|Commander / EDH||Legal|
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|Eternal Masters (EMA)||Common|
|Vintage Masters (VMA)||Common|
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Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
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|Have (4)||slemulv , bakeraj4 , Vasbear1 , richardmv|
|Want (8)||aisthetikos , TmanToxic1337 , BrenoSulz , gamerhat , frostotron , BringerOfStorms , 1337_Nerd , ElCamino|
1 month ago
5 months ago
Hello, I really like mon-white builds! A few things to consider for your deck: 1) 16 plains is very low, I would run no less than 19 (Add a couple Sandstone Bridge or Secluded Steppe). 2) For better synergy, I would choose either Warriors OR Soldiers. If you choose Soldiers then add cards like Veteran Swordsmith and Elite Vanguard. 3) Your creatures need evasion. Move Angelic gift to your main-board and consider moving Lumithread Field to the side . 4) White is weak in draw, so you might want to consider adding some cantrips like Guided Strike or Shelter. Good luck with the build!
6 months ago
6 months ago
Hi, I have My own Rafiq deck and it actually works quite consistently (at least in my meta of kitchen table magic) Rafiq of the mostly himself.. Rafiq is an amazing commander because he needs really little help to destroy your enemies wich leaves you a lot of slots open in the deck to oil the engine of the deck. On top of that he has a really nice color identity.
I Use 39 lands which may be a bit more than enough, but at least you don't get stuck.
To pump Rafiq I focus mainly on evasion so they dont just chump-block him, Cartouche of Knowledge, Rancor, Shield of the Oversoul, Steel of the Godhead, Unquestioned Authority, Whispersilk Cloak Shroud can be a hinder but this card is just bananas.
When I find an opening or I have a counter in hand I use Might of Oaks (if he hasn't been blocked) or Enlarge to one shot a player (7+3+1)x2= 22.
All those auras you use that give Rafiq just a super big body are a bit overkill in my opinion. If you just give him +2/+0 and some evasion he will only need two attacks to kill someone. Leave you mana open and brag about all the counterspells in your hand.
Forgotten Ancient: Almost forgot about this guy. Gives no evasion, but makes anyone super big.
It looks like you are lacking serously in card draw. Card draw is crucial in Commander because you won't be able to kill and fend from all other players just with your starting seven cards. If you are the player that's drawing one card each turn then you are most likely not going to win.
Hunter's Insight will draw you 8 cards for three mana just attacking with a butt naked Rafiq that happens to be unblocked.
Hunter's Prowess is a heavier version of the previous, with a sexy +3/+3 and trample. I hope you draw the Reliquary Tower.
Snake Umbra: Up to two cards per turn and protection from death.
Pull from Tomorrow: instant braingeiser, nuff said.
Fact or Fiction, Concentrate, Secrets of the Golden City: just flat card draw with a moderate cost, gotta keep the cards comming.
Rush of Knowledge an underated spell. will get you easily four or more cards.
And seven more cards that are cantrips.
Counters: Stubborn Denial, Swan Song, Arcane Denial, Disdainful Stroke as cheap counters. Faerie Trickery, Hinder because there are stuff that you just don't want to leave in a graveyard. This spells should be Dissipate and Void Shatter instead, It's in my "to do" list. Bant Charm one of the most versatile card in the game, the three options are good.
Blossoming Defense: protection/boost, Shelter: protection/evasion, Valorous Stance: Protection/removal.
Removals, if I'm not unblockable I will open a way myself!. My phylosophy with removals is "exiling matters" if I use a card slot in a deck in a removal, I want that thing gone for sure, gone forever and not triggering anything:
Bant Charm, Selesnya Charm, Crib Swap, Reality Shift, Curse of the Swine, Valorous Stance. Also Snakeform and Polymorphist's Jest get the job done against indestructible creatures. Provoke is a pet card of me, you gotta see their faces when you meddle in combat between opponents getting one or both of the creatures dead.With the naturalize effects I also want stuff exiled, too many gods and indestructible artifacts. Sylvan Reclamation, Return to Dust, Forsake the Worldly and then those that don't ecile but are too good not to use: Acidic Slime the ooze with deathtouch is quite unwelcomming for big attackers, Qasali Pridemage too on theme with the deck, Trygon Predator reusable naturalize and can destroy two each attack.
My decks are usually low on board wipes, they are boring because they set everyone back, you included. They are only a last resort for me, it works better for me removal of strategic targets but I still run three of them Cyclonic Rift as you, AEtherspouts set one player back to stone age and he'll become the punching bag of the table, Tragic Arrogance board wipe that you lets your main guy live and the worst creature of your opponents.
I have a card slot in the deck (I think I lost a card somewhere), one of the cards I may put is Cataclysmic Gearhulk
What I think you are doing wrong:
Yes, you land count is low, it is not 35 but even lower: Maze of Ith doesn't give you mana and Serra's Sanctum in your opening hand wont give you mana either. Then you have the three fetchlands that will take another land from the deck you may need to draw later. The moment you play first time Rafiq everybody will have have their hand overflowing with removals and there will be fewer targets more deserving of removal than him, it will take you forever to get back on your toes.
You lack awfully on card draw, you only have Rhystic Study, Betrayal, Enchantress's Presence, I you don't happen to draw one of them or they get detroyed, the deck will lag and you will lose. In a blue and green deck is a crime to be low on card draw, you need many cards to be sure you get to draw some of then and then they will call to each other, the more you draw the more draw cards you'll get to keep the drawing going. About ten to fifteen cards to draw is a nice number. If you put too many you will find yourself drawing only draw spells, not good either.Rhystic Study is a great card, works on its own and in the worst case slows your opponents, keep it.
Betrayal unless you find a card with a crazy ability that may get abused untapping several times, this card is a bit weak, It's better in a control deck that is already tapping the opponents' creatures.
Enchantress's Presence You have to make up your mind, is this an enchantress deck? because if it is you better be including all the enchantress (Argothian Enchantress, Femeref Enchantress,Mesa Enchantress and Verduran Enchantress) Eidolon of Blossoms, Kor Spiritdancer, Sram, Senior Edificer, and swap several of the cards for enchantments that do something similar (I.E. mana rocks for land auras like Wild Growth). Then you will have a decent card engine.
Eldrazi Conscription big flashy card that's more than Rafiq actually needs, it will be a dead card in your hand until you finally get some way to cheat it to the battlefield. You may at one point be able to cast it but you will run out of mana and expose yourself to removals. You could wait until you have 10 mana, but do you really want to? I would take it out of the deck unless I could consistently cheat it to the battlefield (like having Bruna as commander).
Flickerform Tried this card a lot of times, 90% of the times you won't have four mana available when you need it, that's a lot. also it gives nothing else to Rafiq.
Tooth and Nail: The same, you say you want to push voltron to the limits, but you can't help but including the nine mana cost spell that puts the combo in the battlefield.
The point of having a voltron commander is that he is the win condition.
Your deck want's to be too many things (a voltron deck, an enchantress deck, a control-combo deck), but at the end of the day is none. Try to focus on your game plan, you can't just fill a deck with good stuff and expect it to work consistently.
6 months ago
+1 For the love of Artifacts and Mono-white! For draw/hand advantage (I know it's tough in mono-white, plus there are not many good options in pDH in general), I would recommend adding the cycling land from Amonkhet Desert of the True and Haunted Fengraf. Here's a few good cantrips I use in many mono-white pauper decks that you might want to try: Shelter, good protection for your commander. Expose Evil, not exactly a cantrip, but a little extra control, an artifact and a card when you need it, also Thraben Inspector for similar reasons. And a fog or cycle: Angelsong. Since you have heavy artifact synergy, Cranial Plating and Welding Jar seem like must-adds. Hope that helps a little. Happy pDHing!
8 months ago
I like this! Did not know about Akroan Skyguard.
I've a similar deck (https://tappedout.net/mtg-decks/pauper-mono-white-protection-prowess/). I'd really suggest added Flickering Ward to this deck. On your turn, you can add a counter to a Heroic creature plus activate prowess on the Seeker of the Way for just two mana.
9 months ago
I looked closer at your deck and I have some suggestions for ramping up your deck's token generating abilities, and a few other personal favorites.
Sram's Expertise, Migratory Route, Rootborn Defenses and Rise from the Tides jump out at me. Those are just four great cards for an azorius token deck. The fact that you can rebound them makes them very powerful.
Tier 1 cards to get would be Anointed Procession and Elspeth, Sun's Champion. The former can turn a lot of your token generators into broken, game wrecking things. Elspeth, Knight-Errant might be worth a look too.
Sheltering Light is a little one dimensional but can provide excellent synergy for both letting Taigam swing freely and wrathing the board asymmetricly. Shelter and Gods Willing work in that same fashion. If they're not needed on your turn, they can be surprising cards to play in response to an opponents wrath or spot removal, respectively. Even more so with As Foretold out.
I threw a lot of cards at you, here's some cut suggestions, in no particular order:
Snap- Too one dimensional, untapping two lands at your upkeep is small value, since you lose the mana you could create when you move to your main phase.
Mind's Desire- You can't control what you cast, and all the spells you cast aren't from your hand, therefore cannot gain rebound.
Declaration In Stone, Oblation- you have lots of spot removal, gotta draw a line somewhere.
Steel of the Godhead- did you know Taigam is your only UW creature?
Bastion Protector- useful but ultimately always temporary buff. This would work wonders on an enchantment/artifact, not on a 3/3 body.
Temporal Mastery- You have the good extra turn spells. If this one makes it to your hand, which can totally happen with all your card draw, it is really kinda terrible.
Phew I hope I gave you food for thought, let me know what you think.
9 months ago
Gods Willing, Sheltering Light, and Shelter are cards I'd take over Stave Off. Unsubstantiate is way more useful than Unsummon. Likewise, Into the Roil and Hour of Revelation would be better than Disperse and planar cleansing.
I like Noyan cause you can get asymmetrical with board wipes that hit all nonlands, like your planar cleansing. There are more cards out there that can take advantage like that, edhrec should help with that search.
Love a good Azorius control deck, +1 cause Noyan is badass :)