This deck has been my pet deck for a while now. It was my attempt to stretch the color pie and try to make a mono-white deck focused in large part on the graveyard/reanimating. I was drawn to this particular strategy because it would allow me to use self-mill and looting as a form of card advantage, as well as letting me cheat on mana costs through reanimation, both things mono-white typically struggles with.

The deck has been through many tweaks over the course of its life (thank you WOTC for continuing to print good white cards!). I won't go over all the changes that the deck has undergone, but I'll discuss a couple key recent additions, as well as cards that I'm not sure about, and any cards that I still want to add to the deck:

Pyre of Heroes - As the Dude would say, it "really tied the room together". This card makes the deck hum like nothing else. There's two "chains" if you will: humans and angels, and the deck loves nothing more than paying 2 mana to turn your 7-drop angel into an 8-drop angel, only to then reanimate your 7-drop angel soon after.

Radiant Solar and Angel of the Ruins - White struggles with ways to loot or discard, so having fatties that throw themselves into the yard for you (and that happen to be angels) couldn't be more perfect.

Glory - You pretty much never want to cast this card, because if you can loot it away or mill it, you always have access to its effect which, while no Teferi's Protection, can still save your bacon.

Recruiter of the Guard - Like the pyre, this card offers a toolbox. It can grab you removal, a prison effect, card draw, ramp; but mostly it's there to find karmic guide. There's few games where you don't want to have a karmic guide in hand at some point.

Admonition Angel - Speaking of Karmic Guide, one of the most powerful positions this deck can be in is having just reanimated a couple fatties, and then "suspending" karmic guide under something like an admonition angel, so that if the board is ever dealt with, karmic guide can start the chain of bringing them all back. See also Angel of Serenity.

Mesmeric Orb and Basalt Monolith - Both cards are good enough on their own, the orb to self-mill, the monolith for some inconsistent ramp, but if you ever find both together you get to essentially dump as much of library in the yard as you want which can be very powerful.

Lotus Field and Karoo - White now has a glut of ramp cards that only work if you're behind on lands, so drawing multiples is often bad. These lands help you stay "behind" on lands while still having access to the mana you need.

There's many more interesting card choices, though I think most of the rest are pretty self-explanatory. For the most part they all either ramp, loot/self-mill, interact with the board, are fat angels, reanimate fat angels, or tutor for one of the above.

As far as cards that might seem suboptimal, a lot of them, like Baneslayer Angel and Akroma, Angel of Wrath are in the deck because I think they're cool. Thorough Investigation is still being tried on for size; I don't know if the deck actually gets to attack enough to make it worthwhile. Secret Rendezvous has pulled its weight well enough in my casual meta that I'm willing to keep it in, at least until WOTC prints a clearly superior card draw effect in white.

Cards to add:

The Celestus - I'm always on the hunt for more ways to loot in white/colorless, and The Celestus also being a mana rock is huge. I'm mostly just waiting to acquire one at this point.

Vanquish the Horde - Similarly, this is basically a shoe-in. A potentially two mana wrath is everything this deck could want.

And that's it! Let me know if you have any suggestions, questions, observations, etc. This deck is a constant work-in-progress. I'll gladly update it as I continue to make changes.

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99% Casual

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