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+1: Put Three 1/1 white Soldier creature tokens onto the battlefield.
-3: Destroy all creatures with power 4 or greater.
-7: You get an emblem with "Creatures you control get +2/+2 and have flying."
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|Want (50)||Tiddilywinkus , LSauce , Alanm14 , KevinLS , Draygo , XxCataclysmiCxX , GIAWOL , corruptgargoyle , blackdragonetm , fred953d , Tronacus , jr92_2000 , LuckMisesack , the3rdH0kage , NoOneYouKnow , TheBolas , merrowMania , ChargingBadger2014 , WUBRG... , Xanderin , Treveraux , usohatchi , MindAblaze! , RubyStrings , Slug2211 , Zikkeryzak , Xunfor6iv3nX , Regulus1010 , urasa , jrv312 , redafroninja , Caminator117 , TheGreatSeamus , JuanDixon112 , sknight1213 , ADalton28 , Ryethe , SilentArbiter , ozzar , GoldGhost012 , AlbinoLion , Dremi , SuperAshura , Thire , ZombieCat , Alliii1022 , Lollyp0p , SniperElGato , Iroas , pengunner|
Actually, I would strongly advice against Heliod, God of the Sun as a good sideboard plan against control. The base idea is strong, a threat that doesn't die to Supreme Verdict and gives you something to do when the game goes long, but you need to think about more than just your side of the board. You're, basically, not ever winning the long game against the deck with Sphinx's Revelation and Elspeth, Sun's Champion . Heliod, God of the Sun is just way too slow, throwing down that card in a match against UWx control is just playing further into their gameplan.
A better plan against control? Run more threats. Another set of one-drops or some good two drops would really push the deck into high gear. Bringing in certain cards is fine, but it's still ultimately an attrition game and I think you're mainboard isn't properly tuned for that. You can only afford to become so reactive in the match-up, you're still the beatdown deck and need to kill them before they start Sphinx's Revelation ing for relevant amounts or can put down win conditions on the stable board.
More Mutavault s - It's one of your best cards in the match-up and you're basically mono-white so color concerns are not major.
Less mainboard removal - If it was burn it would be fine, or a versatile piece of removal like Orzhov Charm , but you're running 2-3 pieces more of removal than I think you really aught to. Since you mostly need them to get through big blockers, a better method is to wrap that into bodies. Imposing Sovereign , Banisher Priest or Azorius Arrester let you get year team in without being dead cards. Similarly Keening Apparition is another good card to consider, it can blow up enchantments, but can still be an attacking body when needed as well.
Less anthems. - If we had Honor of the Pure I would say go for it, but 4 slots for a bunch of 3 mana and clunkier anthems is not doing you any favors.
If you really want to reliably beat control with mono-white, splash red for Boros Charm instead of blue. It's cheaper to protect your team with, meaning you can more easily continue to develop your board while holding it up and it goes to the dome for a big chunk of life.
Hello. I've been running a mono-white 'soldier' tribal themed deck in standard (linked below) and have been having a couple of issues when facing control decks. In particular, the U/W and Esper control decks demolish me unless I get a perfect start. I'm looking for some feedback or ideas for what I can sideboard in against these match ups.
I normally side out my Devouring Light and Obelisk of Urd and put in Pithing Needle to deal with their planewalkers, Glare of Heresy to remove Banishing Light / Detention Sphere / Elspeth, Sun's Champion and Rootborn Defenses to counter Supreme Verdict .
I've recently been thinking about replacing some of my sideboard cards with Renounce the Guilds and Heliod, God of the Sun . The reasoning behind is Renounce the Guilds can be used to remove Blood Baron of Vizkopa and Detention Sphere . Heliod, God of the Sun survives Supreme Verdict and can constantly create creatures to pressure my opponent with.
Are these good ideas at all or are there better options for mono white? Any help would be greatly appreciated.
Mono Red can outspeed this deck, but the curve is low enough to give it a shot, especially with lifegain. This deck clobbered white-based aggro, though.
I've played against mono blue, and as long as my draw is good, I can win. The key is keeping devotion low enough to keep the gods turned off, and Supreme Verdict helps with that. Post-board, save Deicide for Thassa, God of the Sea , because this deck has blockers for days.
The removal-heavy midrange matchup is kind of iffy, so that's one thing I have to solve (likely through better sideboarding). AEtherling and Dissipate out of the sideboard help, while Ephara, God of the Polis keeps my hand full so I can keep applying pressure in spite of removal.
A great draw from Jund Monsters can also beat this deck, though because they like to dump their hand, a timely Supreme Verdict or Elspeth, Sun's Champion can put us way ahead. I've toyed with the idea of bringing in Dissipate to deal with Stormbreath Dragon and Rakdos's Return , but I'm not sure if that's right.
I've also tested against control, and that matchup seems to be a tossup. This deck can board into a reasonable, threat-heavy control deck, and the matchup just comes down to who hits more of the right cards at the right time.
Replacing Archangel of Thune is indeed a big task. Extra copies of Ajani Steadfast seem like a good start, as that can give me life and put counters on all my creatures. Honestly, I've been thinking that, post-rotation, I'll be switching this list from Bant to Junk, since I'll be losing my removal. Even now, I feel like this deck needs more targeted removal, because drawing Supreme Verdict when I have a full board (especially with an Archangel of Thune ) is kind of awkward.
Genesis Hydra is better in MGD because that deck has the ramp capabilities to make the hydra good. It's also the only deck that needs that form of card advantage. BWG already has strong card advantage and a midrange deck relies on its nonpermanents just as much as its permanents, if not moreso.
Without really knowing what's going to be in Khans, I have to think that right now planeswalkers are the best option. Elspeth, Sun's Champion and Ajani, Mentor of Heroes are incredibly powerful, and Liliana Vess and Garruk, Apex Predator are nothing to sneeze at either.
It's good against other control, our just Elspeth, Sun's Champion in general
|Avg. draft pick||2.44|
|Avg. cube pick||1.64|
|Commander / EDH||Legal|