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Commander Secrets (White Cards)

Commander / EDH* Mono-White Primer

SynergyBuild


Part of a cycle of cards I want to go over, these are incredibly underrepresented cards that see little to no play, and so most aren't very expensive, while still being versatile in tons of ways!


World Queller - This is a beast on the field, if it can stick (maybe look below for how to get it to stick!) , and it really damages tons of decks. Commonly, it doesn't hurt you very much. It can name Planeswalker, Artifact, Enchantment, Land, and Creature, and it just works really well. With walkers, commonly you may not have any, and even if no opponents do, it means you have an option for not sacrificing one of your cards. If you are a token deck, it constantly clears the board of your opponents creatures, shutting off voltron strategies that may only even have their commander on the field. If gives information to you on what cards your opponents want to keep, and also grinds out lands given you can afford it with a Land Tax type effect.

Null Chamber - Ever since the rules changed on tucking a commander, many newer players and older players alike have made decks that are solely focused on making their commander the main card they need to work, adn so if you take out a player's Narset, Enlightened Master, they are dead to having a few extra combat spells and nothing to use with them. teaming up with an opposing player to shut down your other two opponents may make half the opposition unable to play, and you can normally always find one player willing to team up with you, if not everyone, so they don't get named. Remember this is a 'World' Enchantment, and only one can exist at a time.

Armistice - This card is what white needs, some card draw that happens to be incidentally a good political card. Yes, it is subpar draw, but when you have mana, and nothing to do with it, it is a an incredible help, great in mono-white and boros lists looking to get that type of effect. It was reprinted in a commander set, and so some players may know about it, but it doesn't see much play even so.

Devoted Caretaker - This is the Mother of Runes for non-creature strategies. Yeah, it can protect creatures, and requires you to pay one more mana, but can't get a card through blockers, or get you a free block. It really just has the benefit of an additional toughness, and the ability to stop an opposing Disenchant or Utter End.

Vigilant Martyr - This is also a 1-drop that protects cards. It can be a free regenerate from time to time, but also can counter any spell targeting an enchantment. This makes it great for enchantment or creature strategies, but more specifically aura decks, ones that are both creature and enchantment decks. Do they go you your protecting aura on your commander? Counter it, do they sweep the field, regenerate your commander, etc.

Lapse of Certainty - Mana Tithe is funny and everything, but Lapse is a really insane card. Great when you need to resolve a spell, yes, they get a counterspell when all is said and done on the next turn, but unless they can bounce your spell back to hand, they counter can't counter the spell you just saved.

Weathered Wayfarer - A great card, like Land Tax, but instead it needs of mana each turn, and also gets some sweet tricks because it doesn't say you only can search for 'basics', if you are in black, search up a Cabal Coffers or Urborg, Tomb of Yawgmoth to go with it, want to break it, go for Dark Depths and Thespian Stage (yes they do make a 20/20 together for ). Maybe just get some cycling lands, and Mistveil Plains to draw another card each turn. This is more expensive, yes, but dang is it insane for 1 mana.

Abolish - A Disenchant for one more mana isn't good, but this card can allow you to interact while being tapped out, and with Tithe/Land Tax effects, getting an additional plains in hand to use it as such is easily worth it. Weathered Wayfarer approves.

Debt of Loyalty - Save a creature? Yep. Steal a creature? Yep. Do both? Yep. Do both in a color that no one though could? Yep. Do it at instant speed? Yep. Do it for three mana before most steal effects could? Yep. Flavor win? Yep. I think this card is worth it.

Reconnaissance - Yeah, people have said this card a dozen times, so if you frequently look at the underrated card sections of articles or stuff, you know of it, but do you really realize how good this is? Creature gets bocked unfavorably? take it out, is that a tapped creature after combat damage is dealt? Take it out to untap it, and still deal damage during the 'end of combat step'. Oh, also, if your creatures have first strike, you can take them out of combat, before the normal damage has been dealt, but after first-strike damage, so it ends up not taking any damage but dealing it, and being untapped? Yes. This card is Dolmen Gate, Serra's Blessing, and Gustcloak Savior, you know, three decent to great cards for 9 total mana and 3 cards, for 1 card and 1 mana? Yep.

Worship - A bit under the radar for good reason, as many decks don't win with combat damage, but so many decks do, and so if it is the mono-red Purphoros, God of the Forge or Krenko, Mob Boss deck, they almost insta-scoop to this if you have a creature they cant deal with.

Pursuit of Knowledge this card is a four mana delayed draw four cards in white. Yeah, if it gets destroyed at two counters, you get three-for-oned, but most players have bigger targets that delayed draw spell to deal with. It is good if you can get more triggers than normal with cards like Sensei's Divining Top and Wall of Omens so it doesn't die to removal before triggering.

Wing Shards is a primary removal spell for the decks that storm off and kill with a billion elves or goblins or whatever. Storm doesn't care who cast the spells, and so if they cast 9 spells, and swing with 10 creatures, they sacrifice all 10.

Reverent Mantra - This is the real mono-white Force of Will, it is incredible against removal, saving one or more creatures, and can be played politically, remember, saving your board from Blasphemous Act will also save your opponents though.

Peacekeeper - Speaks for itself, a must-remove target for any combat-centric deck, and one in which is very easy to abuse, Sun Titan for example is able to break it by allowing you to not pay the upkeep, and then swing with your team, including the titan, bringing it back after they attacked, so you get to attack but no opponent is able to.

Righteous Aura - This is a powerful card, that mostly stops voltron, unless they get 20 swings at you, and also allows you to stop giant burn spells, including ones that deal damage to each player, it only protects you,s o you the upside, yet no downside.

Hixus, Prison Warden - It doesn't fog, however if you got swung at with a lot, you can exile all of it for five mana, and if it is your commander, it

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Date added 5 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

23 - 0 Rares

5 - 0 Uncommons

1 - 0 Commons

Cards 29
Avg. CMC 3.00
Tokens Manifest 2/2 C
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