This has been very helpful. It didn't occur to me at all how well Terrain Generator works with the white.
My one disagreement is with your rating of Nahiri. I think she's a better general than you give her credit for. The first reason is simply because she's a planeswalker. I've basically replace spot removal with more boardwipes, because she doesn't get hit. I also find that the 1/1s are actually pretty good to equip to if you're building around that premise. There are a number of equipment with expensive equip costs that still give a lot of value when attached to little guys. I also think she encompasses yet more of your argument for recursion being one of white's strong points. I will definitely grant you that her ult is lackluster. The only time I've found it to be worthwhile was when I already had a Grafted Exoskeleton already down.
Anyway, thanks for the advice. I've definitely gotten some good ideas from it to help smooth out my deck's consistency.
Hokori, Dust Drinker for example produces a good Stax effect that you couldn't get elsewhere as a commander.
Ehh, I dunno, my friend doesn't really play her Captain Sisay deck anymore because of how frequent the Hokori lockouts were getting. I see your point though.
My favorite color is actually white, but I've never really been drawn to any mono-white legends, except for Reya Dawnbringer. Sadly she's far too inefficient these days.
This has been very helpful. It didn't occur to me at all how well Terrain Generator works with the white.
My one disagreement is with your rating of Nahiri. I think she's a better general than you give her credit for. The first reason is simply because she's a planeswalker. I've basically replace spot removal with more boardwipes, because she doesn't get hit. I also find that the 1/1s are actually pretty good to equip to if you're building around that premise. There are a number of equipment with expensive equip costs that still give a lot of value when attached to little guys. I also think she encompasses yet more of your argument for recursion being one of white's strong points. I will definitely grant you that her ult is lackluster. The only time I've found it to be worthwhile was when I already had a Grafted Exoskeleton already down.
Anyway, thanks for the advice. I've definitely gotten some good ideas from it to help smooth out my deck's consistency.
I don't like too many board wipes not because it hits my commander, but because they tend to be high cost and sorcery speed. I don't even run any in my Saffi deck, which is virtually immune to wraths. Maybe it's just the way I build decks and play, but IMO it's very easy to play around wraths which is why I don't use them often.
I am curious though, what equipment are you referring to that gives you value with 1/1s? I assume Argentum Armor? As for her second ability, in what ways can you abuse her recursion? Or do you just use it to bring back lost equipment? I ask this because I've tried hard to make Nahari work, but every time, I come back to the same issues - I have to wait a full turn before attacking with equipped 1/1s, lack of value equipment that doesn't use the attack step, an equipment commander that I can't go voltron with, a recursion ability that I can't find a way to abuse, and a lackluster ultimate. But if I'm missing something here, by all means, share.
Nahiri's problem is her mana cost. If she were 3 or 4cc OR if she granted the token haste...
As is, even if you get lucky and land the turn 2 Nahiri, it'll be turn 4 by the time you swing and that's if you pay the equip cost yourself. Spending that mana on a Stoneforge Mystic or Stonehewer Giant is probably more efficient.
Let see
T1: land, mana vault
T2: land, nahiri, put argentum armor into play
T3: land, get a token and equip
T4: land, swing
So you'd have to have the argentum armor and lightning greaves or steelshaper's gift in your hand for the nahiri "god hand". The other thing holding her back is her ultimate takes so long to get to and unlike emblems you don't get to keep it if all your stuff (or the blade itself) gets bounced.
The only reasons I can think of to run nahiri over kemba is the token and free equip for skullclamp and the "fogs" you get when people attack into her instead of you.
Maybe it's because I run an "all the wraths, all the time" avacyn build that gets obscene amounts of value from wraths and luminarch ascension, but I find myself disagreeing with a lot of your views on white's strengths, and the contrast between seeing board states with no wraths (playing my freyalise elves without wraths vs my avacyn control with roughly 20) I can attest to how degenerate board states get when the board isn't reset on a regular basis, and you can't expect your opponents to answer other player's boards for you.
The thing to keep on mind is that you are not the only one with card advantage engines in play, and I don't know about your play group, but dealing with only one at a time usually doesn't get the job done, especially not if you get off to a slow start. And mono white will get slows starts.
I would also list mass land destruction as one of white's strengths. You're advocating stax, so I doubt your play group minds Armageddon too much. Balance is banned in this format, unfortunately, so Armageddon is my personal favorite answer to things like Boundless Realms.
I see Luminarch Ascension in a similar light that I see Elspeth, Knight-Errant: it's a ticking time bomb that makes your opponents jump through ridiculous hoops to shut down. If your goal is to get them activated, then sure you're only really going to get anywhere if you completely lock down the board and prevent people from interacting with them. But most of the value of the cards comes from giving everyone at the table a high-risk threat to deal with, causing them to burn tutors, spend resources digging, and most importantly, not spend resources on advancing their board presence. It's one of those cards where the threat of what it can do greatly influences it's impact on the game, even if on the surface it doesn't seem like much happened.
Anyway, I'd like to make an argument for including Akroma, Angel of Wrath in the list of good mono-white commanders:
Akroma has two things going for her: she's a really fast clock (three turns with a single Elspeth activation or with cathedral of war in play), and she's hard as hell to shut down. The level of inevitability she brings to the match is obscene: in addition to blanking most spot removal options due to her protection, her haste allows her to shrug off all sorcery-speed options as well as long as you have the mana to pay the commander tax. It's not uncommon at all for opponents to throw their hands up in frustration, knowing for certain that they're going to be dead in three-four turns and their hand full of roadblocks won't really change this reality. Pretty much the only real thing that can stop Akroma once you have your manabase established are extremely narrow answers that are usually reserved for the heavy-hitters in the format like Prossh. If anything, the fact that she demands specific answers to have a chance at not dying to her speaks volumes about her strengths.
Akroma doesn't get the credit she should. She gets a bit better after the unTuckening, though the usual white removal suite gets a bit worse. With her haste about the only danger is getting her stolen.
She has protection from a lot of commanders, blocks like a champ, protects planeswalkers, makes rakdos cry. Another land that's great with her is Opal Palace.
Overall she's a great voltron commander suited for control. She's a mana hog, but if you're running crazy ramp like she craves, things like Tower of Fortunes, Eye of Ugin and it's eldrazi friends are right up her alley.
Her weakness is UGx decks. They can tempo her pretty well and her protections are irrelevant. A few well placed counters and an extra turn or two, plus clones of Akroma and theft spells really hurt.
Maybe it's because I run an "all the wraths, all the time" avacyn build that gets obscene amounts of value from wraths and luminarch ascension, but I find myself disagreeing with a lot of your views on white's strengths, and the contrast between seeing board states with no wraths (playing my freyalise elves without wraths vs my avacyn control with roughly 20) I can attest to how degenerate board states get when the board isn't reset on a regular basis, and you can't expect your opponents to answer other player's boards for you.
The thing to keep on mind is that you are not the only one with card advantage engines in play, and I don't know about your play group, but dealing with only one at a time usually doesn't get the job done, especially not if you get off to a slow start. And mono white will get slows starts.
I would also list mass land destruction as one of white's strengths. You're advocating stax, so I doubt your play group minds Armageddon too much. Balance is banned in this format, unfortunately, so Armageddon is my personal favorite answer to things like Boundless Realms.
Although I generally play few if any wraths, I'm not saying that should be the norm; I understand the need to occasionally clear the board, but at the same time, I believe that too many wraths (More than 5 or so) is overkill. I understand Avacyn is a little different, but even still, I do not believe running a lot of wraths is a good strategy.
The thing is, Wraths tend to be 4+ mana and sorcery speed. They are slow and can be played around relatively easily by good players. They are very good against certain types of decks, but those types of decks are usually one dimensional and relatively easy to stop anyway. You mentioned Freylise elves, which is actually pretty popular by a lot of new players in my LGS (When they see how easy it is to shut down they tend to move elsewhere). The thing is, I don't need to answer everything that the Freylise player throws at me - I just need to answer any attacks that come specifically my way that will do a significant amount of damage. If the Freylise player attacks anyone else, I don't care (Actually, it helps me). This is the problem with a Wrath - you have no way of knowing who that player is going to attack. When you hold up a Swords to Plowshares, you don't just use it the first chance you get; you hold it for when a real threat comes into play that will either win the game or knock you out of the game. In this case, Swords is actually a lot more useful than a Wrath because it also stops haste creatures, graveyard shenanigans and one-turn combos (Using creatures).
The bottom line is, board wipes, while helpful, still only tend to stop one type of threat. Having a variety of other answers is necessary to stop everything else - what's Avacyn going to do when it comes across, say, Saffi which actually wants everything to go to the graveyard? What's a wrath going to do when Saffi can just combo out in a single turn? The whole point of running less sweepers is that it allows you to diversify your answers - instead of 20 sweepers, you can run Seht's Tiger, Kami of False Hope, Orim's Chant, Fiend Hunter, Duplicant, Ghostly Prison, Comeuppance, etc.
Noted on mass LD, I will add that in the next update. I'll also add more to the section on sweepers, I do have more to say on this topic when I have the time.
I see Luminarch Ascension in a similar light that I see Elspeth, Knight-Errant: it's a ticking time bomb that makes your opponents jump through ridiculous hoops to shut down. If your goal is to get them activated, then sure you're only really going to get anywhere if you completely lock down the board and prevent people from interacting with them. But most of the value of the cards comes from giving everyone at the table a high-risk threat to deal with, causing them to burn tutors, spend resources digging, and most importantly, not spend resources on advancing their board presence. It's one of those cards where the threat of what it can do greatly influences it's impact on the game, even if on the surface it doesn't seem like much happened.
Anyway, I'd like to make an argument for including Akroma, Angel of Wrath in the list of good mono-white commanders:
Akroma has two things going for her: she's a really fast clock (three turns with a single Elspeth activation or with cathedral of war in play), and she's hard as hell to shut down. The level of inevitability she brings to the match is obscene: in addition to blanking most spot removal options due to her protection, her haste allows her to shrug off all sorcery-speed options as well as long as you have the mana to pay the commander tax. It's not uncommon at all for opponents to throw their hands up in frustration, knowing for certain that they're going to be dead in three-four turns and their hand full of roadblocks won't really change this reality. Pretty much the only real thing that can stop Akroma once you have your manabase established are extremely narrow answers that are usually reserved for the heavy-hitters in the format like Prossh. If anything, the fact that she demands specific answers to have a chance at not dying to her speaks volumes about her strengths.
I actually did play Akroma as commander for a while. No longer a fan of her, but I added her to the list anyway.
You mention new players dropping Frey when they discover "better" strategy as though I don't know what I'm talking about, which is a cute way to passively brush my arguement aside and make me look inexperienced I suppose.
A single Swords to Plowshares isn't going to stop me from dropping craterhoof behemoth and alpha striking you. Your stax strategy won't stop Frey from nuking your artifacts and enchantments that would stop me from doing such either, which funny enough green has plenty of ways to do (including frey herself, ironically). Any one of the instant speed wrath effects would do exactly that, however.
It's cute that you bring up graveyard recursion as a threat to a mass removal heavy deck as well, because white also has some of the best graveyard hate in the buisiness. Karador is a far more obnoxious deck than saffi, and I happen to play against one on a regular basis. Fortunately Wrath of God is not the only wrath effect and we also have access to Terminus, Hallowed Burial, Final Judgment, and Perilous Vault. I mean, a sac outlet could answer any of these cards, but when you're also sweeping all of the opponent's artifacts and enchantments on a regular basis, it becomes far more difficult to keep that kind of thing in play.
Bottom line is, board wipes don't just hit creatures, and a smart White Mage isn't going to sit there and let their opponent take advantage of their spells. And ironically, there are an equal number of instant speed wipes as instant speed answers you listed there. Or what, did you expect them to attempt to combo off when you had an answer sitting right in front of them? That is adorable.
Since you asked specifically what avacyn does when facing down a saffi; I generally tutor for a rest in peace, or blow up their lands. Both of those things tend to stop graveyard decks fairly well.
Calm down and stop taking everything so personally. I am not trying to make you look "inexperienced" and I'm not trying to disparage your Avacyn deck.
I never said a single Swords to Plowshares will stop an alpha strike. If you notice the list of answers/removal that I gave, I listed a variety of answers that all can deal with different things. Swords deals with a variety of things, as does Comeuppance (Which, BTW, does deal with a Craterhoof alpha strike very well). And nowhere did I say that you shouldn't run any sweepers - they have their time and place, but when you run 10+ sweepers, you have the ability to deal with one thing very well and little else; there's also a time and place for Swords to Plowshares as well; oftentimes players look at Swords and think it's inefficient since it only deals with one card, and while true, it also doesn't matter - it deals with the most important card if you hold it for when you really need it.
Yes, there are instant speed wraths, wraths that exile and sweepers that deal with all permanents. But the more versatile they are, the more expensive they are. There's a huge difference between holding up one mana for a Swords or even 4 mana for Seht's Tiger and 7 mana for Rout or Angel of the Dire Hour (BTW, Angel of the Dire Hour, just using it as an example). Again, there's a time and place for both.
Finally, one of the biggest problems with playing heavy wraths is that a lot of players will start to recognize this and adjust accordingly. Most players in my playgroup, if they're playing aggro, will specifically target anyone that they know plays a lot of board wipes since they know their board is vulnerable as long as that player is alive.
I gave Saffi as one example (Though just so you know, my Safi deck regularly beats a pretty obnoxious Karador deck, but that's besides the point. Also just so you know, well built graveyard decks will not lose to one piece of graveyard hate. Don't fall into the trap of thinking you can shut down a deck by just playing RIP). My point is, there are quite a few strategies that don't really care much for sweepers, or can recover from them quickly. Kamahl, Fist of Krosa is another example.
Updated the section on sweepers and I'm trying to add a section on protection/removal though I'm only on spot removal right now. I'm trying to elaborate more on my stance on using too many sweepers since there has been some resistance to that idea.
I do try to listen to any and all feedback given; if I disagree with you, that doesn't mean I won't listen to what you say - I might elaborate more on why I disagree with you, but I will try to take to heart different opinions and perspectives. Just keep in mind that if you do disagree with me, it is helpful to give a detailed reason as to why. Also, keep in mind that I have very limited time right now so updates are coming extremely slowly; it might take a while to get to a certain suggestion.
I definitely think you should add Rune-Tail, Kitsune Ascendant to the commanders list. As I said, it's been great for me (EDH life total starting so high is very helpful as well).
I definitely think you should add Rune-Tail, Kitsune Ascendant to the commanders list. As I said, it's been great for me (EDH life total starting so high is very helpful as well).
What makes Rune-Tail's ability worth playing over other aggro generals like Odric (Unblockable is usually better than damage prevention) or Jazal (One or two activations is usually lethal)? What cards does Rune-Tail interact with besides Wave of Reckoning?
Being an instant activation is nice, but I still can't see the ability as that useful compared to other white generals.
Demonmail Hauberk - Frankly any equipment with sacrifice as part of the cost is better when you can attach things for free Heartseeker - It's one free kill per turn Sigil of Distinction - Not actually sure if this is a great equipment, but it feels good to equip for free on this one Argentum Armot - You pointed this one out already, and deservedly so. It's much better when you don't have to pay to equip Batterskull - Obviously just fine without Nahiri, but that germ will die eventually, and it's nice to be able to replace it.
I guess I mostly just like thinking of her ability as turning all equipment into living weapons. It's possible that I overestimate her ability to be competitive in Spike-dominated groups, but it's been very aggressive within my meta and a lot of fun to pilot.
I definitely think you should add Rune-Tail, Kitsune Ascendant to the commanders list. As I said, it's been great for me (EDH life total starting so high is very helpful as well).
What makes Rune-Tail's ability worth playing over other aggro generals like Odric (Unblockable is usually better than damage prevention) or Jazal (One or two activations is usually lethal)? What cards does Rune-Tail interact with besides Wave of Reckoning?
Being an instant activation is nice, but I still can't see the ability as that useful compared to other white generals.
In my experience, Rune-tail is mostly useful for making it really difficult for opponents to kill your creatures. Sure death by damage isn't all that common, but as a two-mana commander that's a lot of nullification for such a small investment. If you're playing against red or green decks, Rune-tail might as well be Avacycn for all they care.
It's a rather small effect all told, but it's not necessarily a weak one.
I am curious though, what equipment are you referring to that gives you value with 1/1s? I assume Argentum Armor? As for her second ability, in what ways can you abuse her recursion? Or do you just use it to bring back lost equipment? I ask this because I've tried hard to make Nahari work, but every time, I come back to the same issues - I have to wait a full turn before attacking with equipped 1/1s, lack of value equipment that doesn't use the attack step, an equipment commander that I can't go voltron with, a recursion ability that I can't find a way to abuse, and a lackluster ultimate. But if I'm missing something here, by all means, share.
Nahri+Skullclamp is a powerful source of card advantage. Skullclamp is fairly easily tutored in monoWhite as well, so if you make your deck about skullclamp, Nahri can fix some major issues most monowhite decks face.
Demonmail Hauberk - Frankly any equipment with sacrifice as part of the cost is better when you can attach things for free Heartseeker - It's one free kill per turn Sigil of Distinction - Not actually sure if this is a great equipment, but it feels good to equip for free on this one Argentum Armot - You pointed this one out already, and deservedly so. It's much better when you don't have to pay to equip Batterskull - Obviously just fine without Nahiri, but that germ will die eventually, and it's nice to be able to replace it.
I guess I mostly just like thinking of her ability as turning all equipment into living weapons. It's possible that I overestimate her ability to be competitive in Spike-dominated groups, but it's been very aggressive within my meta and a lot of fun to pilot.
Demonmail, Sigil and Batterskull do nothing but beat face. I'll pass on putting those on a vanilla 1/1. Heartseeker looks okay but it's actually one kill every two turns which is pretty slow. My problem with Argentum Armor is that - you cheat it into play the first turn. You cheat the equip cost second turn. Then you can start swinging with your equipped creature third turn. It takes a full 3 turns to activate it, which is just way too slow.
After an exhaustive search, Clamp and Deathrender are the only equipment that I really like with Nahiri. Clamp is so ridiculous that Nahiri may be good enough to run for her interaction with Clamp alone, but that's basically it. I believe my point about her not really supporting equipment well still stands. I did update the part on Nahiri though.
I definitely think you should add Rune-Tail, Kitsune Ascendant to the commanders list. As I said, it's been great for me (EDH life total starting so high is very helpful as well).
What makes Rune-Tail's ability worth playing over other aggro generals like Odric (Unblockable is usually better than damage prevention) or Jazal (One or two activations is usually lethal)? What cards does Rune-Tail interact with besides Wave of Reckoning?
Being an instant activation is nice, but I still can't see the ability as that useful compared to other white generals.
In my experience, Rune-tail is mostly useful for making it really difficult for opponents to kill your creatures. Sure death by damage isn't all that common, but as a two-mana commander that's a lot of nullification for such a small investment. If you're playing against red or green decks, Rune-tail might as well be Avacycn for all they care.
It's a rather small effect all told, but it's not necessarily a weak one.
Rune-tail costs 3 mana not 2. And in my experience, white doesn't really have much problems with red or green to begin with, considering protections, recursion, and the fact that white has a lot of creature removal. I'm not convinced Rune-tail is worth playing except in really casual metas, and that's not really what this primer is about.
Speaking of the general section, what do you think about Yosei, the Morning Star at the helm? He can build a pretty solid lock on an opponent and with sac outlets and recursion can be abused. Also he's a 5/5 flying creature that can attack and block pretty well.
He costs six mana, but he has good stats and a strong ability for his cost.
Noted. I've thought about including Yosei but I haven't seen many people use the dragon as commander. I do know how ridiculous Yosei can be though; I run it in my Saffi deck to lock players out pretty commonly. I'm probably going to consolidate a lot of the commanders into categories (ie. Stax generals, aggro generals, control generals, etc) because most of the commanders don't actually play that differently from one another, with a few exceptions.
For Darien, King of Kjeldor, the suicide build might be worth mentioning. Use Karma and Urborg, Tomb of Yawgmoth to start spitting out dudes. Bonus points for a Soul Warden effect. Use stuff like City of Brass for additional outlets and throw in Reverse the Sands or Soul Conduit for laughs. Obviously doesn't up the power of the deck by much due to consistency, but none of the other white generals really lend themselves to a suicide build.
This primer is excellent! I made some changes to my terrible Nahiri deck based on this info and it made a world of difference. I use Jazal now, and despite having bit a bit a token focus, it is head and shoulders above where it used to be. I'd love to see the OP flesh it out even further.
I can hear him already: "He's just a beat stick and all he can do is make tokens! White can do more than tokens! Think outside the tokens!"
I started out loving this thread, but by the time I've read to page 4, I'm put off. I'll go back to my Odric / token / anthem build that wins with beatdown by turn eight and continue considering mono-white strictly a 1-on-1 color.
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My one disagreement is with your rating of Nahiri. I think she's a better general than you give her credit for. The first reason is simply because she's a planeswalker. I've basically replace spot removal with more boardwipes, because she doesn't get hit. I also find that the 1/1s are actually pretty good to equip to if you're building around that premise. There are a number of equipment with expensive equip costs that still give a lot of value when attached to little guys. I also think she encompasses yet more of your argument for recursion being one of white's strong points. I will definitely grant you that her ult is lackluster. The only time I've found it to be worthwhile was when I already had a Grafted Exoskeleton already down.
Anyway, thanks for the advice. I've definitely gotten some good ideas from it to help smooth out my deck's consistency.
I would love a cheaper version of Reya. Or Raksha Golden Cub.
I don't like too many board wipes not because it hits my commander, but because they tend to be high cost and sorcery speed. I don't even run any in my Saffi deck, which is virtually immune to wraths. Maybe it's just the way I build decks and play, but IMO it's very easy to play around wraths which is why I don't use them often.
I am curious though, what equipment are you referring to that gives you value with 1/1s? I assume Argentum Armor? As for her second ability, in what ways can you abuse her recursion? Or do you just use it to bring back lost equipment? I ask this because I've tried hard to make Nahari work, but every time, I come back to the same issues - I have to wait a full turn before attacking with equipped 1/1s, lack of value equipment that doesn't use the attack step, an equipment commander that I can't go voltron with, a recursion ability that I can't find a way to abuse, and a lackluster ultimate. But if I'm missing something here, by all means, share.
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
As is, even if you get lucky and land the turn 2 Nahiri, it'll be turn 4 by the time you swing and that's if you pay the equip cost yourself. Spending that mana on a Stoneforge Mystic or Stonehewer Giant is probably more efficient.
Let see
T1: land, mana vault
T2: land, nahiri, put argentum armor into play
T3: land, get a token and equip
T4: land, swing
So you'd have to have the argentum armor and lightning greaves or steelshaper's gift in your hand for the nahiri "god hand". The other thing holding her back is her ultimate takes so long to get to and unlike emblems you don't get to keep it if all your stuff (or the blade itself) gets bounced.
The only reasons I can think of to run nahiri over kemba is the token and free equip for skullclamp and the "fogs" you get when people attack into her instead of you.
The thing to keep on mind is that you are not the only one with card advantage engines in play, and I don't know about your play group, but dealing with only one at a time usually doesn't get the job done, especially not if you get off to a slow start. And mono white will get slows starts.
I would also list mass land destruction as one of white's strengths. You're advocating stax, so I doubt your play group minds Armageddon too much. Balance is banned in this format, unfortunately, so Armageddon is my personal favorite answer to things like Boundless Realms.
WWWAvacyn: We Can Make The World StopWWW
Anyway, I'd like to make an argument for including Akroma, Angel of Wrath in the list of good mono-white commanders:
Akroma has two things going for her: she's a really fast clock (three turns with a single Elspeth activation or with cathedral of war in play), and she's hard as hell to shut down. The level of inevitability she brings to the match is obscene: in addition to blanking most spot removal options due to her protection, her haste allows her to shrug off all sorcery-speed options as well as long as you have the mana to pay the commander tax. It's not uncommon at all for opponents to throw their hands up in frustration, knowing for certain that they're going to be dead in three-four turns and their hand full of roadblocks won't really change this reality. Pretty much the only real thing that can stop Akroma once you have your manabase established are extremely narrow answers that are usually reserved for the heavy-hitters in the format like Prossh. If anything, the fact that she demands specific answers to have a chance at not dying to her speaks volumes about her strengths.
She has protection from a lot of commanders, blocks like a champ, protects planeswalkers, makes rakdos cry. Another land that's great with her is Opal Palace.
Overall she's a great voltron commander suited for control. She's a mana hog, but if you're running crazy ramp like she craves, things like Tower of Fortunes, Eye of Ugin and it's eldrazi friends are right up her alley.
Her weakness is UGx decks. They can tempo her pretty well and her protections are irrelevant. A few well placed counters and an extra turn or two, plus clones of Akroma and theft spells really hurt.
This.
Although I generally play few if any wraths, I'm not saying that should be the norm; I understand the need to occasionally clear the board, but at the same time, I believe that too many wraths (More than 5 or so) is overkill. I understand Avacyn is a little different, but even still, I do not believe running a lot of wraths is a good strategy.
The thing is, Wraths tend to be 4+ mana and sorcery speed. They are slow and can be played around relatively easily by good players. They are very good against certain types of decks, but those types of decks are usually one dimensional and relatively easy to stop anyway. You mentioned Freylise elves, which is actually pretty popular by a lot of new players in my LGS (When they see how easy it is to shut down they tend to move elsewhere). The thing is, I don't need to answer everything that the Freylise player throws at me - I just need to answer any attacks that come specifically my way that will do a significant amount of damage. If the Freylise player attacks anyone else, I don't care (Actually, it helps me). This is the problem with a Wrath - you have no way of knowing who that player is going to attack. When you hold up a Swords to Plowshares, you don't just use it the first chance you get; you hold it for when a real threat comes into play that will either win the game or knock you out of the game. In this case, Swords is actually a lot more useful than a Wrath because it also stops haste creatures, graveyard shenanigans and one-turn combos (Using creatures).
The bottom line is, board wipes, while helpful, still only tend to stop one type of threat. Having a variety of other answers is necessary to stop everything else - what's Avacyn going to do when it comes across, say, Saffi which actually wants everything to go to the graveyard? What's a wrath going to do when Saffi can just combo out in a single turn? The whole point of running less sweepers is that it allows you to diversify your answers - instead of 20 sweepers, you can run Seht's Tiger, Kami of False Hope, Orim's Chant, Fiend Hunter, Duplicant, Ghostly Prison, Comeuppance, etc.
Noted on mass LD, I will add that in the next update. I'll also add more to the section on sweepers, I do have more to say on this topic when I have the time.
I actually did play Akroma as commander for a while. No longer a fan of her, but I added her to the list anyway.
Added.
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
A single Swords to Plowshares isn't going to stop me from dropping craterhoof behemoth and alpha striking you. Your stax strategy won't stop Frey from nuking your artifacts and enchantments that would stop me from doing such either, which funny enough green has plenty of ways to do (including frey herself, ironically). Any one of the instant speed wrath effects would do exactly that, however.
It's cute that you bring up graveyard recursion as a threat to a mass removal heavy deck as well, because white also has some of the best graveyard hate in the buisiness. Karador is a far more obnoxious deck than saffi, and I happen to play against one on a regular basis. Fortunately Wrath of God is not the only wrath effect and we also have access to Terminus, Hallowed Burial, Final Judgment, and Perilous Vault. I mean, a sac outlet could answer any of these cards, but when you're also sweeping all of the opponent's artifacts and enchantments on a regular basis, it becomes far more difficult to keep that kind of thing in play.
Bottom line is, board wipes don't just hit creatures, and a smart White Mage isn't going to sit there and let their opponent take advantage of their spells. And ironically, there are an equal number of instant speed wipes as instant speed answers you listed there. Or what, did you expect them to attempt to combo off when you had an answer sitting right in front of them? That is adorable.
Since you asked specifically what avacyn does when facing down a saffi; I generally tutor for a rest in peace, or blow up their lands. Both of those things tend to stop graveyard decks fairly well.
WWWAvacyn: We Can Make The World StopWWW
I never said a single Swords to Plowshares will stop an alpha strike. If you notice the list of answers/removal that I gave, I listed a variety of answers that all can deal with different things. Swords deals with a variety of things, as does Comeuppance (Which, BTW, does deal with a Craterhoof alpha strike very well). And nowhere did I say that you shouldn't run any sweepers - they have their time and place, but when you run 10+ sweepers, you have the ability to deal with one thing very well and little else; there's also a time and place for Swords to Plowshares as well; oftentimes players look at Swords and think it's inefficient since it only deals with one card, and while true, it also doesn't matter - it deals with the most important card if you hold it for when you really need it.
Yes, there are instant speed wraths, wraths that exile and sweepers that deal with all permanents. But the more versatile they are, the more expensive they are. There's a huge difference between holding up one mana for a Swords or even 4 mana for Seht's Tiger and 7 mana for Rout or Angel of the Dire Hour (BTW, Angel of the Dire Hour, just using it as an example). Again, there's a time and place for both.
Finally, one of the biggest problems with playing heavy wraths is that a lot of players will start to recognize this and adjust accordingly. Most players in my playgroup, if they're playing aggro, will specifically target anyone that they know plays a lot of board wipes since they know their board is vulnerable as long as that player is alive.
I gave Saffi as one example (Though just so you know, my Safi deck regularly beats a pretty obnoxious Karador deck, but that's besides the point. Also just so you know, well built graveyard decks will not lose to one piece of graveyard hate. Don't fall into the trap of thinking you can shut down a deck by just playing RIP). My point is, there are quite a few strategies that don't really care much for sweepers, or can recover from them quickly. Kamahl, Fist of Krosa is another example.
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
I do try to listen to any and all feedback given; if I disagree with you, that doesn't mean I won't listen to what you say - I might elaborate more on why I disagree with you, but I will try to take to heart different opinions and perspectives. Just keep in mind that if you do disagree with me, it is helpful to give a detailed reason as to why. Also, keep in mind that I have very limited time right now so updates are coming extremely slowly; it might take a while to get to a certain suggestion.
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
What makes Rune-Tail's ability worth playing over other aggro generals like Odric (Unblockable is usually better than damage prevention) or Jazal (One or two activations is usually lethal)? What cards does Rune-Tail interact with besides Wave of Reckoning?
Being an instant activation is nice, but I still can't see the ability as that useful compared to other white generals.
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
Demonmail Hauberk - Frankly any equipment with sacrifice as part of the cost is better when you can attach things for free
Heartseeker - It's one free kill per turn
Sigil of Distinction - Not actually sure if this is a great equipment, but it feels good to equip for free on this one
Argentum Armot - You pointed this one out already, and deservedly so. It's much better when you don't have to pay to equip
Batterskull - Obviously just fine without Nahiri, but that germ will die eventually, and it's nice to be able to replace it.
I guess I mostly just like thinking of her ability as turning all equipment into living weapons. It's possible that I overestimate her ability to be competitive in Spike-dominated groups, but it's been very aggressive within my meta and a lot of fun to pilot.
In my experience, Rune-tail is mostly useful for making it really difficult for opponents to kill your creatures. Sure death by damage isn't all that common, but as a two-mana commander that's a lot of nullification for such a small investment. If you're playing against red or green decks, Rune-tail might as well be Avacycn for all they care.
It's a rather small effect all told, but it's not necessarily a weak one.
Nahri+Skullclamp is a powerful source of card advantage. Skullclamp is fairly easily tutored in monoWhite as well, so if you make your deck about skullclamp, Nahri can fix some major issues most monowhite decks face.
Demonmail, Sigil and Batterskull do nothing but beat face. I'll pass on putting those on a vanilla 1/1. Heartseeker looks okay but it's actually one kill every two turns which is pretty slow. My problem with Argentum Armor is that - you cheat it into play the first turn. You cheat the equip cost second turn. Then you can start swinging with your equipped creature third turn. It takes a full 3 turns to activate it, which is just way too slow.
After an exhaustive search, Clamp and Deathrender are the only equipment that I really like with Nahiri. Clamp is so ridiculous that Nahiri may be good enough to run for her interaction with Clamp alone, but that's basically it. I believe my point about her not really supporting equipment well still stands. I did update the part on Nahiri though.
Rune-tail costs 3 mana not 2. And in my experience, white doesn't really have much problems with red or green to begin with, considering protections, recursion, and the fact that white has a lot of creature removal. I'm not convinced Rune-tail is worth playing except in really casual metas, and that's not really what this primer is about.
Noted. I've thought about including Yosei but I haven't seen many people use the dragon as commander. I do know how ridiculous Yosei can be though; I run it in my Saffi deck to lock players out pretty commonly. I'm probably going to consolidate a lot of the commanders into categories (ie. Stax generals, aggro generals, control generals, etc) because most of the commanders don't actually play that differently from one another, with a few exceptions.
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
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
B) What do you think about Brimaz?
I can hear him already: "He's just a beat stick and all he can do is make tokens! White can do more than tokens! Think outside the tokens!"
I started out loving this thread, but by the time I've read to page 4, I'm put off. I'll go back to my Odric / token / anthem build that wins with beatdown by turn eight and continue considering mono-white strictly a 1-on-1 color.
Seems good in Tiny Leaders.
Pauper: Burn
Modern: Burn
Legacy: Burn
EDH: Marath, Will of the Wild - Ramp/Combo | Anafenza the Foremost - French | Uril, the Miststalker - Voltron | Freyalise, Llanowar's Fury - Goodstuff
Ghost Council of Orzhov - Tokens | Lazav, Dimir Mastermind - Control | Isamaru, Hound of Konda - Tiny Leaders