pie chart

Sundown slammer (guide included)

Commander / EDH Mono-White

Coco__ben_thee_koot


Hitting your land drop every turn until turn seven or eight (possibly more) is crucial for the deck to funcion so we have a few ways to guarantee that like Weathered Wayfarer, Oreskos Explorer and Endless Horizons.

For our nonbasic lands we have:

When picking ramp the number one rule here is that land acceleration is better than mana rocks.

Cards like Wayfarer's Bauble, Knight of the White Orchid, Solemn Simulacrum and yes, even Kor Cartographer might not be as efficent as some artifacts but they prove to be more resilient in a deck that plans to go to the later game.

As I explained in the mana base category, hearty amounts of mana are crucial in the late game and artifacts do blow up eventually in the course of a long game, especially since we are running a few thing to reset the board. We are not green so we do of course run some mana rocks but they have to fit into one of these categories:

  1. They can be sacrificed for value before being blown up like Mind Stone and a few others.
  2. They are simply too good like Sol Ring or Pearl Medallion.

As you might have guessed by now the deck is not very fast so we need a few ways to defend ourselves and to prevent our opponents from winning while we build our resources and fish for the perfect moment to strike.
As you probably alredy know mono white is notoriously bad at card draw.

Unfortunately we really need a good amount of it in our deck, but we do not have the synergies required to run the "good" ones. Skullclamp and Mentor of the Meek are awesome but they need small creatures to work so we have to go with some junky colorless card draw.

As I previously stated some of our mana rocks and lands can help with this issue by recycling themselves. Also the fact that we want to prolong the game makes options like Endbringer or Seer's Sundial suddenly pretty decent. Despite that the only real synergistic effect we have here is Well of Lost Dreams which is a bit shaky but awesome when it works.

For tutors we mostly have stuff that fetches our voltron pieces like Stoneforge Mystic and Open the Armory. Enlightened Tutor can also fetch card draw, ramp and many other things.

You have to be picky with your choices here because every voltron oriented card is a dead card as long as Evra is not on the field and able to attack.

The good news is that she doesn't need any stat buffs since she is more than capable of eliminating a player as long as she connects. You just have to be patient and wait for the right opportinity.

With that out of the way we have four mayor categories here:

  1. Lightning Greaves, Conqueror's Flail, Grand Abolisher and Mother of Runes for protection
  2. Whispersilk Cloak, Key to the City, Unquestioned Authority and Surestrike Trident for evasion
  3. Rebuff the Wicked, Lapse of Certainty and Not of This World for surprises.
  4. Scout's Warning deserves its own category for how awesome and underrated it is.

The third category might seem a bit odd but being able to react to your opponent's answer is much better than trying to put something on your general for protection and watching her being removed in response. It's also something the won't expect from mono white and this deck really wants the element of surprise.

Also, since we only have (and need) only a few chances to attack, the fact that these don't stick on the board for more than one turn is a lot less relevant than in any other voltron deck.

Oketra's Last Mercy is there to bump you life to 40 if it's too low to one shot someone. It can also save you if Evra gets removed before dealing damage.

The gameplay is pretty self explanatory, your goal is to successfully connect an attack with Evra.

With that in mind there's a few thing you have to take into account:

  • When activating her ability you always run the risk of losing the game so be sure to have some backup.
  • Mantaining your threat level as low as possible can be very beneficial. Cast your general or your stuff that gives evasion only when you feel confident you can take out someone. By not being the target you preserve resources and gain more time find the chance you are looking for.
  • Use politics. I know many people don't like this stuff about the format but simply saying "I will attack him over you if you don't do X" can be game changing. You are effectively making sure one player won't interfere with your win condition. Just do these things wisely and with someone that seems trustworthy. Also don't be the guy that betrays their trust and attacks them afterwards, being honest is important to guarantee future alliances...and to not be a noxious player.

    Reverse the Sands and Axis of Mortality present an alternate wincon when combined with Evra's ability by dropping any one player's life down to 4. They can also help by replenishing your own health similarly to Oketra's Last Mercy

    Remeber to leave ideas and suggestions in the comments below!

    Suggestions

    Updates Add

    Comments

    Date added 6 years
    Last updated 3 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    4 - 0 Mythic Rares

    34 - 0 Rares

    25 - 0 Uncommons

    13 - 0 Commons

    Cards 100
    Avg. CMC 3.22
    Tokens City's Blessing, Treasure
    Votes
    Ignored suggestions
    Shared with
    Views