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Light-Pawras (Light-Paws Voltron Commander)

Commander / EDH* Attach Enchant Mono-White Primer Protection Voltron

Excaria


Maybeboard


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Light-Paws, Emperor's Voice as a commander wants to stack itself up with auras and take opponents down with a single large creature. The largest weakness to this type of playstyle is creature removal, so the goal is to stack up the defensive auras early on, and add on the damage later. If our auras or commander are removed, we can bring back all of the lost auras later on with a few different options to get back in the game.

This is my own personal taste of deckbuilding, and this post is largely a reference for me. I tend to focus on more control and late game aspects of the game. Some ideas I've considered for this deck are:

  • Light-Paws offers a level of consistency and strategy that few other commanders and decks could boast. Being able to search for the right aura at the right time to deal with an ever changing board state allows for a lot of flexibility and power.

  • At the same time, the constant card searching could really bog the game down, so perhaps, if the play group agrees, telling people what you will search for, wait for responses, then finish the turn and search for the card during opponents turns could make the game run smoothly.

  • I want to be able to search for every aura, so each aura should have at least one other aura that shares same mana cost. Along the same lines, I'd like to have two different sources of each keyword if possible, in case one ends up in the graveyard.

  • Losing the Commander early on isn't ideal, but not terrible. Half the auras were effectively free and we can bring them back later with cards like Mantle of the Ancients and Retether.

  • With a lower mana curve and the ability to pump out cards, a lot of mana ramp may not be crucial, but card draw is quite important. Unfortunately mono white doesn't have many options, and those like Esper Sentinel tend to be more pricey.

First and foremost, the cards I use are ones I either already have or bought before the prices went up, so look to the maybeboard for cards that better fit your budget and taste. I try to keep my decks around $80-$120, and usually cards over $5 need to be really good or important for the deck.

The card in the deck I'd give the top spot to definitely Sage's Reverie. This card is almost always the first I will search for once I play a 4 mana aura, and it almost makes me want to put more 4 drops in the deck. The +1/+1 for each aura is great, but the most important part is drawing a card for each of our auras in play. By the time we play it, we could easily have 4 or more auras on the battlefield, and we'd instantly get a refilled hand. Flickering Ward and Conviction fall just behind it and can also allow us to search for multiple auras as well. Skyblade's Boon and a few other return to hand auras either don't quite do enough or cost too much for me.

Mantle of the Ancients is another huge card, later in the game allowing us to also get +1/+1 for each aura we have and bring back any aura we want that we may have lost earlier. The return to battlefield cards can catch other players off guard when we suddenly attack them with a suddenly powered up Light-Paws. Resurgent Belief is a less expensive and lower mana cost option I've seen, but I'm not too convinced about the activation timing. I could see it whiffing a lot of the time.

Removal is a very important aspect to the game, and white has a lot of good options for this. Even with cards like Path to Exile being so good, I still would prefer the aura options. They may cost more mana and won't completely remove the creature from play, if we have our commander in play, cards Temporal Isolation and Bound in Gold effectively get 'search your library for an aura' tacked on to them, which is definitely worth the downsides.

Playing cards at instant speed is very powerful, letting us play protection cards and game finishers right when they're needed. Sigarda's Aid let's us do this with all of our auras, and this card is a little more expensive due to this powerful effect. But I think being able to leave my lands untapped for emergency cards like Karametra's Blessing is worth the price. If not, adding more flash auras can help make up for it.

Cards that can phase out our commander like Robe of Stars and Flickerform are amazing in this deck for two reasons. First, the hardest to deal with threats to our commander are Exile all, Sacrifice, and White removal cards, and phasing can give us a way to evade them. Secondly, Flickerform will trigger enter the battlefield effects of auras, so Flickerform + Sage's Reverie or Angelic Gift will let us draw even more cards.

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93% Casual

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Revision 2 See all

(3 years ago)

+1 Brilliant Restoration main