This is a Mono White control deck that tries to abuse effects that give a lot of mana, then activate Mangara Multiple times in a single turn to keep the game in check. Once you cripple your opponents enough with Mangara activation's you proceed to win the game with a giant Entreat the Angels or a White sun's zenith. There is a Blink Sub-theme since blinking Mangara with the activation on the stack will save him.

Why Should You Play Mangara?

He is Unique

He can Control the Game in a way that no other commander can.

His effect is very targeted so you can identify the threat at the able and demolish their board.

Sometimes Land Destruction is a necessary evil.

He is relatively budget.

If your local meta game has a lot of stax decks or permanent based combo decks such as Karador. Or just Fair EDH decks in general.

Why should you not play Mangara?

You do not Control.

You are afraid to destroy lands.

Your local meta game has a lot of fast combo decks like Storm.

You like to Kill people quickly

Card Explanations:

Mangara Synergy Cards:Puppet Strings, Umbra Mantle, Magewright's Stone, Thousand-Year Elixir, Rings of Brighthearth, Illusionist's Bracers: All of these cards just make mangara more powerful, each of these can let you chain activation's together to control the board without using any cards.

Packages: Salvaging Station, Dispeller's Capsule, Tormod's Crypt, Origin Spellbomb, Conjurer's Bauble. This package adds alot of versatility that synergizes well with wrath effects. Salvaging station will be able to be activated multiple times after you destroy all creatures, from there you can draw cards with conjurer's bauble, which is great since it allows us to return spells to our deck so we can cast our wraths and entreat the angels multiple times. You can also make a giant board with Origin spellbomb while drawing cards, this is mana intensive but very powerful at pulling you ahead while no one else has creatures. Getting Back tormod's crypt or dispeller's Capsule can be a nightmare for alot of decks to beat, while you are using mangara to clean up most of their lands and wraths to keep the board empty this will clean up pesky cards that interact with the graveyard and kill annoying enchantments.

Protection:Ghostly Prison, Magus of the Moat, Blind Obedience, Rule of Law, and Wraths: These cards all give you protection to survive.

Ramp:Burnished Hart, Solemn Simulacrum, Kor Catographer, Wayfarer's Bauble, Tithe, Land Tax, Weathered Wayfarer, Pearl Medallion, Oblivion Sower, and Marble Diamond. This deck is aiming to play a land for every single turn of the game since the deck has so many things to do with its mana every turn, so all of these cards are very Important.

Win Conditions: The Win conditions of this deck are: Entreat The Angels, White Sun's Zenith, and Luminarch Ascension, Elsepth Sun's Champion, Origin Spellbomb, and Sun titan. This deck wins by controlling the game and exhausting your opponent's resources then playing creatures and attacking.

Mangara Synergies: Mangara + Rings Of brighthearth + Thousand-Year elixir / Magewright's Stone / Umbral Mantle / Puppet Stings = 4 or more Vindicates A turn. This number Scales based on the amount of mana you have access to. After making a large stack of Mangara Triggers you want to play one of your many Blink effects to save Mangara and still exile the permanents you targeted.

The Blink Effects consist of: Whitemane Lion, Stonecloaker, and Erratic Portal. These will prevent Mangara from costing to much which allows you to keep exiling permanents.

Why am I playing tower of fortunes in a deck that has a lot of things to do with its mana? Well tower of fortunes is an interesting inclusion because I realized that when I am using a ton of my mana every turn my deck is already winning, but there are a ton of games that play out where I draw a lot of ramp but no action, and tower of fortunes will help prevent that, you also usually only activate it about 2 times a game but that is plenty.

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

35 - 0 Rares

18 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.97
Tokens Angel 4/4 W, Cat 2/2 W, Emblem Elspeth, Sun's Champion, Myr 1/1 C, Soldier 1/1 W
Folders Cool decks
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