You may be wondering why Mangara is used at all as a champion. Mangara has a tap ability that exiles himself and another target permanent, although there's a mechanic in Magic that allows his self-imposed exile to be interrupted by untapping or bouncing Mangara. Supposedly this is due to Mangara's imposed exile being part of the result rather then the cost.
The Deck
Cards are set in groupings, and in each grouping the cards are alphabetized rather then grouped further by purpose, it should be easy to see which cards have the same effects. The sideboard's metagame is set against creature generation with sprinklings of control.
Categorized Listings
Strategy
This section is currently lacking. I will return.
There are a few combos in the deck.
Infinite Mana Combo = Rings of Blighthearth + Basalt Monolith
The only purpose of this combo is to help play high cost things, or end the game with Diviner's Wand.
Recurring Oblivion = Dust Elemental + Mangara
Not an infinite, and somewhat mana intensive. Dust Elemental in the deck is useful for bouncing Mangara, replaying and reusing him, although it's not as safe as blinking him due to counters. Dust Elemental's bounce has utility with Mangara as well as various other come-into-play creatures used in the deck. Other then that it's a decent beater.
Not Included
Karmatic Justice = Reveillark + Karmatic Guide + Blasting Station
Out of the three I think I like Swords to Plowshares more, as well as the idea of being slightly less reliant on Mangara, although Oust probably has about the same utility since it delays the opponent's champion, should they rush it.
I've been tentative about Path to Exile since it spots them a free land, but I suppose it might be worth the trade, exiling a creature and all.
ugh... stuck in monowhite and no haste for mangara... seems like an uphill battle to build a competitive deck. not to be defeatist but I almost feel like running a multicolor general and having mangara in the deck accessible via tutoring and recursion would be superior. The deck would still be built around him but it would be so much more powerful IMO.
I know what you mean, but I have this thought if I work at it long enough maybe I can make it work, or at least playable competitively.
As for haste there's Thousand-Year Elixir and Swiftfoot boots. Playing feels clunky without one of them out, but I'm reluctant to add Lightning Greaves due to it's shroud.
[Edit]Oh. I guess I should categorize better, or maybe use more simplistic categorizations. Eeh. Swiftfoot boots doesn't fit anywhere elegantly.[/Edit]
Yes thousand-year elixir makes this mono white version viable for sure. 2 removals in one and granting him haste. I suppose that is the first item you tutor for... then add in voltaic key and etc... yes it makes sense. But the rest just has this feel of being filler you know? IDK, it's definitely an intellectual challenge so best of luck to ya man.
The Deck
Cards are set in groupings, and in each grouping the cards are alphabetized rather then grouped further by purpose, it should be easy to see which cards have the same effects. The sideboard's metagame is set against creature generation with sprinklings of control.
Categorized Listings
1 Mangara of Corondor
1 Grand Abolisher
1 Phyrexian Revoker
1 Relic of Progenitus
1 Norn's Annex
1 Ghostly Prison
1 Baneslayer Angel
1 Path to Exile
1 Linvala, Keeper of Silence
1 Elspeth Tirel
1 Divine Retribution
1 Sunscour
1 Planar Collapse
1 Armageddon
1 The Tabernacle at Pendrell Vale
1 Kataki, War's Wage
Disciples (3)
1 Intrepid Hero
1 Pentarch Paladin
1 Soltari Visionary
Power Conduits (5)
1 Magewright's Stone
1 Rings of Brighthearth
1 Thousand-Year Elixir
1 Umbral Mantle
1 Voltaic Key
Phasing/Burst/Removal (6)
1 Flickerform
1 Safe Haven
1 Village Bell-Ringer
1 Voyager Staff
1 Swords to Plowshares
1 Lapse in Certainty
Teleportation (4)
1 AEther Vial
1 Dust Elemental
1 Erratic Portal
1 Stonecloaker
Lands [35]
Pure Mana/Ramp (23)
1 Flagstones of Trokair
1 Karoo
19 Snow-Covered Plains
1 Temple of the False God
1 Terrain Generator
1 Dust Bowl
1 Strip Mine
1 Wasteland
1 Emeria, the Sky Ruin
1 Hall of the Bandit Lord
1 Kor Haven
1 High Market
1 Reliquary Tower
1 Scrying Sheets
1 Secluded Steppe
1 Vesuva
Ramp (9)
1 Basalt Monolith
1 Endless Horizons
1 Expedition Map
1 Extraplanar Lens
1 Knight of the White Orchard
1 Sol Ring
1 Solemn Simulacrum
1 Tithe
1 Wayfarer's Bauble
Tutors (5)
1 Academy Rector
1 Enlightened Tutor
1 Idyllic Tutor
1 Stoneforge Mystic
1 Steelshaper's Gift
Recursion (4)
1 Karmic Guide
1 Mimic Vat
1 Reveillark
1 Sun Titan
Divining (5)
1 Crystal Ball
1 Diviner's Wand
1 Magewright's stone
1 Mind's Eye
1 Sensei's Divining Top
Oblivion (8)
1 All is Dust
1 Balancing Act
1 Cataclysm
1 Oracle en-Vec
1 Final Judgment
1 Hallowed Burial
1 Karn Liberated
1 Phyrexian Rebirth
Oppression (12)
1 Aven Mindcensor
1 Blazing Archon
1 Evangelize
1 Exclusion Ritual
1 Faith's Fetters
1 Helm of Possession
1 Iona, Shield of Emeria
1 Luminarch Ascension
1 Magus of the Moat
1 Nevermore
1 Oblation
1 Silent Arbiter
1 Eight-and-a-Half-Tails
1 Swiftfoot Boots
1 Rebuff the Wicked
1 Pentarch Paladin
1 Soltari Visionary
1 Rings of Brighthearth
1 Thousand-Year Elixir
1 Umbral Mantle
1 Voltaic Key
1 Flickerform
1 Safe Haven
1 Village Bell-Ringer
1 Voyager Staff
1 Swords to Plowshares
1 Lapse of Certainty
1 Dust Elemental
1 Erratic Portal
1 Stonecloaker
1 Flagstones of Trokair
1 Karoo
20 Snow-Covered Plains
1 Temple of the False God
1 Terrain Generator
1 Dust Bowl
1 Strip Mine
1 Wasteland
1 Emeria, the Sky Ruin
1 Hall of the Bandit Lord
1 Kor Haven
1 High Market
1 Reliquary Tower
1 Scrying Sheets
1 Secluded Steppe
1 Vesuva
1 Basalt Monolith
1 Expedition Map
1 Extraplanar Lens
1 Knight of the White Orchid
1 Sol Ring
1 Solemn Simulacrum
1 Tithe
1 Wayfarer's Bauble
1 Academy Rector
1 Enlightened Tutor
1 Idyllic Tutor
1 Stoneforge Mystic
1 Steelshaper's Gift
1 Karmic Guide
1 Mimic Vat
1 Reveillark
1 AEther Vial
1 Sun Titan
1 Crystal Ball
1 Diviner's Wand
1 Magewright's Stone
1 Exclusion Ritual
1 Rebuff the Wicked
1 Mind's Eye
1 Blazing Archon
1 Sensei's Divining Top
1 All Is Dust
1 Balancing Act
1 Cataclysm
1 Divine Reckoning
1 Oracle en-Vec
1 Final Judgment
1 Hallowed Burial
1 Karn Liberated
1 Phyrexian Rebirth
1 Aven Mindcensor
1 Evangelize
1 Faith's Fetters
1 Helm of Possession
1 Iona, Shield of Emeria
1 Luminarch Ascension
1 Magus of the Moat
1 Nevermore
1 Oblation
1 Silent Arbiter
1 Eight-and-a-Half-Tails
1 Swiftfoot Boots
1 Indomitable Archangel
Strategy
This section is currently lacking. I will return.
There are a few combos in the deck.
Infinite Mana Combo = Rings of Blighthearth + Basalt Monolith
The only purpose of this combo is to help play high cost things, or end the game with Diviner's Wand.
Recurring Oblivion = Dust Elemental + Mangara
Not an infinite, and somewhat mana intensive. Dust Elemental in the deck is useful for bouncing Mangara, replaying and reusing him, although it's not as safe as blinking him due to counters. Dust Elemental's bounce has utility with Mangara as well as various other come-into-play creatures used in the deck. Other then that it's a decent beater.
Not Included
Karmatic Justice = Reveillark + Karmatic Guide + Blasting Station
Notable Considerations
Cloudstone Engine (5)
1 Cloudstone Curio
1 Sacred Mesa
1 Kjeldoran Outpost
1 Mobilization
1 Vedalken Orrery
1 Decree of Justice
Astral Cycle Engine (2-10)
1 Astral Slide
1 Eternal Dragon
Supplemental (8)
1 Blasted Landscape
1 Drifting Meadow
1 Secluded Steppe
1 Akroma's Blessing
1 Angelsong
1 Aura Extraction
1 Clear
1 Decree of Justice
1 Otherworldly Journey
1 Ghostway
1 To Arms!
1 Rally the Troops
1 Burst of Energy
Utility (4)
1 Seht's Tiger
1 Blasting Station
1 Winds of Wrath
1 Gideon Jura
1 Akroma, Angel of Wrath
1 Serra Ascendent
1 Baneslayer Angel
Direct Removal (4)
1 Swords to Plowshares
1 Path to Exile
1 Condemn
1 Oust
1 Barren Glory
1 Worldqueller
1 Smokestack
1 Darksteel Reactor
Change Log
[09/30/11]
[Sideboard]
-Indomitable Archangel
-Lapse of Certainty
+Linvala, Keeper of Silence
+Relic of Progenitus
[Main Deck]
-Linvala, Keeper of Silence
-Kor Cartographer
-Synod Sanctum
-Relic of Progenitus
-Darksteel Forge
-Restore Balance
+Oust
+Swords to Plowshares
+Lapse of Certainty
+Silent Arbiter
+Ranger of Eos
+Indomitable Archangel
[10/14/11]
[Sideboard]
-Pure Intentions
-Rebuff the Wicked
+Phyrexian Revoker
+Path to Exile
[Main Deck]
-Ranger of Eos
-Phyrexian Revoker
-Pithing Needle
+Divine Reckoning
+Exclusion Ritual
+Rebuff the Wicked
[10/21/11]
[Sideboard]
-Wrath of God
-Day of Judgement
-Windborn Muse
-Path to Exile
+Pithing Needle
+Baneslayer Angel
+Armageddon
+Blazing Archon
[Main Deck]
-Oust
-Endless Horizons
-Pithing Needle
+Aether Vial
+Oracle en-Vec
+Steelshaper's Gift
[11/11/11]
[Main Deck]
-Plains
-Indomitable Archangel
+Homeward Path
+Endless Horizons
To be expanded...
Oust may be better than Path to Exile, but one of those should also be in here.
I've been tentative about Path to Exile since it spots them a free land, but I suppose it might be worth the trade, exiling a creature and all.
I think I'm going to tinker for a bit.
As for haste there's Thousand-Year Elixir and Swiftfoot boots. Playing feels clunky without one of them out, but I'm reluctant to add Lightning Greaves due to it's shroud.
[Edit]Oh. I guess I should categorize better, or maybe use more simplistic categorizations. Eeh. Swiftfoot boots doesn't fit anywhere elegantly.[/Edit]