Multikicker 1,W (You may pay an additional 1,W any number of times as you cast this spell.)
Creatures you control get +1/+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
|Have (22)||nemesis101 , 8vomit , the3rdH0kage , jecder , PrimeSpeaky , deatn1342 , Dritz , clockworkcactus , Makki2chigi , Carpalol , shadowhound14 , Schuesseled , Garruk_Wildspeaker , rikufodder , attak , Manicton123 , SuperAshura , kungfurabbi , Kamotz , x754 , adventfaith , NoPantsParade|
|Want (3)||ProJoe , Kayne117 , ZombieCat|
Sun Titan might be the best all-around white card in EDH. It's just insanely useful, especially for mono White, which has serious card advantage problems. If you pick one up, he's even worth building a small package around.
Expedition Map can find Emeria or Nykthos, or even just a Plains so you don't miss a land drop. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , and Kor Cartographer are pretty solid rampers. I'd even consider Pilgrim's Eye as a flying blocker that ensures a land drop and thins the deck.
Skullclamp is absolutely insane and a big boon for mono White. And it's easy to find with Steelshaper's Gift , Enlightened Tutor , Stoneforge Mystic , and Stonehewer Giant . Lightning Greaves / Swiftfoot Boots are other solid equipments.
Darien, King of Kjeldor might be counter-intuitive, but he's a nice combo with any of the Soul Sisters (Soul Warden, etc.). If you don't die, you regain all the life you would lose. He's also good with Skullclamp and Mentor of the Meek.
I agree with Strike11B that you're running more anthems (+/+ enchantments) than you need. I'd cut the lamer ones, like Crusade, Honor of the Pure, and Glorious Anthem for more powerful things, like Marshal's Anthem , Cathars' Crusade , True Conviction , etc.
I understand that some of the stuff I suggested may be above budget, but I just thought I'd throw them out so you can see the potential. Overall my biggest suggestions are Sun Titan, Skullclamp, Mentor of the Meek, and Well of Lost Dreams because otherwise I think you'll just be top-decking late game.
Finally, you have a TON of redundancy, which is nice for consistency but not so nice for flexibility. A good way to compromise these values is tutors and draw, which account for most of my suggestions. The other major White tutors are Idyllic Tutor and it's budget-friendly counterpart Plea for Guidance . If you wanna play around with Auras, White has a lot of tutoring for that (Heliod's Pilgrim , Three Dreams , Boonweaver Giant , etc.).
Good luck and feel free to pick my brain!
You can take advantage of things like Angelic Renewal , Enduring Renewal and Sigil of the New Dawn . Marshal's Anthem works pretty well too. You also get to tax opponents with things like Athreos, God of Passage .
You lose counter spells, but gain way better removal from white, both in the form of board wipes (which works to your advantage) and spot removal.
The only real downside of not having blue is the lack of self mill, but you can still get things into your graveyard easily enough with just black.
Pulled a Japanese Ajani, Mentor of Heroes today. I put him in here and cut Marshal's Anthem . It was an okay card, but sometimes it just ended up being a not-so-glorious boost. It also doesn't trigger Karametra.
@DrkNinja Entreat the Angels
is something I will consider; it's a great mana dump. As to your land comment, I've actually had no issues at all. Three of the nonbasics are actually fetchable with Karametra's trigger: Temple Garden
, Dryad Arbor
, and Sapseep Forest
. That leaves 8 lands out of the 35 that I can't fetch. The dual lands are critical early game to get my mana fixing right. Utility lands like Nykthos, Shrine to Nyx
and Stirring Wildwood
are always awesome in EDH.
So there are some cards I would definitely consider not putting in this deck that you have, and some I really feel would benefit this deck, but I really like the general concept. You made me look at some cards and go "hmmm.... that should be in my karametra deck..."
So here's a list of somethings I'd say consider...
Landfall triggers are great but eventually you run out of lands and eventually you need a win con these I think are cool cards that would help.
I like what you've done here for the most part, most of your changes seem pretty logical. I do have a few suggestions though.
Angelic Armaments - this seems too expensive for what it's doing for you. Anyhow, Obelisk of Urd was one of the cards I was debating putting into my deck originally, and it seems like a better fit than the armaments - bit more expensive to cast initially but then there's no equip cost (4 mana for a fairly mediocre buff is pretty rough) and it has convoke, so it probably works out evenly, and buffs the entire team.
Accorder's Shield - this seems fine, but, I dunno, boring? Looking in-block I might replace it with something like Tatsumasa, the Dragon's Fang because flavor, going out of block maybe something like Basilisk Collar or even Argentum Armor (the CMC is rough but if you're cheating it out with Godo, the next turn could get interesting), as that would net you either an additional way to wipe boards with the Ronin Cliffrider (while gaining a bunch of life) or an artifact that tends to have an immediate and splashy impact the turn after it's played; unanswered that thing wins games.
Samurai of the Pale Curtain - this is a good creature that can (partially) hose reanimation shenanigans, but it's a bit of a non-bo when run with the other samurai in a dedicated tribal deck; Indebted Samurai will never get any counters, Oathkeeper, Takeno's Daisho won't bring anything it's attached to back into play (which makes the Iizuka the Ruthless sac trick much worse), and Bushi Tenderfoot won't ever get to flip and turn into the much more badass Kenzo the Hardhearted . It also makes the kicker on Marshal's Anthem kind of pointless as long as it's around. You can play around all that of course, but as is you're looking at a creature that's wonderful some of the time and just a dead draw most of the time. Assuming you want to keep the number of samurai where you have it, may I suggest perhaps Taurean Mauler ? Unless you target it with Sensei Golden-Tail it won't ever actually have Bushido, but it IS technically a samurai and in a multiplayer game it can get huge pretty quickly.
Rupture Spire and Transguild Promenade - those were in my list mostly because I didn't feel like buying Temple of Triumph and Sacred Foundry , which are just straight up 100% better in every way for the purposes of a deck with this 2-color combination, so if you're looking to improve the mana-base that would be a good place to start. Alternately (or possibly additionally) Battlefield Forge is another land that might be a good include.
That's all that springs to mind at the moment, hope you find it helpful.
Midrange always need control.
Drop Herald of War , I want to make it work to. Bottom line is it takes 2-3 rounds on avg to work once in play.
This is a start. You will see on testing that bit a HUGE change.
Gotta work in some exiles
These changes mostly are cheap, except nyx, but if you are going mono anything its a must have card.
|0.05 TIX||0.15 TIX|
|Avg. draft pick||1.21|
|Avg. cube pick||3.96|
|Commander / EDH||Legal|