Aside from a slightly inflammatory subject, I do have a very serious question that I'm trying to find the answer to.
Is it possible to build a good Mono-white EDH deck that isn't mindlessly aggressive and is Armageddon free?
In addition to being a "good" deck, I'd also like the deck to be fun to play. It needs to be able to interact with other players in a meaningful way, and ideally have a "trick" or two to help out in tough situations.
I've tried a few times to build Mono-white and have been unsuccessful. I tried Isamaru, Hound of Konda twice and Lieutenant Kirtar once. My most recent attempt, try number two with the hound, was described by the other players as amazingly boring to play against. It was also rather boring to play with. I guess you'd describe that one as a voltron-type deck with lots of equipment, etc. The big problem with it was it would rough up one person pretty bad, maybe kill them, then just sort of become irrelevant because everyone else had hit their big spells and out shined the poor little doggie. The Lieutenant deck before it was focused more on ramp and card drawing (what there was mainly from artifacts), hunting up lands with the Weathered Wayfarer, Kor Cartographer, Knight of the White Orchid and then doing something hopefully big and exciting. The problem with that one was that once I had the mana, I didn't seem to have anything that exciting to do with it.
I'm also curious to hear opinions on if Mono-white decks are more friendly to certain play styles. I personally am not a super aggressive EDH player and would consider myself more of a mid-range player, if that makes any sense. I avoid combos (not even the "just one" to play if the game gets stalled kind of crap) and any kind of lock/stax strategies (because I think as this is a social/friendly type environment, my opponents should get to play too).
So, is Mono-white the worst of the five color choices for EDH? Is it a hopeless situation? I've built Mono-black and Mono-red and been pretty happy with the results. I have yet to build Mono-blue (mainly because I'm just not THAT guy, I'm close, but not quite) or Mono-green (other people did it already).
It's not that mono-white necessarily weak. It has different strengths that need to be played into.
You generally want to try to break the color pie when playing mono colored decks.
Artifacts are the best way to do this. Artifacts like Veldaken Orrey and Mind's Eye are powerful cards and white is excellent at fetching these. These will let you do things white is generally not good at. So to make white more powerful look into artifacts like Nim Deathmantle, Mind's Eye, Planar Portal, Citanul Flute and Veldaken Orrey
The main problem I see with white and red decks (mono or together) is that you have to play to their strengths in the realm of EDH (read: Burn is not very good in EDH) and those strengths disagree with some players notions of what the 'social contract should be'.
Land destruction is a powerful tool in white. And utilizing it doesn't make you a bad player, or even a player who wants to ruin other people's games. It's taking a color that isn't that powerful and putting it on par with a BUG deck.
So what I'm trying to say is:
No white is not the worst color in EDH. The stigma of land destruction makes it a color that is hard to succeed with making it the 'perceived worst color in EDH).
/opinion
Edit: I would like to add that another very powerful effect that white has (and also has a minor stigma against it) is Tuck spells.
Lot's of decks have a heavy reliance on their general (zur, shirei) or not having their general makes their plays weaker or slows them down (Riku, Animar).
Tuck Effects: Hallowed Burial, Oblation, Terminus, Condemn, etc etc
Not even at all. There are, of course, differing opinions on this, but I have seen plenty of examples of very well put together, very powerful, white decks.
I have put together something of a list around Odric, and I've been very happy with the results thus far. It focuses primarily on soldiers and humans for the creature base, with cats as well, though fewer and far between. There is a slight control undercurrent that is associated with white, and there is some lifegain involved, though not for nothing; I combine the lifegain element with a few creatures that are size-based on life. I also have a few wrath effects and Chant of Vitu-Ghazi because it is an awesome card.
There are some equipment cards used, some swords and stuff, usually to slap on Odric or one of my big scary life-based creatures. While I would never really put serious effort into the deck, I know ISBPathfinder has a list, and I know that the Odric deck can and has been very competitive.
White seems to be viewed like this, but I really just cannot agree. It is all about how you go about it; white is minor control, and it does token/weenie very well. Nothing like dropping a crapload of tokens and then a creature like Crusader of Odric, slap some weapons and equipment on it, and then go to town.
To be completely honest, mono-white is the only mono-colour deck I wouldn't build. The colour has a good amount of utility, but a severe lack of significant strengths to compensate for its lack of card advantage.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Seen someone using Odric, Master Tactician, to wipe a person's board (creaturewise, of course) via combat manipulation, and there's also generals like Mikaeus, the Lunarch, who is aggressive both early and late game, especially with manadoublers monocolor decks can benefit from.
To be completely honest, mono-white is the only mono-colour deck I wouldn't build. The colour has a good amount of utility, but a severe lack of significant strengths to compensate for its lack of card advantage.
My issue is they lack finishers. Sure you have Akroma and possibly Avacyn or Iona but they aren't the biggest and baddest. White also doesn't have as many combos (and the ones it does have are hard to search out).
That's why I think armageddon is just awesome in mono white. It's a splashy win con. Other colors get things like, palinchron, genesis wave, tooth and nail, warp world (chaos reigns!) and such for pretty decent win conditions.
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To be completely honest, mono-white is the only mono-colour deck I wouldn't build. The colour has a good amount of utility, but a severe lack of significant strengths to compensate for its lack of card advantage.
What would you say those lackings are exactly?
White has utility, an undercurrent of control, some of the best and most aggressive creatures in the game... White can deal with both enchantments and artifacts, as well as removal for anything on the board... I'm just not sure what the weakness is exactly?
I don't even think it lacks finishers. Okay, maybe not single card finishers, or non-combat versions of finishers, but there are plenty of great ways to swing for big with creatures in white, and get through.
White has utility, an undercurrent of control, some of the best and most aggressive creatures in the game... White can deal with both enchantments and artifacts, as well as removal for anything on the board... I'm just not sure what the weakness is exactly?
White, as you said, is a jack-of-all-trades sort of colour. It provides good utility with a choice number of cards (most of which have been named by Dracilic) but its weaknesses shine through when playing without other colours.
White's biggest weakness is that it doesn't interact well with the stack. Most of your plays will be on your turn except for the odd blink effect. Another weakness is its utter lack of card advantage or even manipulation.
I also find that it's strengths are often overstated. White is not that great at "exiling", as it only has Path of Exile and Swords to Plowshares. However, white's strongest aspect is its ability to equalize the board and remove threats on a massive scale.
For reference, I have played two mono-white decks in the past: Lin Sivvi, Defiant Hero and Raksha Golden Cub (because they seemed interesting and I have them both in foil). Though they were relatively fun, but the decks often felt really slow even though they were versatile.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
White has utility, an undercurrent of control, some of the best and most aggressive creatures in the game... White can deal with both enchantments and artifacts, as well as removal for anything on the board... I'm just not sure what the weakness is exactly?
I don't even think it lacks finishers. Okay, maybe not single card finishers, or non-combat versions of finishers, but there are plenty of great ways to swing for big with creatures in white, and get through.
White has the worst draw power in the entire game. The only reliable way to draw with white is to pack tons of token generation and bank on Skullclamp and a half-dozen tutors for it, and pray no one can get rid of it.
White has the second worst tutoring in the game. It has good tutoring for a fairly narrow type (Equipment), decent tutoring for an okay type (Enchantments), and beyond that it's only got SUPER narrow tutoring (things like Auras, Rebels, etc).
Combine those two aspects, and you're left with a color that is completely at the mercy of its topdecks, meaning its long game is awful. And since EDH is all about the long game, you're left with a pretty bad setup.
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White has the worst draw power in the entire game. The only reliable way to draw with white is to pack tons of token generation and bank on Skullclamp and a half-dozen tutors for it, and pray no one can get rid of it.
White has the second worst tutoring in the game. It has good tutoring for a fairly narrow type (Equipment), decent tutoring for an okay type (Enchantments), and beyond that it's only got SUPER narrow tutoring (things like Auras, Rebels, etc).
Combine those two aspects, and you're left with a color that is completely at the mercy of its topdecks, meaning its long game is awful. And since EDH is all about the long game, you're left with a pretty bad setup.
There are decks that only rely on Skullclamp for card draw. And don't forget Mind's Eye. Even playing sub-optimal card draw can help like Jayemdae Tome or Tower of Fortunes. Obviously not the best card draw but it beats durdling around.
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White has the worst draw power in the entire game. The only reliable way to draw with white is to pack tons of token generation and bank on Skullclamp and a half-dozen tutors for it, and pray no one can get rid of it.
White has the second worst tutoring in the game. It has good tutoring for a fairly narrow type (Equipment), decent tutoring for an okay type (Enchantments), and beyond that it's only got SUPER narrow tutoring (things like Auras, Rebels, etc).
Combine those two aspects, and you're left with a color that is completely at the mercy of its topdecks, meaning its long game is awful. And since EDH is all about the long game, you're left with a pretty bad setup.
This was my exact experience, and the reason I shifted my mono-White deck to Red/White for Sunforger and Godo. White has so little control of what cards it draws, or how many it draws outside of the draw step... it's very difficult to compete without dropping a cheap creature and a few low-cost equips and nuking all the lands.
This was my exact experience, and the reason I shifted my mono-White deck to Red/White for Sunforger and Godo. White has so little control of what cards it draws, or how many it draws outside of the draw step... it's very difficult to compete without dropping a cheap creature and a few low-cost equips and nuking all the lands.
Exactly. That's the way you get an advantage in mono-white, throwing boss artifacts out there, getting equipped, and blowing up some lands. If you're staying away from LD, you may want to splash another color.
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Mono-white is actually quite powerful. I've had more people scoop to my mono-white deck than to my Mono-blue or mono-black combined. It has a lot of recursion, removal, and even a decent counter. It can play all three games: control, aggro, and combo. The only thing that white really lacks is draw. White has the least amount of draw out of all five colors.
Looking at solely mono colors, i'd have to say that white would probably be the 3rd strongest. Blue and black are easily 1 and 2 respectively, but i think white, red, and green are all relatively close along the lines of power level. I do believe that white does push out above green and red in terms of power level.
Mono-white is actually quite powerful. I've had more people scoop to my mono-white deck than to my Mono-blue or mono-black combined. It has a lot of recursion, removal, and even a decent counter. It can play all three games: control, aggro, and combo. The only thing that white really lacks is draw. White has the least amount of draw out of all five colors.
I'm curious. Why did your opponents scoop? was it a 'geddon based scoop, or combo-type thing or something else? I'm trying to avoid 'geddoning people, and I don't do combo, so I'm wondering if it was something else.
Does not wanting to play Armageddon effects make white unplayable? I don't want any misunderstanding about this part. I am a firm believer that you need land destruction in EDH. Some lands just can't be allowed to survive (Alchemist's Refuge, Cabal Coffers, Maze of Ith, etc), but taking out all the lands sort of falls in the category of a jerk move like Obliterate with a planeswalker out.
Looking at solely mono colors, i'd have to say that white would probably be the 3rd strongest. Blue and black are easily 1 and 2 respectively, but i think white, red, and green are all relatively close along the lines of power level. I do believe that white does push out above green and red in terms of power level.
Monogreen CRUSHES White and Red mono in strength. Not even close. Play against Azusa or Sasaya? Omnath? Kamahl? Ezuri? Seton? I'd take a tuned version of any of these decks over nearly any white or red general. Don't get me wrong though, I still love me some and :symr:, but they don't have the raw power of Green.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
I think the problem with Mono white is that you can build a solid 99 that doesn't fold to anything like Mono red folds to certain white enchantments, but the generals are lack luster.
They don't have a solid aggressively costed voltron general like the other mono colors do. And they don't have great combo finishes like blue does.
Going in with a bunch of cheap aggressive beaters, or destroying everything at sorcery speed just doesn't stack up against voltron/combo kills.
As a side note:
Mono green Omnath seems like by far the strongest mono colored general, not even close. Its a strong voltron general, that has a solid back up plan of dropping a giant guy into play on turn 5. I don't think mono colored decks come close to matching the power of Omnath without specifically gunning for Omnath.
I dunno, I'd say that Azusa is stronger, since killing her after she has dropped a few lands means that the damage has already been done, whereas Omnath can be hated out when it isn't your turn, meaning you lose all that mana unless you've got something like Aluren or Vedalken Orrery out, or some instants, etc.
Don't get me wrong though, I still think Omnath is plenty strong. Maybe I'm just biased, having been beaten down by the likes of Azusa with Horn of Greed and/or Recycle far too many times to count.
Edit - Back on topic: I don't think monowhite sucks by any means, and I think its really fun to use (Akroma FTW), but at the same time I do recognize its inherent lack of card draw. When the rebound spell Survival Cache is considered a good option, you know you're desperate.
Is it possible to build a good Mono-white EDH deck that isn't mindlessly aggressive and is Armageddon free?
I think so. White can play grindy midrange games based around sweepers (white has the best board wipes), tokens + anthems, or equipment. I tried out a Darien deck a while back; it was ok as long as I didn't play out my hand. I posted the decklist here in the forums if you'd like to check it out.
So, is Mono-white the worst of the five color choices for EDH?
I'm not sure if it's the worst in terms of power level. But it's definitely the most boring since it has the least variety in effects. I don't know how to fix that.
I would say that my mono-white Darien deck is 'good'. It works very well in the meta I'm in. It pillowforts like crazy and then explodes with the best possible win ever....death by 1/1 weenies.
I'm curious. Why did your opponents scoop? was it a 'geddon based scoop, or combo-type thing or something else? I'm trying to avoid 'geddoning people, and I don't do combo, so I'm wondering if it was something else.
Actually, i don't own a 'geddon. Most of the people i play with play a lot like i do, it tends to be a slow drawn-out battle of resources. Some games end because of World Queller paired with something else or Crucible of worlds with Dust bowl and Flagstones of Trokair. Sometimes i'll actually pull of a combo. Most games come down to someone missing a minor detail, a single card being in the graveyard, or miscounted mana open.
Monogreen CRUSHES White and Red mono in strength. Not even close. Play against Azusa or Sasaya? Omnath? Kamahl? Ezuri? Seton? I'd take a tuned version of any of these decks over nearly any white or red general. Don't get me wrong though, I still love me some and :symr:, but they don't have the raw power of Green.
Monogreen crushes every other color in ramping into big things and turning them sideways. The fact that that's all green does on it's own is what i think pushes it out of the top 3. I'll admit that mono red is still the weakest of the 5 and Monoblue and black are the top two. I just don't think green is as strong as white. While i think in a void white is stronger than green, i will say that i don't think there is much of gap between the two. The gap between Green and white is probably about the distance of .5 on a scale of 5, not much of a gap but a noticeable gap.
Is it possible to build a good Mono-white EDH deck that isn't mindlessly aggressive and is Armageddon free?
In addition to being a "good" deck, I'd also like the deck to be fun to play. It needs to be able to interact with other players in a meaningful way, and ideally have a "trick" or two to help out in tough situations.
I've tried a few times to build Mono-white and have been unsuccessful. I tried Isamaru, Hound of Konda twice and Lieutenant Kirtar once. My most recent attempt, try number two with the hound, was described by the other players as amazingly boring to play against. It was also rather boring to play with. I guess you'd describe that one as a voltron-type deck with lots of equipment, etc. The big problem with it was it would rough up one person pretty bad, maybe kill them, then just sort of become irrelevant because everyone else had hit their big spells and out shined the poor little doggie. The Lieutenant deck before it was focused more on ramp and card drawing (what there was mainly from artifacts), hunting up lands with the Weathered Wayfarer, Kor Cartographer, Knight of the White Orchid and then doing something hopefully big and exciting. The problem with that one was that once I had the mana, I didn't seem to have anything that exciting to do with it.
I'm also curious to hear opinions on if Mono-white decks are more friendly to certain play styles. I personally am not a super aggressive EDH player and would consider myself more of a mid-range player, if that makes any sense. I avoid combos (not even the "just one" to play if the game gets stalled kind of crap) and any kind of lock/stax strategies (because I think as this is a social/friendly type environment, my opponents should get to play too).
So, is Mono-white the worst of the five color choices for EDH? Is it a hopeless situation? I've built Mono-black and Mono-red and been pretty happy with the results. I have yet to build Mono-blue (mainly because I'm just not THAT guy, I'm close, but not quite) or Mono-green (other people did it already).
You generally want to try to break the color pie when playing mono colored decks.
Artifacts are the best way to do this. Artifacts like Veldaken Orrey and Mind's Eye are powerful cards and white is excellent at fetching these. These will let you do things white is generally not good at. So to make white more powerful look into artifacts like Nim Deathmantle, Mind's Eye, Planar Portal, Citanul Flute and Veldaken Orrey
The main problem I see with white and red decks (mono or together) is that you have to play to their strengths in the realm of EDH (read: Burn is not very good in EDH) and those strengths disagree with some players notions of what the 'social contract should be'.
Land destruction is a powerful tool in white. And utilizing it doesn't make you a bad player, or even a player who wants to ruin other people's games. It's taking a color that isn't that powerful and putting it on par with a BUG deck.
So what I'm trying to say is:
No white is not the worst color in EDH. The stigma of land destruction makes it a color that is hard to succeed with making it the 'perceived worst color in EDH).
/opinion
Edit: I would like to add that another very powerful effect that white has (and also has a minor stigma against it) is Tuck spells.
Lot's of decks have a heavy reliance on their general (zur, shirei) or not having their general makes their plays weaker or slows them down (Riku, Animar).
Tuck Effects: Hallowed Burial, Oblation, Terminus, Condemn, etc etc
/More Opinion
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I have put together something of a list around Odric, and I've been very happy with the results thus far. It focuses primarily on soldiers and humans for the creature base, with cats as well, though fewer and far between. There is a slight control undercurrent that is associated with white, and there is some lifegain involved, though not for nothing; I combine the lifegain element with a few creatures that are size-based on life. I also have a few wrath effects and Chant of Vitu-Ghazi because it is an awesome card.
There are some equipment cards used, some swords and stuff, usually to slap on Odric or one of my big scary life-based creatures. While I would never really put serious effort into the deck, I know ISBPathfinder has a list, and I know that the Odric deck can and has been very competitive.
White seems to be viewed like this, but I really just cannot agree. It is all about how you go about it; white is minor control, and it does token/weenie very well. Nothing like dropping a crapload of tokens and then a creature like Crusader of Odric, slap some weapons and equipment on it, and then go to town.
Seen someone using Odric, Master Tactician, to wipe a person's board (creaturewise, of course) via combat manipulation, and there's also generals like Mikaeus, the Lunarch, who is aggressive both early and late game, especially with manadoublers monocolor decks can benefit from.
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White has some of the BEST utility I think.
I love cards like Aven Mindcensor, Weather Wayfarer (fetching Kor Haven??), Karmic Justice, the best exile and tuck effects, stonecloaker (utility on a stick) and recursion Sun Titan, Resurrection, Karmic Guide and Reveilark. It also has all the artifact utility other decks have access to and some of the best tutors to find them.
My issue is they lack finishers. Sure you have Akroma and possibly Avacyn or Iona but they aren't the biggest and baddest. White also doesn't have as many combos (and the ones it does have are hard to search out).
That's why I think armageddon is just awesome in mono white. It's a splashy win con. Other colors get things like, palinchron, genesis wave, tooth and nail, warp world (chaos reigns!) and such for pretty decent win conditions.
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What would you say those lackings are exactly?
White has utility, an undercurrent of control, some of the best and most aggressive creatures in the game... White can deal with both enchantments and artifacts, as well as removal for anything on the board... I'm just not sure what the weakness is exactly?
I don't even think it lacks finishers. Okay, maybe not single card finishers, or non-combat versions of finishers, but there are plenty of great ways to swing for big with creatures in white, and get through.
White, as you said, is a jack-of-all-trades sort of colour. It provides good utility with a choice number of cards (most of which have been named by Dracilic) but its weaknesses shine through when playing without other colours.
White's biggest weakness is that it doesn't interact well with the stack. Most of your plays will be on your turn except for the odd blink effect. Another weakness is its utter lack of card advantage or even manipulation.
I also find that it's strengths are often overstated. White is not that great at "exiling", as it only has Path of Exile and Swords to Plowshares. However, white's strongest aspect is its ability to equalize the board and remove threats on a massive scale.
For reference, I have played two mono-white decks in the past: Lin Sivvi, Defiant Hero and Raksha Golden Cub (because they seemed interesting and I have them both in foil). Though they were relatively fun, but the decks often felt really slow even though they were versatile.
White has the worst draw power in the entire game. The only reliable way to draw with white is to pack tons of token generation and bank on Skullclamp and a half-dozen tutors for it, and pray no one can get rid of it.
White has the second worst tutoring in the game. It has good tutoring for a fairly narrow type (Equipment), decent tutoring for an okay type (Enchantments), and beyond that it's only got SUPER narrow tutoring (things like Auras, Rebels, etc).
Combine those two aspects, and you're left with a color that is completely at the mercy of its topdecks, meaning its long game is awful. And since EDH is all about the long game, you're left with a pretty bad setup.
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There are decks that only rely on Skullclamp for card draw. And don't forget Mind's Eye. Even playing sub-optimal card draw can help like Jayemdae Tome or Tower of Fortunes. Obviously not the best card draw but it beats durdling around.
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This was my exact experience, and the reason I shifted my mono-White deck to Red/White for Sunforger and Godo. White has so little control of what cards it draws, or how many it draws outside of the draw step... it's very difficult to compete without dropping a cheap creature and a few low-cost equips and nuking all the lands.
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Exactly. That's the way you get an advantage in mono-white, throwing boss artifacts out there, getting equipped, and blowing up some lands. If you're staying away from LD, you may want to splash another color.
Looking at solely mono colors, i'd have to say that white would probably be the 3rd strongest. Blue and black are easily 1 and 2 respectively, but i think white, red, and green are all relatively close along the lines of power level. I do believe that white does push out above green and red in terms of power level.
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I'm curious. Why did your opponents scoop? was it a 'geddon based scoop, or combo-type thing or something else? I'm trying to avoid 'geddoning people, and I don't do combo, so I'm wondering if it was something else.
Does not wanting to play Armageddon effects make white unplayable? I don't want any misunderstanding about this part. I am a firm believer that you need land destruction in EDH. Some lands just can't be allowed to survive (Alchemist's Refuge, Cabal Coffers, Maze of Ith, etc), but taking out all the lands sort of falls in the category of a jerk move like Obliterate with a planeswalker out.
Monogreen CRUSHES White and Red mono in strength. Not even close. Play against Azusa or Sasaya? Omnath? Kamahl? Ezuri? Seton? I'd take a tuned version of any of these decks over nearly any white or red general. Don't get me wrong though, I still love me some and :symr:, but they don't have the raw power of Green.
Not only does red have great disruption, it has a generally easy to tutor combo in Kiki-Jiki + Zealous Conscripts.
Not to mention the much better general selection that red has.
They don't have a solid aggressively costed voltron general like the other mono colors do. And they don't have great combo finishes like blue does.
Going in with a bunch of cheap aggressive beaters, or destroying everything at sorcery speed just doesn't stack up against voltron/combo kills.
As a side note:
Mono green Omnath seems like by far the strongest mono colored general, not even close. Its a strong voltron general, that has a solid back up plan of dropping a giant guy into play on turn 5. I don't think mono colored decks come close to matching the power of Omnath without specifically gunning for Omnath.
Don't get me wrong though, I still think Omnath is plenty strong. Maybe I'm just biased, having been beaten down by the likes of Azusa with Horn of Greed and/or Recycle far too many times to count.
Edit - Back on topic: I don't think monowhite sucks by any means, and I think its really fun to use (Akroma FTW), but at the same time I do recognize its inherent lack of card draw. When the rebound spell Survival Cache is considered a good option, you know you're desperate.
Commander/EDH Decks:
BRG The Blood of Jund - Kresh the Bloodbraided BRG
WR The Blades of Goldnight - Gisela, Blade of Goldnight WR
I think so. White can play grindy midrange games based around sweepers (white has the best board wipes), tokens + anthems, or equipment. I tried out a Darien deck a while back; it was ok as long as I didn't play out my hand. I posted the decklist here in the forums if you'd like to check it out.
I'm not sure if it's the worst in terms of power level. But it's definitely the most boring since it has the least variety in effects. I don't know how to fix that.
I would say that my mono-white Darien deck is 'good'. It works very well in the meta I'm in. It pillowforts like crazy and then explodes with the best possible win ever....death by 1/1 weenies.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
Mono Red's Strengths and Mono White's Strengths
Actually, i don't own a 'geddon. Most of the people i play with play a lot like i do, it tends to be a slow drawn-out battle of resources. Some games end because of World Queller paired with something else or Crucible of worlds with Dust bowl and Flagstones of Trokair. Sometimes i'll actually pull of a combo. Most games come down to someone missing a minor detail, a single card being in the graveyard, or miscounted mana open.
Monogreen crushes every other color in ramping into big things and turning them sideways. The fact that that's all green does on it's own is what i think pushes it out of the top 3. I'll admit that mono red is still the weakest of the 5 and Monoblue and black are the top two. I just don't think green is as strong as white. While i think in a void white is stronger than green, i will say that i don't think there is much of gap between the two. The gap between Green and white is probably about the distance of .5 on a scale of 5, not much of a gap but a noticeable gap.
WBG Karador, Ghost Chieftain
B Toshiro Umezawa
BG Pharika, God of Affliction - Necromancy and Politics
WWW The Church of Heliod
WBR Zurgo, Helmsmasher
RG Wort, the Raidmother
UBR Jeleva, Nephalia's Scourge
UG Vorel of the Hull Clade