The leader of the Lunarch Council raises his sword to meet the charge of the incoming onslaught!

Seriously, I never give this deck enough of the credit it deserves. For mono white, it absolutely has the capacity to transform itself into a juggernaut that other combat-focused decks have difficulty overcoming. The best phrase I'd use to describe this list is either "anti-aggro" or "combat control". Except for the most tuned of EDH decks, I rarely lose to any other lists whose primary win condition revolves around attacking. Even with two or three creatures out, I can bully weaker or open players, and still be able to hold up a defense.

Obviously, the best keyword to prioritize sharing is indestructible (boardwipe protection is invaluable), and depending on whether you're the aggressor at the table or turtling up, double strike, lifelink, and hexproof are next in line to try to slam down on the table.

Historically, mono white has had the stigma of struggling with card advantage, however we absolutely have access to a plethora of options that play well in an aggressive creature-based strategy.

Esper Sentinel is an efficient, cheap dork that acts as a sort of white Rhystic Study. The more players at the table, the more cards this guy will draw for you.

Modern white card advantage seems to usually either be symmetrical or reactionary, and while Mangara, the Diplomat falls in the latter category, it's very uncommon in commander for players to only be casting one spell a turn, so the card advantage accumulates consistently over the round. Also incentivizes your opponents to attack each other to avoid feeding you even more cards.

Since plenty of our creatures are smaller dorks, Mentor of the Meek, Welcoming Vampire and Tocasia's Welcome provide proactive, repeatable card advantage that naturally synergize with our aggressive game plan.

Sun Titan is a white mainstay recursion engine that is also beefy enough to carry games to victory, once it takes advantage of all the keywords we pile onto it.

Mask of Memory filters our draws through combat damage, which makes it twice as efficient once we get a double striker on the board.

Once of the best aggro card advantage tools ever printed, Skullclamp turns token fodder into a two-for-one draw engine. One mana to play, one mana to equip, doesn't get much cheaper.

Sword of Fire and Ice does it all. Much like Mask of Memory, double striking makes its effects twice as potent through combat damage, which includes card draw, and shocking our opponent's dorks. Depending on what colors you're up against, the protection from blue and red can matter to pushing damage through as well.

Land Tax does a lot for one mana. It filters lands out of our library, ensuring we not only consistently hit our land drops, but also draw into our actionable spells through deck thinning. At the very least, you will not fall behind players that are able to ramp out harder than you.

Danitha Capashen, Paragon reduces the costs of our equipment (and one aura), but also is an inexpensive body with three keywords on it.

Knight of the White Orchid grabs any Plains we want, including a nonbasic, and puts it directly onto the battlefield. The only hoop to jump through is making sure an opponent has more lands than you, but if you're not going first, or in a multiplayer group, easily accomplished. Can also work by waiting to play your land drop until after casting the Knight.

Caged Sun functions in just about any monocolored list by doubling our mana output from our lands, and has the bonus anthem effect for our army.

Oketra's Monument cheapens our creature spells, and also creates bonus tokens to benefit from all our keywords.

Mind Stone, Pearl Medallion, and Sol Ring is the current suite of mana rocks, chosen to support casting our commander a turn early.

Sword of Feast and Famine is almost a sort of Time Walk each time it connects, refreshing our lands to use a second time during our second main phase. Like the other Sword, also plays well with double strikers, shredding two cards from our opponent's hand at a time. Lastly, it rounds out covering the last two colors, particularly black, which blanks a lot of removal.

The primary strength of Sword of the Animist's early ramp is that unlike some of our other equipment triggers, the land is fetched as an attack trigger instead of combat damage. This means you can toss this on a weenie you don't care about, and get the ramp anyway. Also combos with Sword of Feast and Famine by ramping, and then getting to untap the freshly fetched land.

Legion's Landing   has a bit of a hoop to jump through to get it to flip and ramp by transforming into a land, but fortunately attacking with three creatures by turn 3 or 4 is something you're developing your board towards anyway.

Smothering Tithe provides a steady stream of Treasures over the course of the game. The more opponents, the merrier.

Ancient Tomb and Nykthos, Shrine to Nyx are land drops with the ability to produce more than 1 mana at a time; Nykthos in particular can send us off to the races if we're able to protect a robust board.

There's going to be all kinds of crazy, powerful, and problematic permanents thrown our way, and we're going to need ways to reliably deal with them.

Disenchant and Generous Gift handle the noncreature permanents (although Gift can certainly snipe a creature when necessary).

Witch Enchanter   and Eiganjo, Seat of the Empire are here for the flexibility of ensuring we hit our land drops but also actionable removal during combat when we don't need them as lands.

Path to Exile and Swords to Plowshares are white's all-star, cheap removal spells that permanently deals with an opposing threat.

Darksteel Mutation has unique utility in taking an opponent's Commander, or particularly problematic creature, out of the picture by keeping it on the battlefield, but as a 0/1 bug. The indestructibility usually doesn't matter in slowing down our aggro since we have ready access to flying or trampling over threats.

Kor Haven is a solid land that blanks the biggest threat on the board from punching us.

Strip Mine helps deal with a problematic land giving an opponent too much mana or some kind of utility we don't want them to have.

Elesh Norn, Grand Cenobite is a beast of a late game drop that neuters or sometimes outright kills opposing creatures while also massively boosting our army.

Thalia, Heretic Cathar slows down greedy multicolor decks or nonbasic accelerators while also shutting down hasty surprises or potential blockers for a round.

Austere Command is an ultra flexible board wipe that can clear out artifacts an enchantments en masse, or additional redundancy against creatures. Chosen over the exiling of Farewell since we can give our creatures indestructible and make the wipe one-sided.

Vanquish the Horde can be played for as low as two mana, which is the most efficient creature boardwipe white has access to.

Wrath of God is the classic all-star wipe that can even take care of regenerating creatures, although that's less of a thing in more modern magic.

Scavenger Grounds is a land that gives us an out against graveyard shenanigans.

Stoneforge Mystic, Stonehewer Giant, Open the Armory, and Steelshaper's Gift give us access to flexible range of our Equipment options depending on what we need at the time, whether it be ramp (Sword of Feast and Famine, Sword of the Animist), card advantage (Mask of Memory, Sword of Fire and Ice), or snagging a specific keyword we're missing to push the offensive.

We have a good spread of legendary cards that can fulfill different gaps in our game plan, so Thalia's Lancers can be dropped to pull some card advantage with Mangara, ramp through Oketra's Monument or Nykthos, wipe the board with Elspeth thanks to planeswalkers being errata'd to legendary, or close out the game with a haymaker bomb like Avacyn, Akroma or Elesh Norn. If we really need removal against something medium-sized, can even pick up Eiganjo in a pinch.

Weathered Wayfarer helps ensure we don't miss land drops when we're behind the player in the lead, but also has the capability to give us pieces like Ancient Tomb, Eiganjo, Kor Haven, Nykthos, Scavenger Grounds, or Strip Mine to ramp or deal with opposing threats.

Enlightened Tutor offers an even broader range of options past our Equipment tutors including enchantments and mana rocks; even as just an early Sol Ring it can help give us explosive plays.

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