok Salvagers. These are powerful engines. Just imagine reusing Wayfarer's Bauble every turn. The problem I have with them is I only have three artifacts that can be abused by it, and it only works on a total of five of my artifacts. Adding more targets runs the risk of diluting the deck too much.
Vedalken Orrery. Playing stuff at instant speed is good. Especially for this deck.
Mobilization. This gets a nod over Sacred Mesa not only because Soldier tokens work with my other token makers, but because it doesn't require a constant mana investment.
Rout. Instant speed is great, but I'm not sure I need Wrath #7. False Prophet is another Wrath I'm considering.
I thought I'd share my results with this deck so far. In all of my games, I have almost always finished in the top two. The deck is just extremely resilient to hate, and it becomes a losing proposition to anyone trying to attack it early. However, I rarely actually win with the deck - all it takes is one broken spell resolving with me not having an answer to end the game. The deck does not win easily, and even if you're in control of the game, games tend to drag on forever. In my last game, I was firmly in control for most of the game, finished off two players but the last player held off my Akroma with Maze of Ith. I ended up drawing blanks for about 10 turns while I whittled away his life with Goblin Charbelcher. Eventually, all the bad draws caught up to me as he drew Living Death with a full graveyard and Akroma's Memorial out. Such is the life of playing a deck with basically nothing broken in it...
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
WUB Sharuum the Hegemon
BGW Karador, Ghost Chieftain
Felidar Sovereign is sort of odd in my mind. Playing it out early in the first 6 turns almost never works as it will be one of the first real threats meaning it will probably catch some kill. Playing it out late will run the risk of not having the 40 life anymore as well as the problem that a 4 powered blocker with lifegain really isnt all that effective.
I still am a bit unsure but have been toying with the idea of trying Secluded Steppe, and or Drifting Meadow in my Akroma decklist. The ability for the Wayfarer to tutor them up then cycle them off for other cards is a nice feature. I dont know if the coming into play tapped is bad enough to be bad for these though. Thought I would toss out the idea to you to consider though.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Yeah, the problem with Primeval is that by the time he's removed, the damage has been already dealt and they'll have anywhere from 2-8 extra lands. Azusa tends to have 15+ lands when everyone else has around 6-8. It's extremely difficult to win when the other player has twice as many lands as you do, no matter how many answers you have. Creatures aren't a problem or you're playing white wrong Balancing Act gives me the ability to, for the lack of a better word, balance the playing field against decks that just do crazy shenanigans.
Felidar Sovereign, like all my wincons, come out mid-late game when the game's under control. At worst, he's still a 4/6 Vigilance Lifelink creature, which, while it isn't the most impressive of creatures, is still formidable, and the lifelink comes in handy since the deck has almost no other ways to gain life. Being able to go "Oops I win" isn't something that white is very good at doing, which Felidar allows. Then again, I have yet to test him out, but that's the theory behind him at least.
I originally had Secluded Steppe in here but I took it out, since more plains = better Scrying Sheets and better Charbelcher/Endless Horizons. Otherwise, sure, they'd be a great addition.
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W
Mother of Runes- A lifesaver, can be used offensively and defensively, as a 1-drop and hardly ever a poor topdeck. You justify creatures with limited use such as stonecloak over her, and honestly I don't see a reason why should wouldn't be included, she's a solid performer and is another recursion target for Sun Titan, that is if someone actually finds a way to pinch her.
Efficient beaters like Baneslayer, Exalted Angel, Trancendant Master, Student of Warfare ect. Plus the 1 drop fetch-master Ranger of Eos. I am very aware you are not running aggro or weenie, but we are talking about efficent beaters that thrive in control enviroments. Dropping a Ranger of Eos for 4 and dropping a mother of runes and student of warfare or weathered wayfarer WITH HIM, seems like a great play to me in comparison to some things you suggest running.
Again, I know not aggro, but a stoneforge mystic package seem like they SHOULD go in this archtype, you generate CA and get something like jiite, batterskull or a meta-dependant sword to really get some things working for you. Plus Stoneforge grabs skullclamp too.
There are a lot of good ideas here, but a lot of choices are certainly meta dependant.
Plus there are a bunch of NPH cards that can possibly roll with this deck, including Elesh Norn as general.
Maybe we can get a new look at MWC for EDH?
:symu::symr::symw::symb::symg: Dream Halls :symu::symr::symw::symb::symg:
:symu::symw: U/W/x Landstill (now Miracles) :symu::symw:
:symu::symu: Merfolk :symu::symu:
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