This is my take on essentially a mono-white control deck for multiplayer (non-competitive) EDH. The primary way it's aiming to win is to use the lands that do damage to yourself in combination with Darien on the field, or one of the instant-speed token generation spells, to make a decently sized token swarm on the end step and to then power it up with a large anthem effect prior to combat. Although alternatively it can try to field a decently sized swarm of utility creatures for the same purposes, or beat in every turn with a couple well-costed threats.

The core of the deck is unsurprisingly creatures and lands that synergize well with Darien, namely Ancient Tomb, Tarnished Citadel, and City of Brass on the land front, and Soul Warden, Soul's Attendant, and Suture Priest for the creatures. I opted not to use Grand Coliseum because of its come into play tapped restriction, or Nomad Stadium because I didn't want too many lands that just tapped for 1 mana and 1 damage; the damage can add up over the course of a long game, and making just a single token a turn from Darien's ability isn't where we want to be. The deck also doesn't have Auriok Champion simply because I don't happen to own a copy.

After the token army is assembled, we've got to beef it up high enough that it can end someone, or at least set them really behind in life. Casting Soul of Theros, Jazal Goldmane, or Mirror Entity with enough mana to activate their abilities inside combat can easily spell the death of 1 or more players out of nowhere, or with a little setup, casting Cathars' Crusade or Goldnight Commander and then using your lands to make a few soldiers can achieve the same thing. Other effects like Elesh Norn, Grand Cenobite or True Conviction may not totally kill someone, but it'll swing the tide of the game squarely in your favor by shrinking most of their creatures to killable levels, or giving you enough life that you can't be killed off easily.

The very next thing addressed was white's pretty abysmal ability to draw extra cards. I tried to include cards that had obvious synergy with the general like Skullclamp and Mentor of the Meek, but also supplemented these engines with other card draw sources that were just solid on their own merits; things like Mind's Eye, some mana rocks that can turn into cards later when you don't need them anymore, like Mind Stone and Hedron Archive, and a few repeatable/recurrable ways of grabbing cards from the deck in Recruiter of the Guard, Stoneforge Mystic, and Weathered Wayfarer. Wayfarer in particular is great for the deck, since our primary wincon revolves around getting specific lands in play, and being mono-colored we can run a huge number of excellent utility lands. It might seem strange to run Stoneforge Mystic with only 2 pieces of equipment in the deck to grab with it, but honestly I feel that paying 2 mana to put Skullclamp in your hand is absolutely nuts for this deck, and worth its inclusion.

Similarly, to further mitigate the impact of white's poor card draw abilities, priority was placed on white's ability to recur my own threats, and on efficiently answering multiple other people's threats. Answers like Act of Authority and Council's Judgment are excellent, being able to take care of multiple problem cards by themselves, and being able to be used politically can buy you some much needed brownie points to help keep you alive to the lategame. Cards like Tragic Arrogance and Cataclysmic Gearhulk tend to be massive blowouts when cast, frequently giving you a lot more breathing room with everything dead, and the situational boardwipes like Retribution of the Meek and Austere Command are exceedingly easy to setup such that they don't hurt your boardstate at all.

The recursion suite is pretty standard; Sun Titan is able to get back your land-destruction lands, pieces of your Darien 'combo' like the soul sisters or destroyed painlands, Aura of Silence, tons of utility creatures... just great value, like always. Karmic Guide and Reveillark make an appearance because they're both great on their own, but there are no repeatable sac outlets to take advantage of their interaction together. Emeria Shepherdis there for its ability to chain-reanimate things with Solemn Simulacrum, Knight of the White Orchid, Myriad Landscape, and Burnished Hart. Emeria, The Sky Ruin and Vesuva are there to grind out the game with value if it gets to that point, and Marshal's Anthem can easily get huge beaters or key utility creatures back from your graveyard post-boardwipe.

With the card advantage front taken care of, and white's plethora of removal well represented, I threw in some wildcards to deal with cornercases that the deck wasn't particularly well-suited to deal with. Kozilek, the Great Distortion gave me more card draw (always good!) with the ability to potentially counterspell cards that would otherwise be hard for white to interact with. Same story with Lapse of Certainty, although it has the nice side effect of painting a HUGE target on someone's head when you put their game-winning spell back on top of their library. Thought-Knot Seer gives us a little hand disruption, and Aura of Silence slows down artifact and enchantress decks, in addition to just being decent artifact/enchantment removal at a bare minimum. Our own deck takes advantage of the graveyard a lot, so playing graveyard-hosers like Relic of Progenitus or Rest in Peace isn't really a great option, but Stonecloaker does a decent job in a pinch when you really don't want something like Vorinclex, Voice of Hunger reanimated, and has the added benefit of being able to save a key creature at instant speed. Arcane Lighthouse and Kor Haven are there to deal with voltron strategies, and Strip Mine, Wasteland, and Dust Bowl can keep spellslinger decks off colored mana (generally a difficult matchup for mono-white), or lands-based decks off their key utility lands. Eight-and-a-Half-Tails, Lightning Greaves, and Selfless Spirit round out the suite as protection for the key creatures on the field.

As far as other good cards to include in the deck... there are a few that I've been thinking about. Warping Wail is a great (and totally unexpected) answer in mono-white to Exsanguinate, Insurrection, and other game-winning sorceries of their ilk, and can exile potentially pesky utility creatures. Sword of the Animist is a great way to ramp out Plains, and gives our Stoneforge Mystic another good target if we can recur it. The only problem is I'm not seeing any obvious cards to cut so that I could include any of these. Eight-and-a-Half-Tails would probably be the first to go based on my gameplay experiences, as he requires holding up a lot of mana to use well, but outside of that nothing really pops out at me as eligible for removal.

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Date added 7 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

48 - 0 Rares

16 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.66
Tokens Angel 4/4 W, Cat 2/2 W, Copy Clone, Emblem Elspeth, Sun's Champion, Golem 3/3 C, Soldier 1/1 W, Soldier 1/1 W w/ Lifelink, Warrior 1/1 W
Folders Commander
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