This deck is a more streamlined version of a previous deck I constructed based on a mono-white variant.


Lock your opponent out of combat by using cards that make it extremely cost prohibitive Mana wise. The goal is to blanket the battlefield with denial spells that essentially create a fort from which you can assemble an army of clerics or angels. The principal of this deck isn't too win by combat damage per say, but draw the game into a match of attrition. This deck represents the embodiment of oppressive and unfun magic reviled by many magic players. Finally, this an extremely slow deck in terms of moderns fast pace T3/T4 meta, so keep this mind when considering it's limitations.


The current meta for modern was taken into consideration when determining the appropriate cards for the mainboard. Since burn, mid-range, and Tron appear to dominate my LGS's meta, I have adapted the strategy to best counter these decks accordingly. I have broken the cards down into two categories: Fort and Army


The very foundation our strategy is predicated upon, is that of making the battlefield so agonizingly cost prohibitive for the opponent to enter combat or use activated abilities. In essence we are in it for the long haul, and generally speaking the longer we are allowed to play magic, the more likely we will win the match (or draw). In order to play this deck effectively the player will require patience and a good working knowledge of thier respective meta.

Ghostly Prison - Oppressive card that can shutdown aggro and strategies extremely effectively by T3. This makes your opponent consider their decisions to either cast that extra spell or swing for combat damage.

Sphere of Safety - Doublely oppressive late game (i.e. T5+) card that can seriously lock any aggro or mid-range deck out of fair magic.

Runed Halo - Excellent card for dealing with any pretty much any threat on the battlefield and can tear apart certain combo strategies that interact with you directly.

Copy Enchantment - Grants the effect of having more than 4 copies of any one particular enchantment in this deck, and one of the only reasons for splashing blue. Whoever said redundancy was a bad thing? Redundancy is how most competitive decks operate in MTG and this deck is no exception.

Leyline of Sanctity - Highly effective at shutting down burn, hand disruption, and control strategies. This card should be considered a staple in the mainboard based on the current meta.

Greater Auramancy - Protect your vital assets from targeted removal spells, enough said about this card.


Heliod, God of the Sun - Hallmark card for flooding the board with clerics late game that also synergize perfectly with Sphere of Safety .

Celestial Colonnade - This card can act as an unexpected late game attacker or defender should our 'fort' prove ineffective at at stopping the opponent.

Luminarch Ascension - Assuming we can stave off damage as early as possible, this card can begin churning out 4/4 flyers by T4. This cards ability can be used in either a defensive or offensive nature depending on the board state (i.e "in response too...").

Myth Realized - Flexible card that as a fairly continuous effect meaning even your dead drops or open lands can be used to increase it's threat presence on the board.

Sigil of the Empty Throne - Late game shenanigans for generating psudeo-evasive flyers to be used in conjunction with Anointed Procession . Yet again, this is a very slow card with no immediate value and requires you establish a defensive fort first.


Essentially the plan is to build a defensive fort that will lock your opponent out of fair magic and later be used to establish an army of 2/1 clerics or 4/4 angels that shall be used to swarm the board. In reality you will most likely mill either yourself or your opponent one way or another.


Stony Silence - Because Urza, Oko and Tron exist and must be dealt with accordingly.

Detention Sphere -

Worship -


This is not a budget deck as the lands selected are designed to help with filtering card draws. However, I believe with additional tweaking it's possible to lower the cost down to $250 - $350 range while keeping the main and sideboards largely consistent. Finally, I have been told on numerous occasions that this deck is overly redundant, well yes that's exactly the point. Countermagic, Enchantment hate, flickering effects, and Tron can make matches extremely difficult for us with limited options that can deal with these types of cards.

Cards for Consideration

Phyrexian Unlife - On it's own the card gives you an additional 10 life, which can grant you that extra turn you needed to establish your fort.

Solemnity - Generally speaking this card is excellent against infect or hardened scales affinity decks, but that's not what we are after. This card when paired with the above can completely lock most creature decks out of fair magic and often times will cause your opponent to scoope.

See Maybeboard


Updates Add


Top Ranked
  • Achieved #10 position overall 8 months ago
  • Achieved #1 position in Modern 8 months ago
Date added 1 year
Last updated 8 months

This deck is Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

44 - 15 Rares

8 - 0 Uncommons

Cards 60
Avg. CMC 3.31
Tokens 2/1 Cleric, 4/4 Angel
Folders Uncategorized, EDH Decks I liked, Favorites, Decks, Modern Enchantments
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