This is a Sram deck that lends its build more to using Auras than equipments. Its time to kill is slower than Sram-o's, but I would say the deck is much more thematic and is designed for optimized play. The deck takes advantage of the fact that no one particularly plays Auras because of the 2-for-1 card disadvantage, so Wizards has printed some pretty powerful Auras at low costs. Use Sram to mitigate the 2-for-1 card disadvantage by turning all your Auras into cantrip spells. Wizards has also graciously printed several different kinds of Aura tutors and Aura recursion spells that you can take to your full advantage. Some of your Auras even let you draw cards or recur your ETB effects.

Even though this deck focuses on Auras, don't necessarily try to pilot this like a Voltron deck, and don't think that winning the game requires you have Sram on the battlefield. The deck is resilient enough that you may not even need to cast Sram (Sram is actually used sometimes to bait out removal and counter-magic so that you can play the harder stuff). The deck runs Sigil of the Empty Throne and Monastery Mentor so that you can go wide with premium quality tokens. There's a Stuffy Doll + Guilty Conscience Combo you can run as well to kill a player. Use Flickerform so you can blink Stuffy Doll to choose a new player to kill.

Some of these auras are designed to be played on permanents (and players) other than you. Use Curse of Exhaustion on players who love to Storm out or sling removal/counterspells. Run Overwhelming Splendor on players who rely on their creatures, artifacts, and fecth lands (remember Overwhelming Splendor prevents them from activating any activated abilities that aren't mana abilities or Planeswalker abilities). Don't forget that you can use Stasis Cocoon on artifacts to stop them from using their artifact's mana abilities (like Ashnod's Altar or Altar of Dementia). Faith's Fetters can be used to enchant permanents like Planeswalkers, Necropotence, and Equipments.

Shielded By Faith + Standard Bearer can help prevent nasty removal spells that would otherwise target your permanents like Abrupt Decay, Maelstrom Pulse, and Vindicate. Starfield Mystic and Karmic Justice also exist to add further value to your Auras by making your board more threatening as your opponents cast removal spells.

Winds of Rath usually guarantees a one-sided board wipe. Hall of Heliod's Generosity, Sun Titan, Replenish, Auramancer, Boonweaver Giant, Retether, and Nomad Mythmaker can all help you get your auras back. If you need to draw more cards, you have Mesa Enchantress, Kor Spiritdancer, and Pursuit of Knowledge (which conveniently can be recurred), Conviction, and Flickering Ward. Also as a note to players who only use Flickering Ward to draw cards--this deck primarily wins through combat damage--don't forget you can enchant a creature you control to make it unblockable from your opponent's colored permanents and win through combat. Flickering Ward can also be used to give your opponent's creatures protection from their own auras, causing them to fall off (you can cast them on Bruna, Light Alabaster and have all of her enchantments fall off). Flickering Ward is versatile like some of the other enchantments here, so make sure you think outside of the box in sticky situations.

With enough auras out, Kitsune Mystic becomes Autumn-Tail, who will be able to move auras (not even your own) attached to creatures onto other creatures. Autumn-Tail's ability is worded as such so that you can even move auras onto creatures with Shroud or Hexproof (Autumn-Tail does not target the creature, but the aura attached instead), and Autumn-Tail does this at instant-speed, which is useful for combat tricks, beginning of upkeep stuff, and at the End-of-the-Turn step.

Notes On Making the Deck More Competitive:

This is themed deck showcasing a lot of what White can do with a permanent type that, color-pie wise, it's an expert on. Some of the cards here are in here just for the fun synergies, but if you want to be a try-hard, here are some recommendations:

-If you want to optimize the deck to be more competitive, I recommend running Stony Silence, Snow lands + On Thin Ice, Cursed Totem, Null Rod, Land Tax, Aven Mindcensor, Hushbringer, Tocatli Honor Guard, Hushwing Gryff, Suppression Field, Linvala, Alms Collector, and even Humility. You don't have to run all of them, but those are my recommended cards.

-Cards I would cut for the above: Revoke Existence, Sun Titan, Totem-Guide Hartebeast, Auramancer, Sigil of the Empty, Boonweaver Giant, Auratouched Mage, Kitsune Mystic, Pursuit of Knowledge, 3x Plains.

-Rule of Law and Spirit of the Labyrinth are bad for you as you still want to draw a bunch of cards and play a lot of auras on your turn (they can be mitigated if you have Sigarda's Aid, but that causes your strategy to have a focal weak point that your opponent can render you helpless on).

-Rest In Peace nixes a lot of your recursion, which is what gives a third to a half of the value of the auras in this deck (they cantrip and they can come back, that's some mean resilience). Because you don't have Rest In Peace, kill the player running the graveyard strat first if they're a nuisance. Spells like Empyrial Armor, Battle Mastery, All That Glitters, and Ethereal Armor can help you push for an early kill.

-You have enough tutors to tutor what you need to deal with other arhcetypes--archetypes where players cast a lot of spells (Curse of Exhaustion), where players rely on their Commander's activated abilities (Arrest, Faith's Fetters, Trapped in the Tower, Prison Term), or their Commannder's static and/or triggered abilties (Darksteel Mutation, Humility, Overwhelming Splendor).

-This deck is both Dual Commander and EDH legal, but obviously, if you're running Humility, you may as well run Mana Crypt and Sol Ring, but be wary of running too many mana rocks because you could get struck by your own Null Rod or Stony Silence, which can slow you down massively if you're overly reliant on mana rocks as your main mana source.

-Also be wary of running Leonin Arbiter as paying 2 mana to search your library can be taxing--you want to run a low-to-the-ground deck that does not require you to pay extra for your stuff (part of the reason for why auras is strong is how cheap they are and how cheap the cards are that support them in cmc). You can also try to cheat out your auras early by filling up your hand (with Land Tax for example), discarding a bunch of Auras, and casting Replenish.

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