Hi everybody. This post will get more detailed if this deck idea take interest. I didn't really see this general posted here anytime recently and think it could make for an interesting and fun to play deck.
I know mono white right? Originally I had this deck planned running Gaddock as a general, but as I play tested the deck I found myself constantly wishing I had Kataki, War's Age on the battlefield. Here is why I really like that card for edh: Within my playgroup most of how individual ramp early game mana is through mana rocks. Except for the mana rocks that produce more than 1 mana, the rest of them end of being useless for opponents with Kataki out. Also unlike Gaddock,if an opponent kills Kataki to play artifacts they don't want to sac, recasting Kataki just means they face the trouble again on their next upkeep. It really can slow things down. In addition there are many other cards here that mess with my opponents tempo and don't hurt me except for the couple of enchant tutors I have.
The artifacts outside of mana doublers that I do include benefit from being sacd and work nicely with Kataki.
In my solitaire games I have found the amount of mana ramp to be perfect, I don't feel I should cut any or include anymore. I have been getting land drops every turn but haven't been mana flooded all that often.
Strategy here includes early game protection for fast beasties that hit my life early game and permanent removal as well as Kataki cast. This is would then most likely be followed by a board sweep or 2 if necessary. At just the right moment I can then drop the finishers, which are very obvious in this deck list.
There are a lot of really obvious deck synergies present that I won't bother describing yet but one to note is Mycosynth Lattice with Kataki which basically means each opponent will be sacing permanents. With a mana doubler out I can keep mine alive and still cast spells. Since I generally won't have very many perments, just really big angels, I won't need to pay much extra to keep things out there.
A strong reanimating package exists dew to a lack of card draw which hopefully helps make up for that. I can't play artifacts much so there really isn't anything available for draw as far as I could find.
So deck design here is deny other decks some prevalent strengths that most people rely on within edh including card search, artifacts, etc... while playing a slow but solid game with big mono white fatties.
I haven't looked much into land options aside from Emeria, so of course suggestions are welcome there. I am also short one card from 100 and am looking to replace elesh norn and some others for better options, just don't really know what they are yet. I haven't tested this much but have solitaired it to check mana, then dueled it against my own prossh skyradier deck which it created a ton of trouble for. Prossh struggled to keep tokens alive and its sacing artifacts didn't usually stick amongst other things, the games were long but with a decent hand Kataki usually came out on top.
I also would like possible some better wrath effects. I haven't played mono white much so I only used what I knew.
Crovax, Ascendant Hero can be really annoying to your opponents all by himself. If you add to him a Kormus Bell and Urborg, Tomb of Yawgmoth you have an Armageddon. Linvala with Bell and Urborg can lock opponents out of casting spells, as they can't activate the mana abilities of their lands anymore.
You could add an Expedition Map to help find Urborg.
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Hi everybody. This post will get more detailed if this deck idea take interest. I didn't really see this general posted here anytime recently and think it could make for an interesting and fun to play deck.
Deck list:
1 Land Tax
6 Caged Sun
3 Extraplanar Lens
5 Gauntlet of Power
1 Weathered Wayfarer
4 Solemn Simulacrum
2 Mycosynth Wellspring
1 Tithe
2 Gift of Estates
Tempo Control/ Denial
2 Kataki, War's Wage
3 Aven Mindcensor
4 Linvala, Keeper of Silence
2 Leonin Arbiter
4 Magus of the Tabernacle
2 Spirit of Labyrinth
2 Stony Silence
3 Rule of Law
Wrath Effects
6 Mycosynth Lattice
6 Akroma's Vengeance
6 Austere Command
4 Day of Judgment
7 Fated Retribution
5 Rout
4 Wrath of God
6 Terminus
6 Final Judgement
5 Hallowed Burial
1 Mystic Tutor
3 Idyllic Tutor
4 Ranger of Eos
Grave Recursion
5 Karmic Guide
6 Twilight Shepherd
5 Miraculous Recovery
9 Reya Dawnbringer
6 Sun Titan
5 Reveillark
4 Sigil of the New Dawn
2 Angelic Renewal
6 Adarkar Valkyrie
4 Marshal's Anthem
Buffs and Anthems
7 Elesh Norn, Grand Cenobite
4 Concerted Effort
Spot Removal and Control
1 Condemn
1 Path to Exile
1 Soul Snare
3 Lieutenant Kirtar
3 Oblivion Ring
3 Aura of Silence
7 Spine of Ish Sah
2 Ichor Wellspring
Protection
3 Pariah
1 Children of Korlis
1 Kami of False Hope
2 Grand Abolisher
3 Ghostly Prison
Big creatures/finishers with useful abilities
6 Pristine Angel
8 Akroma, Angel of Wrath
4 Restoration Angel
5 Baneslayer Angel
4 Sublime Archangel
8 Avacyn, Angel of Hope
6 Angelic Skirmisher
Lands
1 Emeria, the Sky Ruin
36 Plains
I know mono white right? Originally I had this deck planned running Gaddock as a general, but as I play tested the deck I found myself constantly wishing I had Kataki, War's Age on the battlefield. Here is why I really like that card for edh: Within my playgroup most of how individual ramp early game mana is through mana rocks. Except for the mana rocks that produce more than 1 mana, the rest of them end of being useless for opponents with Kataki out. Also unlike Gaddock,if an opponent kills Kataki to play artifacts they don't want to sac, recasting Kataki just means they face the trouble again on their next upkeep. It really can slow things down. In addition there are many other cards here that mess with my opponents tempo and don't hurt me except for the couple of enchant tutors I have.
The artifacts outside of mana doublers that I do include benefit from being sacd and work nicely with Kataki.
In my solitaire games I have found the amount of mana ramp to be perfect, I don't feel I should cut any or include anymore. I have been getting land drops every turn but haven't been mana flooded all that often.
Strategy here includes early game protection for fast beasties that hit my life early game and permanent removal as well as Kataki cast. This is would then most likely be followed by a board sweep or 2 if necessary. At just the right moment I can then drop the finishers, which are very obvious in this deck list.
There are a lot of really obvious deck synergies present that I won't bother describing yet but one to note is Mycosynth Lattice with Kataki which basically means each opponent will be sacing permanents. With a mana doubler out I can keep mine alive and still cast spells. Since I generally won't have very many perments, just really big angels, I won't need to pay much extra to keep things out there.
A strong reanimating package exists dew to a lack of card draw which hopefully helps make up for that. I can't play artifacts much so there really isn't anything available for draw as far as I could find.
So deck design here is deny other decks some prevalent strengths that most people rely on within edh including card search, artifacts, etc... while playing a slow but solid game with big mono white fatties.
I haven't looked much into land options aside from Emeria, so of course suggestions are welcome there. I am also short one card from 100 and am looking to replace elesh norn and some others for better options, just don't really know what they are yet. I haven't tested this much but have solitaired it to check mana, then dueled it against my own prossh skyradier deck which it created a ton of trouble for. Prossh struggled to keep tokens alive and its sacing artifacts didn't usually stick amongst other things, the games were long but with a decent hand Kataki usually came out on top.
I also would like possible some better wrath effects. I haven't played mono white much so I only used what I knew.
I would loves lots of help and suggestions here!
You could add an Expedition Map to help find Urborg.