My deck tries to abuse Mangara of Corondor as a versatile solution against different problematic cards. This gives me more space in the deck for other things, especially creatures - because they benefit from Mangara's toys too and i need a solid amount of critter to deal lethal damage for a win.
Rings of Brighthearth: Maybe the heart of the deck, has the potential to create a high amount of disruption (copy Mangara's effect), ramp (copy the effect of Fetchlands) and other interactions (draw 2 cards with Sensei's Divining Top hehe).
Erratic Portal: It's disruptive part is not significant, but the interaction with Mangara and ETB-creatures can be strong. In most scenarios, it's a protection against removal.
Jotun Grunt/Stonecloaker/Rest in Peace: My graveyard hate... Rest in Peace is tutorable with 3 cards, which makes it the best choice - even though it hurts me too. Stonecloaker of course is also in the deck to support Mangara of Corondor...
Intrepid Hero: He is basically mini-Mangara and profits from all the cards that support my general. His ability is a lot less relevant, but it still decent for multiplayer politics.
World Queller: This was a hard choice: I had space problems and wanted to choose between him and Archon of Justice. I like the interaction of World Queller with tokens, Crucible of Worlds and Cataclysm. I also like that he is repetitive - but he also needs a lot of protection to actually do anything.
Aura of Silence: Tutorable with 3 cards and decent against some combos as slowdown. It's very important against silly stuff like Humility, that Mangara can't handle.
Oblivion Stone/Austere Command: Two reset buttons are not much for a mono-white deck, but i have the feeling that my deck needs a lot of permanents to be working out well - so i only use these two at the moment.
Sol Ring/Darksteel Ingot: I am not a huge fan of mana artifacts, because they get blown up after a short amount of time if you are not lucky. Nevertheless, the (imho) best ones are welcome in my deck of course...
Gauntlet of Power/Caged Sun: Mana doubling artifacts are one of the rare advantages you gain if you stay mono colored... I don't use Extraplanar Lens, because people tend to make a 2-1 trade with it too often...
Sword of Feast and Famine: It's not really ramp, yes. But it can accelerate my game if i am lucky enough to connect. Plays very well with Winter Orb-effects...
Argivian Archaeologist: I play 23 artifacts and this creature can be abused with some of Mangara's toys, that makes this repeatable source of cardadvantage very valueable, even though it is very slow and easy to kill.
Karmic Guide/Reveillark: There are a lot of good targets for the Guide, but also a bunch of small dudes for Reveillark. Even though i lack tutors to get them online both - they are good on their own in this deck.
Sun Titan: More or less a finisher for the deck, there are tons of strong interactions and he even has a lot of tools in this deck to protect himself.
Crucible of Worlds/Buried Ruin: Crucible helps to utilize fetchlands, discarded lands (with Land Tax), it counters land destruction and it recurs utility lands. Not to forget the nice interaction with Cataclysm.
Sword of Light and Shadow: The worst recursion-engine, but it's nice to have if you can connect. The protection is very relevant.
Hokori, Dust Drinker/Winter Orb: They come when the board position allows it and they are one of the more effective tools to slow down combo or control... They are also easy recurable...
Cataclysm: The card should be played very carefully... It will often stuck in hand, but if you are able to use it, it should win the game. There are rare occasions, where you can use it in turn 4/5 to stop someone who ramps all the way. Especially nice early with Land Tax or Crucible of Worlds, but everyone will hate you then.
Catastrophe: Versatile sweeper - or finisher if you are attacking with an equipped fatty...
Ethersworn Canonist: She does what i need most: She slows down. White doesn't interact with spells, but i can exile permanents with Mangara - as long as there are not too many threats on the battlefield.
Aven Mindcensor: Very annoying for most commander decks, maybe the best white creature you can get.
Linvala, Keeper of Silence: There are many evil generals (or regular creatures) that are stopped by her, so i think it's beneficial to play her.
Thawing Glaciers: Can turn into a ramp-engine with Rings of Brighthearth, but it's slow. Nevertheless, white has not many alternatives to get card advantage, so i take it.
Land Tax: The best white source of cardadvantage, even if it's only lands. Tutorable by 3 cards and the best target for them in many situations.
Sensei's Divining Top: I play 4 fetchlands for this baby! Should be banned in my opinion...
Scroll Rack: Another degenerated source of deck-manipulation in white, supported by Land Tax, fetchlands (+Crucible of Worlds) and the other one-shot tutors.
Sword of Fire and Ice: The best sword in terms of the connection-effect and the first target for my equipment tutors in most cases.
Mimic Vat: It has a lot of good targets in my deck, but it is of course even better to get something dangerous from my opponents. Mangara loves an imprinted Restoration Angel...
Mind's Eye: It usually draws too much hate to actually draw cards, but sometimes it will help a lot in the mid/lategame.
Tithe: A 1-mana 2 for 1? There is nothing to hate about that card in mono white!
Flagstones of Trokair: Not important (just another small Cataclysm support) and it has only small drawbacks - so i think it's worth it to replace one plains.
High Market: THE sac-outlet, has no drawback and helps to protect creatures from tuck/exiling-effects.
Kor Haven: Mana sink and tool for some migration against huge critter.
Homeward Path: Very important against blue and steal artifacts (and even some generals), since i rely on creatures very much.
Mother of Runes: Offers a lot of protection for my general or creatures for a very low cost. Good support for the equipment strategy and helps to connect with the swords.
True Conviction: Can turn the tide of a battle and is tutorable with 3 cards.
Lightning Greaves: Mangara loves haste, but i think the 0 equipment-cost is the most important advantage of this card over other variants.
Needs Swords to Plowshares - only trades one-for-one but it exiles at instant speed for one mana. Sometimes you can't always rely on your creatures/sorceries for removal (ie. hasted Blightsteel Colossus.
Karmic Justice - Useful deterrence for all your artifacts.
Seht's Tiger - a Fog, a Counterspell, a Stifle, and a Hill Giant all on one card! Don't underestimate this guy - especially since you have the ability to abuse its ETB trigger repeatedly. I've lost track of how many times this kitty has saved me despite a losing position. People often forget that he even will counter stuff like Sorin Markov or Bribery.
Kor Cartographer - Since you're running White Orchid and Simulacrum, here's another if you need it.
Explorer's Scope - Repeatable land ramp and card advantage - for 1 mana! Easily abusable with your creatures, equipment search and Top.
Helm of Possession - Should be a no-brainer if you're running lots of creatures, IMO.
Phyrexian Furnace - One of my favorite graveyard hate cards since it doesn't hurt you, it's cheap, and it "cycles". Plus, you can recur it with Titan and Archaeologist.
My deck tries to abuse Mangara of Corondor as a versatile solution against different problematic cards. This gives me more space in the deck for other things, especially creatures - because they benefit from Mangara's toys too and i need a solid amount of critter to deal lethal damage for a win.
1 Mangara of Corondor
//Land [39]
1 Marsh Flats
1 Arid Mesa
1 Windswept Heath
1 Flooded Strand
22 Snow-Covered Plains
1 Flagstones of Trokair
1 Emeria, the Sky Ruin
1 Kjeldoran Outpost
1 High Market
1 Homeward Path
1 Terrain Generator
1 Scrying Sheets
1 Kor Haven
1 Buried Ruin
1 Strip Mine
1 Wasteland
1 Vesuva
1 Thawing Glaciers
//Creature [23]
1 Weathered Wayfarer
1 Mother of Runes
1 Stoneforge Mystic
1 Jotun Grunt
1 Ethersworn Canonist
1 Knight of the White Orchid
1 Aven Mindcensor
1 Stonecloaker
1 Intrepid Hero
1 Argivian Archaeologist
1 Solemn Simulacrum
1 Restoration Angel
1 Academy Rector
1 Linvala, Keeper of Silence
1 Hero of Bladehold
1 Hokori, Dust Drinker
1 Reveillark
1 Karmic Guide
1 Stonehewer Giant
1 World Queller
1 Sun Titan
1 Elesh Norn, Grand Cenobite
1 Luminate Primordial
1 Land Tax
1 Luminarch Ascension
1 Flickerform
1 Rest in Peace
1 Aura of Silence
1 True Conviction
//Artifact [23]
1 Sensei's Divining Top
1 Sol Ring
1 Skullclamp
1 Expedition Map
1 Phyrexian Furnace
1 Voyager Staff
1 Scroll Rack
1 Winter Orb
1 Lightning Greaves
1 Oblivion Stone
1 Crucible of Worlds
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Feast and Famine
1 Mimic Vat
1 Darksteel Ingot
1 Thousand-Year Elixir
1 Rings of Brighthearth
1 Erratic Portal
1 Mind's Eye
1 Citanul Flute
1 Gauntlet of Power
1 Caged Sun
1 Tithe
1 Swords to Plowshares
1 Enlightened Tutor
//Sorcery [5]
1 Steelshaper's Gift
1 Idyllic Tutor
1 Cataclysm
1 Austere Command
1 Catastrophe
Explanations:
Restoration Angel: Combo with Mimic Vat, generally useful against creature-spotremoval.
Flickerform: Very useful for Mangara, but useful on a fatty (especially ETB-ones) too. Welcome synergy with Cataclysm.
Voyager Staff: Small effect, but recurrable with Sun Titan and Argivian Archaeologist and again a synergy with ETB-creatures and Cataclysm.
Thousand-Year Elixir: Very good due to pseudo-haste for Mangara, but there are other creatures that like it: Weathered Wayfarer, Mother of Runes, Intrepid Hero, Argivian Archaeologist and Stonehewer Giant.
Rings of Brighthearth: Maybe the heart of the deck, has the potential to create a high amount of disruption (copy Mangara's effect), ramp (copy the effect of Fetchlands) and other interactions (draw 2 cards with Sensei's Divining Top hehe).
Erratic Portal: It's disruptive part is not significant, but the interaction with Mangara and ETB-creatures can be strong. In most scenarios, it's a protection against removal.
Strip Mine/Wasteland: They are important against Maze of Ith, because i need to connect with my equipments for their effects. I also want to stop Academy Ruins or Volrath's Stronghold if possible...
Jotun Grunt/Stonecloaker/Rest in Peace: My graveyard hate... Rest in Peace is tutorable with 3 cards, which makes it the best choice - even though it hurts me too. Stonecloaker of course is also in the deck to support Mangara of Corondor...
Intrepid Hero: He is basically mini-Mangara and profits from all the cards that support my general. His ability is a lot less relevant, but it still decent for multiplayer politics.
World Queller: This was a hard choice: I had space problems and wanted to choose between him and Archon of Justice. I like the interaction of World Queller with tokens, Crucible of Worlds and Cataclysm. I also like that he is repetitive - but he also needs a lot of protection to actually do anything.
Elesh Norn, Grand Cenobite/Luminate Primordial: These are my fat creatures! They all have a significant impact and can turn the tide of battle into my favor.
Aura of Silence: Tutorable with 3 cards and decent against some combos as slowdown. It's very important against silly stuff like Humility, that Mangara can't handle.
Oblivion Stone/Austere Command: Two reset buttons are not much for a mono-white deck, but i have the feeling that my deck needs a lot of permanents to be working out well - so i only use these two at the moment.
Weathered Wayfarer/Expedition Map: There are a lot of good targets form them and they are easily recurable by themself.
Stoneforge Mystic/Stonehewer Giant/Steelshaper's Gift: Equipments help a lot to make my creatures actual threats, so these tutors help to find the fitting gear out of my library.
Academy Rector/Enlightened Tutor/Idyllic Tutor: The only good tutors for enchantments and artifacts in white - since tutoring in Commander is so important, i take them all.
Citanul Flute: It's clunky, but it helps if Mangara somehow gets lost in my library and otherwise it helps to find fitting creatures.
Terrain Generator: Huge synergy with Land Tax and helps a little bit with white's lack of ramp.
Sol Ring/Darksteel Ingot: I am not a huge fan of mana artifacts, because they get blown up after a short amount of time if you are not lucky. Nevertheless, the (imho) best ones are welcome in my deck of course...
Knight of the White Orchid/Solemn Simulacrum: Two easy reccurable creatures with built-in ramp? Yessir.
Gauntlet of Power/Caged Sun: Mana doubling artifacts are one of the rare advantages you gain if you stay mono colored... I don't use Extraplanar Lens, because people tend to make a 2-1 trade with it too often...
Sword of Feast and Famine: It's not really ramp, yes. But it can accelerate my game if i am lucky enough to connect. Plays very well with Winter Orb-effects...
Emeria, the Sky Ruin: Helps to get an actual late game relevance...
Argivian Archaeologist: I play 23 artifacts and this creature can be abused with some of Mangara's toys, that makes this repeatable source of cardadvantage very valueable, even though it is very slow and easy to kill.
Karmic Guide/Reveillark: There are a lot of good targets for the Guide, but also a bunch of small dudes for Reveillark. Even though i lack tutors to get them online both - they are good on their own in this deck.
Sun Titan: More or less a finisher for the deck, there are tons of strong interactions and he even has a lot of tools in this deck to protect himself.
Crucible of Worlds/Buried Ruin: Crucible helps to utilize fetchlands, discarded lands (with Land Tax), it counters land destruction and it recurs utility lands. Not to forget the nice interaction with Cataclysm.
Sword of Light and Shadow: The worst recursion-engine, but it's nice to have if you can connect. The protection is very relevant.
Hokori, Dust Drinker/Winter Orb: They come when the board position allows it and they are one of the more effective tools to slow down combo or control... They are also easy recurable...
Cataclysm: The card should be played very carefully... It will often stuck in hand, but if you are able to use it, it should win the game. There are rare occasions, where you can use it in turn 4/5 to stop someone who ramps all the way. Especially nice early with Land Tax or Crucible of Worlds, but everyone will hate you then.
Catastrophe: Versatile sweeper - or finisher if you are attacking with an equipped fatty...
Ethersworn Canonist: She does what i need most: She slows down. White doesn't interact with spells, but i can exile permanents with Mangara - as long as there are not too many threats on the battlefield.
Aven Mindcensor: Very annoying for most commander decks, maybe the best white creature you can get.
Linvala, Keeper of Silence: There are many evil generals (or regular creatures) that are stopped by her, so i think it's beneficial to play her.
Kjeldoran Outpost/Hero of Bladehold: Repeatable sources of tokengeneration, that can be recurred.
Skullclamp: Helps to utilize creatures and is godlike with tokengeneration (although will get killed if people smell that).
Luminarch Ascension: Finisher, tutorable by 3 cards.
Scrying Sheets: Helpful if you have Sensei's Divining Top or Scroll Rack online. Apart from that it's just a mana sink with ~80% chance to fail.
Thawing Glaciers: Can turn into a ramp-engine with Rings of Brighthearth, but it's slow. Nevertheless, white has not many alternatives to get card advantage, so i take it.
Land Tax: The best white source of cardadvantage, even if it's only lands. Tutorable by 3 cards and the best target for them in many situations.
Sensei's Divining Top: I play 4 fetchlands for this baby! Should be banned in my opinion...
Scroll Rack: Another degenerated source of deck-manipulation in white, supported by Land Tax, fetchlands (+Crucible of Worlds) and the other one-shot tutors.
Sword of Fire and Ice: The best sword in terms of the connection-effect and the first target for my equipment tutors in most cases.
Mimic Vat: It has a lot of good targets in my deck, but it is of course even better to get something dangerous from my opponents. Mangara loves an imprinted Restoration Angel...
Mind's Eye: It usually draws too much hate to actually draw cards, but sometimes it will help a lot in the mid/lategame.
Tithe: A 1-mana 2 for 1? There is nothing to hate about that card in mono white!
Flagstones of Trokair: Not important (just another small Cataclysm support) and it has only small drawbacks - so i think it's worth it to replace one plains.
High Market: THE sac-outlet, has no drawback and helps to protect creatures from tuck/exiling-effects.
Kor Haven: Mana sink and tool for some migration against huge critter.
Homeward Path: Very important against blue and steal artifacts (and even some generals), since i rely on creatures very much.
Mother of Runes: Offers a lot of protection for my general or creatures for a very low cost. Good support for the equipment strategy and helps to connect with the swords.
True Conviction: Can turn the tide of a battle and is tutorable with 3 cards.
Lightning Greaves: Mangara loves haste, but i think the 0 equipment-cost is the most important advantage of this card over other variants.
Credit:
Mono White's Strengths
Mangara of Corondor: the Primer
Changelog:
- Angel of Serenity, + Swords to Plowshares
- Mask of Memory, + Phyrexian Furnace
I would try to fit in Eternal Dragon somewhere, it's just so versatile - landcycles, recurs or beats.
Abeyance also is helpful against combo, and if it's useless, you can always "cycle" it.
Akroma's Vengeance is amazing as well - it hits everything and cycles.
Needs Swords to Plowshares - only trades one-for-one but it exiles at instant speed for one mana. Sometimes you can't always rely on your creatures/sorceries for removal (ie. hasted Blightsteel Colossus.
Karmic Justice - Useful deterrence for all your artifacts.
Seht's Tiger - a Fog, a Counterspell, a Stifle, and a Hill Giant all on one card! Don't underestimate this guy - especially since you have the ability to abuse its ETB trigger repeatedly. I've lost track of how many times this kitty has saved me despite a losing position. People often forget that he even will counter stuff like Sorin Markov or Bribery.
Kor Cartographer - Since you're running White Orchid and Simulacrum, here's another if you need it.
Explorer's Scope - Repeatable land ramp and card advantage - for 1 mana! Easily abusable with your creatures, equipment search and Top.
Helm of Possession - Should be a no-brainer if you're running lots of creatures, IMO.
Elspeth, Knight-Errant - One of the best token producers and win conditions.
Phyrexian Furnace - One of my favorite graveyard hate cards since it doesn't hurt you, it's cheap, and it "cycles". Plus, you can recur it with Titan and Archaeologist.
Hope this helps!
Commander/EDH:
WU Hanna, Ship's Navigator WU
GW Saffi Eriksdotter GW
BW Selenia, Dark Angel BW
W Heliod, God of Sun W
Retired:
Jenara, Asura of War Thada Adel, Acquisitor Jaya Ballard, Task Mage Lin Sivvi, Defiant Hero Lyzolda, the Blood Witch Akroma, Angel of Wrath Nath of the Gilt-Leaf Tajic, Blade of the Legion Selvala, Explorer Returned Maga, Traitor to Mortals
Tiny Leaders:
W Mangara of Corondor W