Maybeboard

Enchantment (2)

Creature (1)

Land (1)

Instant (1)


Sram's Armory - Mono White Voltron

This deck uses a Voltron strategy, which means the goal is to play Sram, Senior Edificer, then start playing as many Aura and Equipment spells on him as possible until he has 21 power (and preferably evasion of some sort) or more, then start one-hitting opponents.

The easiest way to look at the deck is with the custom categories I've set, but I should mention that some cards show up under multiple categories because they are just so damn useful.

1. Win Cons: Sram is of course the primary win condition, but sometimes he just can't do it. These are the other cards that will end the game if your opponent(s) cannot answer them. 2. The Heroes: The creatures, most of which are here to help Sram, with abilities including protection, tutoring, and cost reduction, among others. 3. The Armory: All of the sweet auras and equipment that make Sram into a one-hit killer and draw cards with his ability. Also includes some nasty surprises for our opponents. 4. Enchantments: Due to the high density of Enchantments in this deck, a lot of cards specifically care about them, or specifically auras. 5. Card Advantage: This includes drawing cards, tutoring, returning cards from our graveyard, and Sigarda's Aid. 6. Removal: We have to make sure we win the game, not our opponents. 7. Protection: Voltron strategies are fragile by nature, since you are heavily relying on one creature to win the game for you, and these cards help keep our creature safe.

P.S. - The Maybeboard is mostly a list of upgrades I plan to make, but it also has some cards I'm just considering.

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Date added 6 years
Last updated 5 years
Exclude colors UBRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

23 - 0 Rares

35 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.83
Tokens Angel 4/4 W, Cat 2/2 W, Soldier 1/1 W, Vampire 1/1 W
Folders Commander
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