This deck is my variation of Exalted Beat Down with a twist of Exile and other spot removal for all those pesky things mono white ever had a problem with.

The point of this build is to pump up your creatures with the Exalted ability by speed dropping low cost, high density creatures. Tho this is a common principal, the particular creatures chosen are key in making this deck work properly.

Each creature has another ability outside of exalted that makes it good in its own particular situation. This way, as long as i keep my field in variety, even tho I only have one attacker: I'll always have a way around my opponents defenses.

For instance Sigiled Paladin is a 2 drop, 2/2 Exalted with First Strike, while Aven Squire is a 2 drop, 1/1 Exalted Flying. We all know that these two abilities can be essential in getting around abilities like Deathtouch, opponents Flying of course, and many more. Another example of this uniquely potent mix of creatures include Knight of Glory, 2 drop, 2/1 Exalted with Protection from Black.

Notice all of these creatues only cost 2 mana to cast. Being that my mana curve is between 4 and 5 it is easy to quickly produce hard hitting monsters.

Now the final 2 creatures are slightly different. Lets start with Fiend Hunter. a 4 drop, 1/3 with :When this creature enters the battle you may exile target creature your opponent controls. When this card leaves the battlefield, return exiled creature to the battlefield under its owners control.

The concept for this card is seemingly simple. Remove a creature that is a little to much to deal with. This is until you add the well known blink effect of Cloudshift. A 1 drop instant that exiles target creature you control and instantly returns it back to the battlefield.

While stacking this card to Fiend Hunters ability you can permanently exile 1 creature while still exiling another, attaching it to this card. This can be done over and over in the same stack allowing for several permanent removals and still only one creature having the ability to return after Fiend Hunters removal from the field.

Taking into consideration the low cost and versatile ability of the instant Cloudshift, it is a key card that can be combo-ed with all of my creatures. With Fiend Hunter (not stacking to his ability), it can be used to dodge target abilities (as it can with every other creature i have). This will also allow me to keep my opponents monster exiled or take a new one if i wish and returning the old one to my opponent. When Fiend Hunter leaves the battlefield the exiled creature returns and when Fiend Hunter returns i may select a new target for the ability including the just returned monster.

Cloudshift is also a way to stop a detrimental blow from my opponent. When i declare a blocker i may then Cloudshift the blocking creature, returning it to the battlefield as a new creature. Since the attacking monster was blocked they stay blocked and my creature returns to the field unharmed. This also works on attack declaration. When my opponent declares attackers due to my tapped down creatures I can Cloudshift, returning them to the field untapped and then declare them as blockers, essentially ambushing my opponent. Keep in mind Fiend Hunter will still get his abilities in all of these situations.

The last creature in this arsenal is Sublime Archangel. A 4 drop, 4/3 with Flying and :Other creatures you control have exalted. (If a creature has multiple instances of exalted, each triggers separately.) For a relatively low cast cost, on turn 4 this creature will allow any creature in my arsenal to deal deadly force to my opponent. With even one other creature on the battlefield, for instance Aven Squire (1/1 with Flying Exalted) it can swing for 4/4. and the more you add the worse it gets, including with Fiend Hunter who has no Exalted ability on his own.

The rest of the cards are pretty self explanatory. Obilvion ring (for a cost of 3) can Exile any nonland permanent, and Honor of the Pure for versatility (allows white creates i control to gain +1+1 so that they can block better) Path to Exile is a 1 drop instant that says exile target creature, and its owner may search their library for 1 basic land card and put it into play tapped. I can do this to myself if i need land or i can spot remove anything my opponent has that gets in the way. I wont go into detail about all of this cards uses as I believe everyone on here will understand just how nasty this card is.

The last card is Celestial Flare. A 2 drop instant that says target player sacrifices an attacking or blocking creature they control. This allows me (again for a very low cost) to get around Protection, Hexproof, and Shroud (also anything else i need to get rid of). All those things that mono decks and most deck in general have a problem with. When combining this with the versatility of Path to Exile, or even just using it at the right time (i.e. end of damage after certain creatures are already destroyed and not still attacking or blocking) this card can be one for your opponent to fear.

The deck consistency is great with 20 creatures, 20 instant/enchantments, and 20 Land. I hope you all enjoyed the overview of my deck and with leave feedback good and bad. Thanks a bunch.

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Date added 10 years
Last updated 10 years
Legality

This deck is Modern legal.

Rarity (main - side)

12 - 0 Rares

16 - 0 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 2.20
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