Rune-Tail, Kitsune Ascendant   (or more accurately Rune-Tail's Essence) deck which aims to have its creatures never die. Uses a (hopefully) automatic Rune-Tail's Essence to protect all its creatures from combat damage, Palisade Giant-type creatures to divert damage to themselves, Palace Guard-type creatures to block all incoming damage, token generators to go wide, counters to make creatures stronger, and lifegain to maintain control a flipped Rune-Tail's Essence.

Rune-Tail, Kitsune Ascendant   can be cast for next to nothing and provide pseudo-indestructable in the form of instantly flipping to Rune-Tail's Essence. Also, his flip side is an enchantment, making it harder to remove, meaning your white weenies will likely be staying on the board a while longer than normal. As well as this, we can use a number of cards to ensure that we never receive damage, letting us focus on developing our board while other things go on around us. Because he is fairly innocuous, he can fly under the radar of many games until a key moment.
So, all being well, all damage that would be dealt to my creatures is prevented. So, the next focus is to prevent all damage to me. A core group of 'Guards' help protect me, either by redirecting the damage I would be taking or by being able to block more than they should.

Redirecting Damage

At the head of these effects we have Palisade Giant and Protector of the Crown, who absorb all damage done to me and, because of Rune-Tail's Essence, take no damage. That puts a soft lock on the board. However, they are very mana intensive. Slightly cheaper is Kjeldoran Royal Guard, but this only prevents combat damage and needs to be tapped to activate, so is less impactful. Similarly, Weathered Bodyguards prevents only combat damage, but can be brought out on earlier turns using its morph ability. This core contingent of guards helps to make combat less of a threat, but 4 cards is not enough.

Additionally, we have Pariah running the same effect in enchantment form, to target the other creatures in the deck. With the protection from Rune-Tail's Essence, the same effect is achieved and on an enchantment, which is a little harder to remove. For redundancy, we have Pariah's Shield, although to have the effect is very costly.

Wide Blockers

The second tier are blockers that can block any number of creatures. First out of the gate is Palace Guard who, for a very efficient 3 mana can block all incoming combat damage without fear of death. Backing them up is the more expensive but far more impactful Guardian of the Gateless, that actually has a chance of killing the thing it blocks!

Similarly, Brave the Sands allows any army we develop to be able to block in a similar, if limited fashion, and squeeze out the efficiency of each creature on the board.

Sometimes, preventing damage doesn't cut it. Great against creatures and the colour red, but not much help against the other colours, so there are a few spells to keep my figures on the board.

Flawless Maneuver and Akroma's Will offer solid indestructability for either free or a butt-load of secondary abilities to help my board. Akroma's Will also has the added advantage of being a finisher in some instances, which white desperately needs, so very welcome all round.

However, due to the presence of the colour blue, there are some other things to think about when it comes to abilities getting around indestructability. For that, we have Lapse of Certainty in the first instance, to save us in an important turn, but even better Teferi's Protection and Guardian of Faith to treat our army like it doesn't exist for a turn. Gets around Cyclonic Rift and maintains the beautiful +1/+1 counters we've been adding to creatures.

Since our army is indestructable, it makes sense to go wide and always have a blocker on-hand. When we can't get hold of the Protector of the Crown, we call on the nameless masses: tokens. Elspeth, Knight-Errant

Elspeth, Sun's Champion

Elspeth Tirel

Secure the Wastes

White Sun's Zenith

Adanto, the First Fort

Decree of Justice

Martial Coup

Heliod, God of the Sun

Castle Ardenvale


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28% Casual

72% Competitive

Top Ranked
Date added 8 years
Last updated 3 days

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

58 - 0 Rares

13 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.33
Tokens */* W Creature Avatar, Angel 4/4 W, Elephant 3-3 G, Emblem Basri Ket, Human 1/1 W, Monarch Emblem, Morph 2/2 C, Soldier 1/1 W, Treasure, Vampire 1/1 W, Warrior 1/1 W, Zombie 2/2 B
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3 days ago)

-1 Eiganjo, Seat of the Empire maybe
-1 Karmic Justice maybe
-1 Land Tax maybe
-1 Mandate of Peace maybe
-1 Mangara, the Diplomat maybe
-1 Oketra's Monument maybe
-1 Recruiter of the Guard maybe
-1 Terrain Generator maybe