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Have... ALL the Keywords?! (Odric)

Commander / EDH Aggro Angels Mono-White Primer

parallali


SEMI-RETIRED JUNE 2017

Have ALL the keywords!Have ALL the keywords!

Inspiration for this one came from putting New Odric in what used to be a Kemba, Kha Regent deck shortly after SOI was released, and promptly going "...OOOOHHHHHH. That's good." Long story short giving your dudes powerful keywords and using them as beatsticks turned out to be a better strat than token + cat tribal. Alas.

Card choices below!

Mono-white 3/3. Dies to both Lightning Bolt and Doom Blade. Completely unplayable. Next.

In all seriousness, this deck is built to function fairly heavily around its commander, as his ability grants our efficient creatures more keywords to increase the value per card and makes us really formidable in combat. Generally the game plan is to drop some small creatures, equipment, or mana ramp turns 1-3, then Odric on turn 4. From there continue to drop creatures on curve that grant more abilities and turn them sideways (or likely not, as they'll probably have vigilance). The deck from here takes a "champions" sort of approach, with a handful of very efficient, slightly scary creatures on board at any given moment and attacking every turn. However, it's important to be careful and drop only as much as necessary, without overcommitting to the board - or you risk getting blown out by a well-timed wrath. Odric does a pretty good job of protecting our guys when there's indestructible on board, but there will be times when you're missing it.

The most important thing to remember is that your creatures dont share keywords until the beginning of combat step (though it happens on every turn, not just your own). That means that your creatures are still vulnerable to spot removal or wraths until that point. This is why it's extra important to protect our commander, perhaps by equipping him with Swiftfoot Boots or targeting him with Aegis Angel. The deck can squeak by without him, but he's the key to our strategy. At four mana it's not too easy to get priced out, but mono-white faces a unique struggle of not having good ramp or good draw. We have to make up for this by playing efficient artifacts and the few effects we do get on color.

Mono-white is second probably only to mono-blue in lack of mana acceleration, and thus we need to find it in the nooks and crannies of our color. Thankfully, combined with artifacts, we do have access to a few key pieces that allow us to keep up reasonably well with the rest of the group. My personal playgroup is very heavy on ramp, so I might have a few more slots dedicated to this than the average deck.

Land Tax: A staple in our color. I'm fairly certain mono-white is one of the least likely colors to find ways to put extra lands into play, so this triggers fairly reliably even if you're going first (somebody will be playing green, surely). Even after the point where you're comfortable with the amount of lands you have, it's a good idea to keep searching them out (and discarding them if you have to) to thin your deck and get you closer to your good cards.

Sword of the Animist: We like to attack, this is cheap, reliable, and the acceleration it gives is there to stay, since lands are the hardest permanent type to remove (many if not most playgroups, my own included, also have rules against mass land destruction). The trigger on attack rather than damage means it doesn't matter if the dude survives combat, which is nice. It can be a little slow at times but, like Land Tax, it thins your deck to get you closer to answers.

Pearl Medallion: Standard inclusion for monocolor decks, lets many of our spells be cheaper, which adds up (especially since we're very heavy on 3-drops).

Caged Sun: Theres a strong chance youll be dumping your hand if this card survives the turn cycle, with the sheer amount of acceleration it provides.

Hedron Archive / Thran Dynamo: Standard artifact ramp, because we're not playing green. Archive is fairly balanced in its CMC-to-mana-made (unlike Sol Ring), and replaces itself later when you don't need the acceleration or are looking for more gas. Dynamo is more advantageous for its cost, but lacks any value at all if drawn late game where you don't need the mana.

White tutors for little things a fair amount, but it barely ever draws cards straight up (in fact, it's the worst at this). This means that, like with ramp, we have to put a little more effort into finding ways around this than our counterparts playing other colors. Since we are heavy on permanents, this deck has potential to run out of steam very quickly if you don't have a way to replace the cards in your hand.

Mind's Eye: One of the best card draw engines available to us. Scales for multiplayer, can take major advantage of blue players who like to go ham on filling their hands. Really good mana sink in general if we're stuck or bored at any point in the game.

Mask of Memory: We attack a lot, and with all the evasion going on, we're also likely to hit a reasonable amount of time. Double strike = double cards. The ability to search it out with Stonehewer Giant or Steelshaper's Gift when we're hurting for draw is also very helpful, and makes the deck run a little more smoothly. Discarding is not my favorite thing but having more options to choose from lessens the blow significantly.

Staff of Nin: Passive card draw with the bonus of spitefully pinging your opponents or their dudes end of turn.

Tamiyo's Journal: Really loving this one after playtesting, as unlike Seer's Sundial we can pay to use the Clues at our leisure, or keep 'em around to tutor out a card of our choice. They're also very helpful if something cares about permanents on the battlefield (annihilator etc.).

Thalia's Lancers: Not technically card draw but the closest category that fits. 8 total targets in the deck (it does not just fetch creatures!) guarantees a variety of choices depending on your needs (mana, recursion, a fatty). Extra cute for its help assembling Brisela, Voice of Nightmares, and first strike is icing on the cake.

To deal with things preventing you from winning the game. Our suite is small but standard, since we'd rather be casting creatures and swinging for damage but don't want to be met with the bear trap.

Fumigate / Rout / Day of Judgment: Standard amount of boardwipes for a reset button when we need one. Odric and indestructible often means that we can cast post-combat (with or without actually attacking) and have our dudes survive.

Path to Exile / Swords to Plowshares: Cheapest and most effective spot removal for critters.

Revoke Existence / Return to Dust: Spot removal for enchantments/artifacts. Revoke is sorcery speed but it's a pet card of mine and we have a few gods running rampant in my playgroup.

Rest in Peace: Best graveyard control in white (maybe in much of the format). Nonbos with the handful of recursion cards we run, but will be smothering opponents more than us almost universally, since our recursion dudes give us keyword benefits as well.

Something that did carry over from Kemba was the equipment theme, as they tend to have multiple keywords at low cost and are slightly more difficult to remove. In addition, they survive most boardwipes and thus can grant keywords to whatever creatures needs them the most at a given moment, with or without Odric.

WEAPONRY

Sword of Vengeance / Chariot of Victory / Haunted Cloak : Haste and trample are both hard to come by in mono white and extremely relevant to pushing damage through. Haste allows us to attack without giving our opponents time to respond at anything but instant speed, and trample makes blocking much harder and lets us kill people that much faster. All three of these equipments grant both for the low CMC of , which would be enough to include them as is - but that sweet additional keyword (or words) is what really makes them stellar.

Loxodon Warhammer: The coveted trample, and lifelink can get waaaaay out of control if we have enough guys. The +3/+0 is occasionally relevant when we also have double strike, or equipped to Odric because commander damage.

Swiftfoot Boots: One of two sources of hexproof in the deck because it wasn't worth running other things like Mask of Avacyn that only granted the one ability - haste is again relevant enough to make the card worth including on two keywords. It's a staple in many EDH decks and is even better in this one.


TECH

The stuff that is not equipment but helps us acquire or gain more value from running it.

Puresteel Paladin / Sram, Senior Edificer: White is pretty starved for card draw, so even the little extra helps. Metalcraft is fairly easy to achieve running 20ish artifacts, and the mana it saves is often very beneficial, with the amount of things we want to be casting in a given turn.

Stoneforge Mystic: Digs out a missing effect on ETB, and saves us mana on them throughout the rest of the game. Nice low-drop creatures to strap things on early game.

Relic Seeker: A sort of baby-Stoneforge, grabbing an equipment from our deck when it deals combat damage for the first time. These low-curve tutors are really valuable for getting keywords and keeping the deck consistent across games.

Stonehewer Giant: Not only does this big guy have a keyword all his own, he can provide us with up to three additional for just two mana. The fact that it equips for free, at instant speed, once on the field is really, really valuable. This allows us to do some sweet combat tricks or protect our guy (or team!) from a threat or piece of removal.

Steelshaper's Gift / Open the Armory: These are cheap, efficient tutors that can fetch us any keyword, ramp, lifegain, or protection for our guys depending what's most necessary. Tutors both make your deck more consistent, and allow the gaps to be filled in during any given point in a game.

Nahiri, the Lithomancer: Nahiri allows you to either drop an equipment for free, or attach an equipment for free (to the little token she makes, but again, this spreads the keywords to the team). If you don't have one in your hand, she can take it back from the graveyard. She protects herself decently well, and though we have easier methods of getting double strike, the Stoneforge Blade is pretty nice if you happen to get it.

The bread and butter of our deck, these cards exist to take full advantage of our commander's ability and make our whole team really effective in combat and generally hard to deal with.

DOUBLE STRIKE

This is the keyword that'll hand you the game on a shiny plate. Double strike and indestructible are the only keywords that are valuable enough on their own merit to be included on dudes with no other abilities, and with good reason - they're hard for your opponents to deal with and give you a significant game state advantage.

Aven Sunstriker / Skyhunter Skirmisher: Simple, all-star team players, this duo grants evasion as well as dealing double damage. Protect them well, for they are little and easily pew-pew'd to death. Generally not a great idea to attack with them unless your opponent is wide open or you have protection.

Silverblade Paladin / Arashin Foremost / Fabled Hero: The second abilities of the Foremost and Hero are practically useless, but they sit really nicely in the mana curve: turn 3 double-striking dude into turn four Odric double-striking team is very effective. I advise soulbonding the Paladin with whatever creature you think will stick around the longest ( Darksteel Myr is a hilariously good target) if Odric isn't around to take the spot, but it doesn't much matter.

Fireshrieker: Brutally effective, harder permanent type to remove, can go on anybody at any time it needs to.

Kor Duelist : He needs a piece of equipment to get his keyword online, but that should be easy with all the tutoring we have distributed throughout the deck. Beyond that he's a fine turn one play to discourage others from swinging at you with their Elvish Mystics.


INDESTRUCTIBLE

Protect your dudes. Force your opponents to wipe pre-combat and prevent some damage that might have come your way. Be generally hard to deal with.

Bastion Protector: Easy to remove and relies on Odric to do her job, but the little buff she gives him is nice.

Darksteel Myr : One of my personal favorite cards in the whole deck, because he gets the sort of "???" looks from everyone when he hits the table, and then just refuses to die forever. Having the ability innately on a creature is more useful that it first appears, as they have to deal with a straight-up indestructible creature in order to get rid of it, even if it's fairly useless otherwise. Like the double-strikers, it's at the perfect spot on the curve relative to our commander.

Darksteel Plate: Suit up your fav and go ham - like its Myr counterpart, this card is really hard to get rid of, which makes it worth the total to get it online. Again Odric is usually the best target for this, but watching opponents try to deal with an indestructible Gisela, the Broken Blade or Radiant, Archangel is an experience you don't want to miss out on.

Spirit Bonds: Admittedly still in testing phase, but I like its potential a lot because it can save your critters pre-combat, and the spirits themselves can chump stuff or get in for a little damage if needed - not to mention the fact that they give the crew flying for .

Aegis Angel: Odric is again the obvious target but if some reason he's not around pick your next most important guy. It's worth noting that you -can- use her to protect a noncreature permanent that's really important to you (maybe Caged Sun or Rest in Peace), but rarely is that the most effective play (especially since our creature count is fairly high). As an angel also grants flying.

Angelic Overseer: 10 humans including our commander allow her to be online with good frequency. Flying and double protection makes her very, very hard to contend with once she's started her engines.


GENERAL THREATS

These creatures grant 2 or 3 keywords to the team, often in addition to gaining us value with other abilities tacked on.

Wurmcoil Engine: Two sweet keywords on a fat body for comparatively little mana - and replaces himself when he dies. SO sweet. Our only source of deathtouch.

Baneslayer Angel: In addition to keywords, demons and dragons are both very popular in the format and she's happy to block or punch through them for days.

Gisela, the Broken Blade: She's like a mini Baneslayer for one less, and so earns her keep pretty well. If you manage to get Brisela, Voice of Nightmares on the table it's almost always GG for at least one opponent (also, it's super fun. Meld is derpy but thrilling).

Aerial Responder: Colorshifted Vampire Nighthawk (Vampire Whitehalk?!) is brutally efficient. Three mana for three keywords and a decent sized body is about as good as it gets.

Geist-Honored Monk: Okay technically SHE doesn't have more than one keyword but she makes you two lil bodies to hold up another, and can get pretty sizable.

Power Matrix : This card is really fun because it's odd, and has really only been a "maybe" option in voltron decks before now. However, we've found the perfect place for it. After the initial mana investment, you get 3 evasive, relevant keywords for absolutely free.

Ovalchase Dragster: What really sealed the deal on this card was the crew 1, as it's easy to use one of our small guys we don't want the enemy to block and kill (like Aven Sunstriker) to crew, and suddenly that's 6-12 damage coming at their face. Trample and haste are two really valuable keywords that are harder to find in mono-white, and so this is nearly on par with Haunted Cloak /Chariot of Victory when it comes to value for mana cost. In addition, we'll have first or double strike often enough that opponents can't just kill it in combat after one swing.

Ajani Steadfast : +1 is what makes him worthy of inclusion, but that -2 can be really saucy if you're looking to push through some damage just a little faster. His ultimate will win you games but that's typical of planeswalkers and not what you should be setting your sights on.

These are the cards you should be dropping to close out the game in its later stages, for they are the biggest threats in the deck and gain you the most position.

Akroma, Angel of Wrath: She's the biggest threat of our biggest threats, and should win you the game if you're ahead, put you ahead if it's about even, or bring you up to par with your opponents if you're behind. isn't always easy to get to, but she's very hard to remove once she hits. The fact she has two keywords (trample + haste) that don't show up much in our colors seals the deal.

Radiant, Archangel: This is my other personal favorite card in this deck, just because she comes out of nowhere with a can of whoopass for whoever needs it most. I'm not sure there's a deck that fits her better, unless she's the one at the helm. She regularly punches for 7+ (because she also counts fliers other players control), has been errata'd to have vigilance, and elicits some of the most amazed reactions I've ever seen from people who know the card but haven't ever seen her played before (with reason, she's usually an okay threat at best). A hilarious, evasive fatty that only gets scarier the more stuff we have on field.

Felidar Sovereign: Affectionately known as "the pipe dream" or "the anti-pillowfort wincon". I haven't won with him yet, but that's because he scares people and almost always eats a kill spell before your next upkeep (regardless of your life total). In this way he sort of serves as bait, for your opponent now can't use that removal for something else scary you might have on standby.

Angel of Invention: Go wide or tall with her as is appropriate to the boardstate. Her lording ability plus three very relevant keywords will help pull you past your opponents in the damage race for victory.

Dictate of Heliod : +2/+2 for five with the element of SURPRISE! This will often net you extra damage or trap your opponents into inefficient blocks, depending when is most opportune to cast it.

A little bit of recoverability, because white is good at returning things from the graveyard to fight another day.

Bruna, the Fading Light: Wizards likes to give their angels flying and vigilance. I'm not complaining. She pulls a dude from the 'yard, which is often enough to swing the game in our favor - a nice fat 20 targets means there's bound to be something in there by the time we can cast her.

Emeria Shepherd: While she may only have one keyword, there's not a better place for her than mono-white (and we only run at total of 10 non-permanent cards, so she's always going to have targets to get back by turn 7).

Sun Titan: 20+ targets not counting lands, and gives the crew vigilance. Nice.

Suggestions always welcome! But please first consider the below.


Sol Ring: Playgroup has banned because it makes your deck effectively 98 cards. Too explosive for the one guy who gets his in opening hand vs the rest of the table.

Avacyn, Angel of Hope: I think it's an interesting challenge to give the team indestructible using Odric rather than a card you can jam into any white deck.

Concerted Effort: Too much redundancy with a card we always have access to, and at the same CMC. We don't run fear or landwalk, and Akroma is the only card with protection. The only upside to this card is it gives the ability on upkeep rather than combat, but the one keyword that really matters (indestructible) isn't shared anyway.

THE swords, a la Sword of Feast and Famine, Sword of War and Peace, etc: Boring goodstuff that can be jammed in any deck for value - don't fit the theme, and I don't own copies of most of them anyway.

Chitinous Cloak : Menace isn't worth 6 mana when we can fly or trample instead.

Enlightened Tutor: $$. Would consider if I had one laying around but I don't think it's important enough to work to acquire.

Adarkar Valkyrie: I took her out because my meta drifted away from being as removal-heavy (and we have better 6 drops), but she might go back in as a way to save our best creature from a boardwipe/spot removal if meta ever leans heavily in that direction again.

Rogue's Gloves: For card draw, we have a lot of evasion and often double strike. Probably better than Mentor of the Meek?

Lone Rider   He came out but might go back in if I find myself needing more early-drop creatures.

Fencing Ace: Despite being one less mana than any of my other double strikers, he dies much more easily due to his tiny toughness. Probably still worth trying.

Suggestions

Updates Add

I decided I wanted a somewhat more unique feel for this deck, and so swapped out some cards to lean more heavily into the Equipment subtheme.

-1 Gauntlet of Power // +1 Stone Haven Outfitter

I only have one copy of Gauntlet and another deck needed it. It'll likely go back in when I get another. Until then, a low-curve pump create with the potential to help draw cards.

-1 Weathered Wayfarer // +1 Sram, Senior Edificer

Sram's what really inspired me to go ham on Equipment. Wayfarer was too slow for the deck that doesn't need to dig out tech lands.

-1 Jazal Goldmane // +1 Kor Duelist

Jazal was all right when he came up, but finding a double striker was almost inevitably more valuable. Duelist has synergy.

-1 Twilight Shepherd // +1 Relic Seeker

More low-drop tutors. Shepherd never seemed to be there when I needed it to be, and when it did turn up was underwhelming. Might miss the flying/vigilance she brings to the team but can always add her back.

-1 Archangel of Tithes // +1 Ovalchase Dragster

With Sram on the team vehicles have less chance of being card disadvantage. Dragster brings coveted keywords haste and trample to the team, is easy to crew,and will have first strike often enough that its small toughness isn't as much of a detriment.

-1 Martial Coup // +1 Day of Judgment

Tokens were never worth the mana cost.

-2 Plains // +1 Temple of the False God +1 Homeward Path

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Revision 3 See all

(5 years ago)

Date added 7 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

36 - 0 Rares

23 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.70
Tokens Clue, Emblem Ajani Steadfast, Kor Soldier 1/1 W, Morph 2/2 C, Servo 1/1 C, Spirit 1/1 W, Stoneforged Blade, Warrior 1/1 W w/ Vigilance, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders cmd 1, Commander
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