Maybeboard


Testing Sivvi's Valor, Archaeomancer's Map and Esper Sentinel. Replaced The Immortal Sun and Endless Atlas.

Combo:
Two Card Combo: Heliod, Sun-Crowned and Walking Ballista. Use Heliod, Sun-Crowned to give Walking Ballista lifelink. Then ping a creature or an opponent by removing a counter. Heliod will let you put a counter back on it so you can repeat.

Four card combo: With Darien, King of Kjeldor and any creature that gains you life when a creature enters the battlefield, remove a counter from Walking Ballista to ping yourself, which will create a token and gain you life. With Archangel of Thune on the field, the life gain will add a counter to Walking Ballista. Repeat for infinite soldiers.

Description in progress

  • Alms Collector

    Good card draw is difficult to come by in white. This either lets you draw cards with your opponent and prevents them from pulling ahead with extra card draw or it slows the opponent down because they don't want to waste their card draw spells or let you draw with them. It's also perfect to flash in and ruin your opponents Stroke of Genius or Blue Sun's Zenith.

  • Mentor of the Meek

    A lot of the creatures in this deck are power 2 or less and Darien, King of Kjeldor pumps out creatures to easily trigger this card. This is an essential card draw spell in this deck.

  • Lapse of Certainty

    This is meant to be a fun flex spot. A white counter spell catches opponents off guard and it can be used to save you from a game loss for a turn or stop a big play such as a Cyclonic Rift. The downside is this places the spell back on top of its owner’s library, so it is not a permanent solution to your problem. However, it may give you time to find a solution, give you the one last turn you need to win, or at least give other players at the table a chance to find a solution if the countered spell would also have a negative affect for them. Other considerations to rotate into this spot have been Rebuff the Wicked (won’t stop a Cyclonic Rift but can stop targeted removal), Mana Tithe (requires the opponent to be tapped out and there is a greater chance it will be a dead spell later in the game) and Divine Intervention (if you want a change of pace, make it a goal to end the game differently).

  • Rootborn Defenses
  • Teferi's Protection

    The ultimate protection card. Save yourself and your creatures from an opponents winning combo, boardwipe, or bounce. Also important to note that the rules have been changed where tokens now phase in/out.

  • Path to Exile
  • Return to Dust
  • Settle the Wreckage

    This can be used to exile problem creatures attacking you but I don't recommend using it against your opponent if you don't have to since you don't want to give them additional lands. The main reason to run this card is to ramp yourself. Exile any number of your soldier tokens to push yourself ahead in lands.

  • Anointed Procession
  • Aura of Silence
  • Cathars' Crusade

    This card will win games. It will quickly put multiple counters on your creatures but be careful as there will be a lot of counters to track.

  • Dawn of Hope

    Needed card draw in white. This also fits our plan to generate soldiers and recover life loss. In addition, the lifelink helps to trigger the card draw ability.

  • Divine Visitation
  • Grasp of Fate

    Well costed nonland permanent removal for each opponent.

  • Land Tax

    A land tutor, staple for mono white.

  • Ancient Tomb

    This land enables you to ping yourself in order to trigger your commander.

  • Blighted Steppe

    This land can save your life if you do too much damage to yourself or your opponent reduces your life total too low.

  • City of Brass

    This land enables you to ping yourself in order to trigger your commander.

  • Emeria, The Sky Ruin

    This land enables creature recursion.

  • Grand Coliseum

    This land enables you to ping yourself in order to trigger your commander.

  • Kjeldoran Outpost

    Not a very good land as it requires you to sacrifice a plains when white already has difficulties getting lots of lands into play fast. However, this land fits the theme and generates soldiers for a reasonable cost.

  • Myriad Landscape

    This land is slow as it and the basic lands it gets enter the battlefield tapped. However, I have found the ramp to be worth the slow down.

  • Nomad Stadium

    This land enables you to ping yourself in order to trigger your commander.

  • Nykthos, Shrine to Nyx

    Staple land for all mono color decks. This has the chance to add a significant amount of mana.

  • Scavenger Grounds

    Used to deal with graveyard strategies.

  • Tarnished Citadel

    This land enables you to ping yourself in order to trigger your commander.

  • Terrain Generator

    Used get lands onto the battlefield as quickly as possible.

  • Windbrisk Heights

    It is fairly easy to get three creatures attacking.

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Date added 7 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

42 - 0 Rares

15 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.05
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Anointer Priest 1/3 W, Eldrazi 10/10 C, Elephant 3/3 G, Emblem Elspeth, Sun's Champion, Soldier 1/1 C, Soldier 1/1 W, Treasure
Folders darien goed deck, Cool decks, Decks, Interesting Commander Decks, Later, Tokens
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