After attempting several mono-white EDH decks, I have found them all boring and totally against my playstyle. I like to play aggressive, play a lot of spells throughout the game, and be pro-active rather than reactive. I finally have a found a new fun concept that seems to suit me and works ok:
- The deck focuses around the Commander, playing spirits/arcane spells in all standard CC to nuke opposing permanents while slowly building an army of (mostly) flying spirits.
- The 4 CC slot is tricky since my commander gets destroyed at that cost, but with a plate on him things are smooth sailing. He is only 4 to cast so I can always replay him anyway.
- Curio and portal can bounce spirits back to your hand to replay at their particular CC, although I wish they were instants and not artifacts.
- My Christmas wish for the deck is a spirit who tutors for other spirits. Other tribes have them, Spirits no such luck.
Any comments/suggestions welcome
Change log
Dec. 13
-1 Terashi's verdict, + 1 shining shoal
Dec. 17
+1 lantern kami, +1 Pteron ghost, -1 Flickering Spirit, -1 Gallows warden
Reason: I need more 1 and 2 cc spirit spells to hit mana rocks
+1 skullclamp, -1 seer's sundial
+1 afterlife, -1 devouring light
No Shining Shoal? A scalable X spell with the arcane subtype which can actually do something, that, if worst comes to worst, you can pitch a card in your hand to play it for free seems rather good with ye ol kirin.
No Shining Shoal? A scalable X spell with the arcane subtype which can actually do something, that, if worst comes to worst, you can pitch a card in your hand to play it for free seems rather good with ye ol kirin.
I ignored the card, but you are absolutely correct about the scalability of it! That's a great find, thanks!
I used to run a Skyfire Kirin deck, so I understand the pain of trying to make this sort of thing work. Don't forget about mirror entity too - making your entire team massive is always useful. Also, ignore the fox offering part on Patron of the kitsune - he's still a 5/6 for 6 with a useful ability, Long-Forgotten Gohei is a thing, and Door of Destinies can make your army actually able to kill people.
I used to run a Skyfire Kirin deck, so I understand the pain of trying to make this sort of thing work. Don't forget about mirror entity too - making your entire team massive is always useful. Also, ignore the fox offering part on Patron of the kitsune - he's still a 5/6 for 6 with a useful ability, Long-Forgotten Gohei is a thing, and Door of Destinies can make your army actually able to kill people.
Thanks for the tip on the Patron, he may replace Kami of the palace fields in here, but I do love me some flying.
As for the deck working, so far I came in second place in my first 4 player and then won the second 4 player, so it can compete, at least in a casual setting.
You're already doing a hell of a lot better than I did with my deck. Two more things:
1: The obvious Skullclamp. Odds are, your opponents/you aren't going to have a hell of a lot of 1cmc things, so this should be fairly safe from your general. Not to mention that, if your deck is operating properly, your spirits should be dying, and dying a lot.
2: vedalken orrery and winding canyons. The ability to put your spirits out mid-combat and decimate an opponents attacking team seems rather powerful. Obviously, canyons is better, due to the whole "not being blown up by your general" thing, but orrery could have a place too.
I am a huge fan of Twilight Drover, especially if you have a lot of ways to generating tokens. Luminarch Ascension seems like another auto-include in Mono-W, even if it is off theme.
Seer's Sundial gets blown up by your general and is pretty expensive to activate. Same CMC as your general as well... The card is under watch right now, and will likely be cut. I need card draw though, so maybe a scullclamp as a straight up replacement.
I have sphere already, need to update my list. I don't own Land tax/rack/SDT and have no interest in getting them.
You have synergies with Plains, such as Emeria and Charge Across the Araba, I would cut the not powerful lands, especially if they do not produce W. Reikei immediately springs to mind. How useful is Terrain Generator, Urza's Factory or Forbidden Watchtower? Emeria and charge are only 2 cards in the deck which I may never draw. I like options with my lands.
I am a huge fan of Twilight Drover, especially if you have a lot of ways to generating tokens. Luminarch Ascension seems like another auto-include in Mono-W, even if it is off theme. Not going tokens with this build since I already have a WG token deck. Also, I don't play lame cards like ascension.
1 Celestial Kirin
34 creatures
1 CC
1 Ghost-lit redeemer
1 Kami of false hope
1 Martyred rusalka
1 Lantern Kami
2 CC
1 Kami of ancient law
1 Niblis of the urn
1 Keening apparition
1 Phantom Nomad
1 Revered Dead
1 Angelic Page
1 Pteron ghost
3 CC
1 Benevolent Ancestor
1 Kabuto moth
1 Emissary of hope
1 Nikko-ona
1 waxmane baku
4 CC
1 Blinking Spirit
1 Celestial Crusader
1 Gaurdain of the guildpact
1 Hollowhenge spirit
1 Wall of reverence
1 moonlit strider
5 CC
1 Belfry Spirit
1 Hikari, twilight guardian
1 Angel of Flight Alabaster
1 Kiyomaro, First to stand
1 Kami of the painted road
1 Phantom flock
6 CC
1 Kami of the palace fields
1 Spirit of the hearth
1 Yosei, the morning star
7 CC
1 Eternal Dragon
1 Oyobi who split the heavens
8 CC
1 Myojin of cleansing fire
1 caged sun
1 sol ring
1 lightning greaves
1 cloudstone curio
1 mindstone
1 staff of nin
1 dreamstone hedron
1 armillary sphere
1 journeyer's kite
1 erratic portal
1 dragon mask
1 darksteel plate
1 skullclamp
1 long forgotten gohei
7 Spot Removal
1 path to exile
1 condemn
1 banishing stroke
1 swords to plowshares
1 crib swap
1 soul nova
1 afterlife
6 Arcane
1 blessed breath
1 cleanfall
1 otherworldly journey
1 charge across the araba
1 terashi's grasp
1 Shining shoal
1 Emeria, the sky ruin
1 temple of the false god
1 tectonic edge
1 ghost quarter
1 mystfying maze
1 forbidding watch tower
1 urza's factory
1 terrain generator
1 cavern of souls
1 god's eye, gate to reikai
28 plains
- The deck focuses around the Commander, playing spirits/arcane spells in all standard CC to nuke opposing permanents while slowly building an army of (mostly) flying spirits.
- The 4 CC slot is tricky since my commander gets destroyed at that cost, but with a plate on him things are smooth sailing. He is only 4 to cast so I can always replay him anyway.
- Curio and portal can bounce spirits back to your hand to replay at their particular CC, although I wish they were instants and not artifacts.
- My Christmas wish for the deck is a spirit who tutors for other spirits. Other tribes have them, Spirits no such luck.
Any comments/suggestions welcome
Change log
Dec. 13
-1 Terashi's verdict, + 1 shining shoal
Dec. 17
+1 lantern kami, +1 Pteron ghost, -1 Flickering Spirit, -1 Gallows warden
Reason: I need more 1 and 2 cc spirit spells to hit mana rocks
+1 skullclamp, -1 seer's sundial
+1 afterlife, -1 devouring light
I ignored the card, but you are absolutely correct about the scalability of it! That's a great find, thanks!
Thanks for the tip on the Patron, he may replace Kami of the palace fields in here, but I do love me some flying.
As for the deck working, so far I came in second place in my first 4 player and then won the second 4 player, so it can compete, at least in a casual setting.
1: The obvious Skullclamp. Odds are, your opponents/you aren't going to have a hell of a lot of 1cmc things, so this should be fairly safe from your general. Not to mention that, if your deck is operating properly, your spirits should be dying, and dying a lot.
2: vedalken orrery and winding canyons. The ability to put your spirits out mid-combat and decimate an opponents attacking team seems rather powerful. Obviously, canyons is better, due to the whole "not being blown up by your general" thing, but orrery could have a place too.
White has better options than Armillary Sphere. Tithe, Land Tax, etc. Especially coupled with Scroll Rack if you wanna get nasty.
You have synergies with Plains, such as Emeria and Charge Across the Araba, I would cut the not powerful lands, especially if they do not produce W. Reikei immediately springs to mind. How useful is Terrain Generator, Urza's Factory or Forbidden Watchtower?
I am a huge fan of Twilight Drover, especially if you have a lot of ways to generating tokens. Luminarch Ascension seems like another auto-include in Mono-W, even if it is off theme.
I also second obvious Skullclamp is obvious.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Thanks for the feedback Tev, my comments in bold.