What White needs most is alternate sources of card advantage. Blue, Green, and Black all have card drawing in their slices of the pie, although the quality of it may fluctuate over time. Red doesn't get card drawing either, but that fits with the impulsive philosophy of the color.
White's only consistent source of card advantage is Wrath of God (and similar), which is at odds with the efficient weenies theme. Occasionally it gets things like Reveillark or rebels, but not often enough. So how about more cards like these:
Angel of Righteousness 2WW
Creature - Angel
Flying, Flash
When ~this~ comes into play, you may have the next 2 damage that would be dealt to target creature or player this turn be dealt to another target creature or player instead.
2/2
Tireless Soldier WW
Creature - Human Soldier
When ~this~ is put into a graveyard from play, you may search your library for a card named Tireless Soldier and put it into your hand. Shuffle.
2/2
A pure white deck could play it for the cost of original armageddon, but it's nearly impossible to splash.
I wouldn't make it possible to cast it with all colorless... I don't even wanna know what Tron decks could do with it. Though a hybrid amageddon is a really sweet idea... they should do it! I could see an armageddon with a cost of 2/w 2/w w w. It's awesome with mono-white decks, but you could still splash it fairly easily.
I think white needs to get some power creatures. Some solid 4/4 fliers like Serra Angel. The reason white is always relegated to support is because it really doesn't have a way to win. Tossing it some good costed mid sized creatures with flying would help white a bit I think.
What White needs most is alternate sources of card advantage. Blue, Green, and Black all have card drawing in their slices of the pie, although the quality of it may fluctuate over time. Red doesn't get card drawing either, but that fits with the impulsive philosophy of the color.
White's only consistent source of card advantage is Wrath of God (and similar), which is at odds with the efficient weenies theme. Occasionally it gets things like Reveillark or rebels, but not often enough. So how about more cards like these:
Angel of Righteousness 2WW
Creature - Angel
Flying, Flash
When ~this~ comes into play, you may have the next 2 damage that would be dealt to target creature or player this turn be dealt to another target creature or player instead.
2/2
Tireless Soldier WW
Creature - Human Soldier
When ~this~ is put into a graveyard from play, you may search your library for a card named Tireless Soldier and put it into your hand. Shuffle.
2/2
I 2nd that. For instance, who plays with damage prevention cards outside of limited games? For prevention effects to be played, they need to either cantrip ie Bandage(which doesn't see play, but imagine if it prevented 1 or 2 more damage for its cost), or add a 'vengeful' effect ie Zealous Inquistor & Shining Shoal, or even add counters ie Test of Faith. Those would really help white create a stronger identity both flavor and gameplay-wise.
N personally, I don't see Armageddon as a white card anymore. It's definitely red. White would however, benefit from a Hokori, Dust Drinker-ish Geddon type card.
As many people have pointed out, Wizards really just needs to sculpt out white's identity because as of now, it doesn't have a strong one.
Picture if you will:
Nu Healer1W
Creature - Human Cleric T: The next 1 damage that a source of your choice would deal to you or a creature you control this turn is dealt to target creature or player instead.
0/1
or
Healer Ex1W
Creature - Human Cleric T: Prevent the next 1 damage that would be dealt to target creature and put a +1/+1 counter on that creature for each 1 damage prevented this way.
1/1
These are a few things I'm surprised about when it concerns white and the color pie. I'll include top-of-the-head card designs to illustrate my point:
- White does not get "stun"/Dehydration effects. Preventing action is very much in White's field, such as the Circle of Protection cycle, tapping down creatures, and so on.
White Stun (Common) 2W
Instant
Choose one - target creature does not untap during its controller's next untap step; or prevent all damage that would be dealt by target creature this turn.
- White's taxation theme doesn't extend to beyond permanents, usually. It's not inconceivable to have a taxation card (likely at rare and likely white-black) that would keep hand sizes down. Can't really come up with a good wording for this example, but you get the point. Library taxing would be white/blue at the best, so I'm not going into that. White doesn't "mill", in other words.
*peeks at clock* Will edit with more later. Classtime.
I think an 8 mana version would be fine even for tron thats pretty expensive.....
However I really cant see any real change as the strong white cards will most likely be hybrids which means there is even less of a reason to play the all ready anemic color...
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Don't you see that the whole aim of Moderators is to narrow the range of thought? In the end we shall make infractions literally impossible, because there will be no words in which to express it. Every concept that can ever be needed, will be expressed by exactly one word, with its meaning rigidly defined and all its subsidiary meanings rubbed out and forgotten.
I think an 8 mana version would be fine even for tron thats pretty expensive.....
However I really cant see any real change as the strong white cards will most likely be hybrids which means there is even less of a reason to play the all ready anemic color...
Let me explain.
During the top 8 of GP Philadelphia, Luis Scot-Vargas playing NLU got paired against Adam Yurick's Tron. Adam dropped a Sundering Titan (an 8 mana spell) on turn 3 the first game, destroying all of Vargas' lands, and they went on to game two.
Trust me, 8 mana colorless Armageddon would be unbalanced ranging on broken in Extended. Not many decks can recover from no lands, and Tron happens to run artifacts to produce mana, so it will still have control of the game for quite some time after an Armageddon.
What always worked with White was Protection Ablities. It's what made the original Akroma and Pristine Angel as well as the many knights with protection so good. White could use good ways to give protection that also makes the creature more efficient.Auras that simply give protection from one color is not sufficient enough. We need something like
Solar Shield (3)(w)
Enchantment - Aura
Enchanted Creature gets +2/+2
When enchanted creature attacks or blocks, choose a color. Enchanted creature gains protection from that color until end of turn
Also I feel that white lost it's overall specialty in protection. White could use a few creatures that would be very hard to get rid of, without being too overpowered.
Knight of the Sun's Rise (2)(w)(w)
Creature - Knight
First Strike
Whenever you play a white spell, if Knight of the Sun's Rise is in your graveyard, you may play it by paying it's mana cost
Whenever the Sun shines, the great champion will rise
3/3
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It is always easy to be tolerant and understanding...Until someone presents an opinion completely opposite to your own.
ProtectionKnight WW
As long as a White card is in a graveyard, ~ has Protection from White. The same is true for Blue, Black, Red, Green, and Artifacts.
2/1
I don't know if Protection is really what Wihte needs...but it can make a pretty decent weenie.
If you geddon you give them a shot to rebuild while you resemble the tron and even though you have maybe 2 to 3 mana to recover with got at the most 3 to 4 lands...
MWC problem in standard is that it doesnt have a bomb that cant be neutrilized easily...
And WW is out classed by blue and greens creatures red/blacks disruption and blues tempo.
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Don't you see that the whole aim of Moderators is to narrow the range of thought? In the end we shall make infractions literally impossible, because there will be no words in which to express it. Every concept that can ever be needed, will be expressed by exactly one word, with its meaning rigidly defined and all its subsidiary meanings rubbed out and forgotten.
Assuming you had 2 mana (Chrome Mox and a Signet works), you can dredge up your single Life from the Loam (if you Gifts-ed it to get your Tron or ran into it by then) to rebuild your Tron in just 3 turns. It's not hard to do, while the opponent can be crippled for the rest of the game. Sure, Sundering Titan will kill off essentially all of Level Blue's lands, but against other matchups it might not be as effective (still effective, but not as effective) especially against decks that run little to no lands with basic land types. There could be situations where a colorless 'Geddon could be useful, so don't discount it.
But I seriously agree... White cards just need to get better.
When I search for a way to build a good predominantly white deck, I always come to the same conclusion: The other colors are just better. Unless there's a combo piece that happens to be white, it's just so hard to build a white deck. If I want to play competitively, I want to use a powerful color. I *could* try white, but playing a color that I personally feel is inferior, just to say I build a white deck, isn't a good way to go. At this point I'd much rather play Blue-black, Blue-green, or Blue/green/black+Anything... White needs cards to make me feel like I can dominate, and since white's nature is to *not* dominate, it could take a while.
I want a white Mana Leak or Memory Lapse to complement my white Force Spike, and make a few more Ghostly-prison or Augustin IV effects. If they were to do that, I could potentially consider white as a control color, but controlling the board is not the same as taxing the board (although similar) so I don't think Wizards would make white that blue, if you understand me.
No it hasn't been. It has been the weakest color in type 2 for quite awhile now. Reveillark is a great card but it alone doesn't fix White's problems.
Red has been the weakest color in type 2 since at least February 1; at some point earlier it was the second worst.
Reveillark has helped white switch places with red... I agree that white (along with red, if this keeps up) still has issues.
I think white might actually be on its way to recovery, though. The one thing I would still like to see is a second soft counter (instead of a limited hard counter such as Rebuff the Wicked, much as I like it in theory).
I think 'geddon would help white weenie. Plus, I think Mana Tithe should become a white staple in the core sets. I do agree that white needs ways to draw cards. Maybe Wrath of God should be replaced in the core sets by Damnation in order to bring 'geddon back?
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Little angel, go away come again some other day the Devil has my ear today I'll never hear a word you say. He promised I would find a little solace and some peace of mind. Whatever. just as long as I don't feel so desperate and ravenous.
Maybe white can get a cantrip Wrath of God or 'Geddon?
Cantrip of God :symw::symw::symw::symw:
Destroy all creatures. They can't be regenerated.
Draw a card.
Armacantrip :symw::symw::symw::symw:
Destroy all lands.
Draw a card.
Cool Agressive Weenie :symw::symw::symw:
When <this> comes into play, search your library for a
creature that fulfills some random condition and put it into your hand.
3/2
Awesome Taxing Card :symw::symw:
Nonwhite spells cost 1 more to play.
White Taxing Card Number Two :symw::symw::symw:
Creatures can't attack you unless their controller pays
{3} for each creature attacking you.
I'm joking, of course, but my point is white just needs to get better. Maybe not even to force you to play mono-white, but just push white a little bit more on a regular level. White is not strong. Sure it has Wrath, Oblivion Ring, and some efficient weenies... But those are barely unplayable in constructed! White just needs a push. If they accidentally make it too powerful, they can tone it down in the following block, but as it is, white is the weakest color.
White's weakness is caused by the constant nerfing from Wrath of God's power. Until that is gone, then designers will not understand how underpowered the rest of white is.
Annoying Bureaucrat
W
Creature - Human Advisor
W, Tap: Tap target artifact, creature of land
1/1
Life gain, as most people do, think of it as a mediocre effect. Printing something like this in blue will be regarded as broken:
Master Researcher
U
Creature - Human Wizard
U, Tap: Draw a card.
1/1
This creature will always be the target of hate spells. It will be included in almost all blue based decks. However, printing something like this in white isn't very interesting (Actually, not interesting at all):
Apprentice Healer
W
Creature - Human Cleric
W, Tap: Gain 1 life.
1/1
So I'm suggesting that the amount of gain life effects should be increase to be inline with draw or lose life or burn. For example 3 damage = 5 life gain isn't bad, 2 lose life = 5 life gain isn't that bad either, 1 draw = 5 life gain isn't that bad either. So in that case I present:
Devout Healer
W
Creature - Human Cleric
W, Tap: Gain 5 Life
0/2
Private Mod Note
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White is the one color for equality. So how do you get advantage when you're unwilling to give yourself a leg up? You find a way to turn equality into a weapon. Make it active and offensive. Wrath of God answers this call. Evening the playing field is quite aggressive when you're the one behind. Or you're the one that knew such an event was coming and planned ahead. Wrath of God gives the most defensive color some teeth. - MaRo http://www.wizards.com/default.asp?x=mtgcom/daily/mr164
-Better use of taxing effects. Integration of taxing effects with permanents that "win games on their own".
-Card advantage in the form of permanents that replace themselves when removed. Think Kinsbaile Borderguard. This because asking for more library manipulation in the form of either cantrips, tutors, or pure draw would sort of cramp green's and blue's style.
Magus of the Prison 2W
Creatures - Wizard
Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you.
I think a major problem with White's identity is that for the most part good white cards don't win games, they just keep you from loosing.
Cards like that are a problem as they result in really long, frustrating games won only by running out of time. This is why WotC felt the need to deal with Martyr of Sands. MoS makes life gain work, and that is a serious problem since she in no way helps you win.
I think White needs to mirror black's "Anything you can do" approach with more card like Preacher, cards that mirror other color's effects but in a very white way. Similar how black can strech its color pie via sacrifice or red can by making the effect chaotic rather then controled. Really I think every color needs a good mechanic to occasionally allow an off color effect to get printed without being totally out of left field and so far only black and red really do that.
White card advantage should probably come from small replayable creatures, sadly so far white's creatures like Blinking Spirit are far from agressively costed in this area. Further being the color of aura's actually tends to help white loose card advantage in draft.
Maybe they should focus on giving white agressively costed bonus effects. More cards that are good in their own right but also tack on some life gain or cantrip effects. Make the typical white spell do more. After all Lighting Helix worked well in that regard. If white cards simply did a little more it might help offset their lack of card draw.
Magus of the Prison 2W
Creatures - Wizard
Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you.
Sun's Scowl XWW
Sorcery
Destroy all permanents with convered mana cost 7 minus X or greater.
So..
WW, (7) Destroy fatties like Platinum Angel or dragons. 1WW, (6) Destroy smaller fatties. 2WW, (5) Getting into mid range creatures and enchantments. 3WW, (4) For 3WW, you are killing all fatties, and select enchantments, leaving most of you're weenies in for the kill. 4WW, (3) Now you may kill some of you're own dudes, but probably some of theirs. 5WW, (2) Will kill pretty much everything. 6WW, (1) Tokens and lands are saved. 7WW, (0) Congradulations, you just reset the game. Savannah Lions FTW!
What's great about this is that if you pack more than one, you can stall long enough to get the mana to play it at it's full potenial.
Really nice idea, i like it.
What i want from white:
Enchantments: Controllish effects on game that contain Prison / Taxing flavour. Enchantment of the Tabernacle that costs WW for example, that's just genious for white control. Cards such as this and Oblivion Ring are what white needs.
Creatures: White weenies with utility, WW 2/2 with protection from colour of your choice (NO first strike.). True believer and so on. This is pretty much under control, but ALSO: Big ugly fatties that are good for control, Yosei, Morning Star was a nice example of good white finisher. Then again, white also needs some midrange beaters.
Spells: Wrath / cheap instant removal. 1W instant - destroy target creature with power 3 or more and so on. And some useful auras..
Private Mod Note
():
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The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I agree that Mana tithe effects would be a great staple white ability, along with more creatures like Augustin.
Life Gain is no good by itself, it's already been mentionned, it doesn't win the guy, just keeps you from losing. White needs life gain attached to other good effects. Faith Fetters was a great example, It was one of my favorites when it was T2. I could also see efficient creatures with lifegain attached, like the Hierarch. I also very much liked Indomitable Ancients, we need more cards liks that.
Blessed Spirit 3W
Creature - Spirit
When Blessed Spirit enters or leaves play, you gain 4 life
1/4
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It is always easy to be tolerant and understanding...Until someone presents an opinion completely opposite to your own.
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White's only consistent source of card advantage is Wrath of God (and similar), which is at odds with the efficient weenies theme. Occasionally it gets things like Reveillark or rebels, but not often enough. So how about more cards like these:
Angel of Righteousness 2WW
Creature - Angel
Flying, Flash
When ~this~ comes into play, you may have the next 2 damage that would be dealt to target creature or player this turn be dealt to another target creature or player instead.
2/2
Tireless Soldier WW
Creature - Human Soldier
When ~this~ is put into a graveyard from play, you may search your library for a card named Tireless Soldier and put it into your hand. Shuffle.
2/2
I wouldn't make it possible to cast it with all colorless... I don't even wanna know what Tron decks could do with it. Though a hybrid amageddon is a really sweet idea... they should do it! I could see an armageddon with a cost of 2/w 2/w w w. It's awesome with mono-white decks, but you could still splash it fairly easily.
I think white needs to get some power creatures. Some solid 4/4 fliers like Serra Angel. The reason white is always relegated to support is because it really doesn't have a way to win. Tossing it some good costed mid sized creatures with flying would help white a bit I think.
I 2nd that. For instance, who plays with damage prevention cards outside of limited games? For prevention effects to be played, they need to either cantrip ie Bandage(which doesn't see play, but imagine if it prevented 1 or 2 more damage for its cost), or add a 'vengeful' effect ie Zealous Inquistor & Shining Shoal, or even add counters ie Test of Faith. Those would really help white create a stronger identity both flavor and gameplay-wise.
N personally, I don't see Armageddon as a white card anymore. It's definitely red. White would however, benefit from a Hokori, Dust Drinker-ish Geddon type card.
As many people have pointed out, Wizards really just needs to sculpt out white's identity because as of now, it doesn't have a strong one.
Picture if you will:
Nu Healer 1W
Creature - Human Cleric
T: The next 1 damage that a source of your choice would deal to you or a creature you control this turn is dealt to target creature or player instead.
0/1
or
Healer Ex 1W
Creature - Human Cleric
T: Prevent the next 1 damage that would be dealt to target creature and put a +1/+1 counter on that creature for each 1 damage prevented this way.
1/1
My Sales Post!
- White does not get "stun"/Dehydration effects. Preventing action is very much in White's field, such as the Circle of Protection cycle, tapping down creatures, and so on.
White Stun (Common)
2W
Instant
Choose one - target creature does not untap during its controller's next untap step; or prevent all damage that would be dealt by target creature this turn.
- White's taxation theme doesn't extend to beyond permanents, usually. It's not inconceivable to have a taxation card (likely at rare and likely white-black) that would keep hand sizes down. Can't really come up with a good wording for this example, but you get the point. Library taxing would be white/blue at the best, so I'm not going into that. White doesn't "mill", in other words.
*peeks at clock* Will edit with more later. Classtime.
Past Ruminations
Links are broken, will fix in near future.
- Kaladesh
- Zendikar
- Rise of the Eldrazi
- Alara Reborn
- Innistrad <- Personal Favorite
- Dark Ascension
- Avacyn Restored
- Theros
- Return to Ravnica
- Tarkir
However I really cant see any real change as the strong white cards will most likely be hybrids which means there is even less of a reason to play the all ready anemic color...
Let me explain.
During the top 8 of GP Philadelphia, Luis Scot-Vargas playing NLU got paired against Adam Yurick's Tron. Adam dropped a Sundering Titan (an 8 mana spell) on turn 3 the first game, destroying all of Vargas' lands, and they went on to game two.
Trust me, 8 mana colorless Armageddon would be unbalanced ranging on broken in Extended. Not many decks can recover from no lands, and Tron happens to run artifacts to produce mana, so it will still have control of the game for quite some time after an Armageddon.
EDH:
UBGThe MimeoplasmUBG
Solar Shield (3)(w)
Enchantment - Aura
Enchanted Creature gets +2/+2
When enchanted creature attacks or blocks, choose a color. Enchanted creature gains protection from that color until end of turn
Also I feel that white lost it's overall specialty in protection. White could use a few creatures that would be very hard to get rid of, without being too overpowered.
Knight of the Sun's Rise (2)(w)(w)
Creature - Knight
First Strike
Whenever you play a white spell, if Knight of the Sun's Rise is in your graveyard, you may play it by paying it's mana cost
Whenever the Sun shines, the great champion will rise
3/3
ProtectionKnight WW
As long as a White card is in a graveyard, ~ has Protection from White. The same is true for Blue, Black, Red, Green, and Artifacts.
2/1
I don't know if Protection is really what Wihte needs...but it can make a pretty decent weenie.
EDH:
UBGThe MimeoplasmUBG
In fact the titan is superior in every way.
It leaves them landless and you with land...
If you geddon you give them a shot to rebuild while you resemble the tron and even though you have maybe 2 to 3 mana to recover with got at the most 3 to 4 lands...
MWC problem in standard is that it doesnt have a bomb that cant be neutrilized easily...
And WW is out classed by blue and greens creatures red/blacks disruption and blues tempo.
But I seriously agree... White cards just need to get better.
When I search for a way to build a good predominantly white deck, I always come to the same conclusion: The other colors are just better. Unless there's a combo piece that happens to be white, it's just so hard to build a white deck. If I want to play competitively, I want to use a powerful color. I *could* try white, but playing a color that I personally feel is inferior, just to say I build a white deck, isn't a good way to go. At this point I'd much rather play Blue-black, Blue-green, or Blue/green/black+Anything... White needs cards to make me feel like I can dominate, and since white's nature is to *not* dominate, it could take a while.
I want a white Mana Leak or Memory Lapse to complement my white Force Spike, and make a few more Ghostly-prison or Augustin IV effects. If they were to do that, I could potentially consider white as a control color, but controlling the board is not the same as taxing the board (although similar) so I don't think Wizards would make white that blue, if you understand me.
Red has been the weakest color in type 2 since at least February 1; at some point earlier it was the second worst.
Reveillark has helped white switch places with red... I agree that white (along with red, if this keeps up) still has issues.
I think white might actually be on its way to recovery, though. The one thing I would still like to see is a second soft counter (instead of a limited hard counter such as Rebuff the Wicked, much as I like it in theory).
Cantrip of God :symw::symw::symw::symw:
Destroy all creatures. They can't be regenerated.
Draw a card.
Armacantrip :symw::symw::symw::symw:
Destroy all lands.
Draw a card.
Cool Agressive Weenie :symw::symw::symw:
When <this> comes into play, search your library for a
creature that fulfills some random condition and put it into your hand.
3/2
Awesome Taxing Card :symw::symw:
Nonwhite spells cost 1 more to play.
White Taxing Card Number Two :symw::symw::symw:
Creatures can't attack you unless their controller pays
{3} for each creature attacking you.
I'm joking, of course, but my point is white just needs to get better. Maybe not even to force you to play mono-white, but just push white a little bit more on a regular level. White is not strong. Sure it has Wrath, Oblivion Ring, and some efficient weenies... But those are barely unplayable in constructed! White just needs a push. If they accidentally make it too powerful, they can tone it down in the following block, but as it is, white is the weakest color.
edit. Didn't read post above. Nice.
double edit: Reprint Moat.
W
Creature - Human Advisor
W, Tap: Tap target artifact, creature of land
1/1
Life gain, as most people do, think of it as a mediocre effect. Printing something like this in blue will be regarded as broken:
Master Researcher
U
Creature - Human Wizard
U, Tap: Draw a card.
1/1
This creature will always be the target of hate spells. It will be included in almost all blue based decks. However, printing something like this in white isn't very interesting (Actually, not interesting at all):
Apprentice Healer
W
Creature - Human Cleric
W, Tap: Gain 1 life.
1/1
So I'm suggesting that the amount of gain life effects should be increase to be inline with draw or lose life or burn. For example 3 damage = 5 life gain isn't bad, 2 lose life = 5 life gain isn't that bad either, 1 draw = 5 life gain isn't that bad either. So in that case I present:
Devout Healer
W
Creature - Human Cleric
W, Tap: Gain 5 Life
0/2
-Card advantage in the form of permanents that replace themselves when removed. Think Kinsbaile Borderguard. This because asking for more library manipulation in the form of either cantrips, tutors, or pure draw would sort of cramp green's and blue's style.
-Better use of "protection from" effects.
-More "Law" cards on a stick.
Creature - Angel
Flash, Flying
5/5
Lower the curve by adding more W symbols.
EDIT:
Magus of the Prison 2W
Creatures - Wizard
Creatures can't attack you unless their controller pays 2 for each creature he or she controls that's attacking you.
Cards like that are a problem as they result in really long, frustrating games won only by running out of time. This is why WotC felt the need to deal with Martyr of Sands. MoS makes life gain work, and that is a serious problem since she in no way helps you win.
I think White needs to mirror black's "Anything you can do" approach with more card like Preacher, cards that mirror other color's effects but in a very white way. Similar how black can strech its color pie via sacrifice or red can by making the effect chaotic rather then controled. Really I think every color needs a good mechanic to occasionally allow an off color effect to get printed without being totally out of left field and so far only black and red really do that.
White card advantage should probably come from small replayable creatures, sadly so far white's creatures like Blinking Spirit are far from agressively costed in this area. Further being the color of aura's actually tends to help white loose card advantage in draft.
Maybe they should focus on giving white agressively costed bonus effects. More cards that are good in their own right but also tack on some life gain or cantrip effects. Make the typical white spell do more. After all Lighting Helix worked well in that regard. If white cards simply did a little more it might help offset their lack of card draw.
Windborn Muse? Or it is too expensive? O o
Really nice idea, i like it.
What i want from white:
Enchantments: Controllish effects on game that contain Prison / Taxing flavour. Enchantment of the Tabernacle that costs WW for example, that's just genious for white control. Cards such as this and Oblivion Ring are what white needs.
Creatures: White weenies with utility, WW 2/2 with protection from colour of your choice (NO first strike.). True believer and so on. This is pretty much under control, but ALSO: Big ugly fatties that are good for control, Yosei, Morning Star was a nice example of good white finisher. Then again, white also needs some midrange beaters.
Spells: Wrath / cheap instant removal. 1W instant - destroy target creature with power 3 or more and so on. And some useful auras..
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Life Gain is no good by itself, it's already been mentionned, it doesn't win the guy, just keeps you from losing. White needs life gain attached to other good effects. Faith Fetters was a great example, It was one of my favorites when it was T2. I could also see efficient creatures with lifegain attached, like the Hierarch. I also very much liked Indomitable Ancients, we need more cards liks that.
Blessed Spirit 3W
Creature - Spirit
When Blessed Spirit enters or leaves play, you gain 4 life
1/4