This is an overview of my mono-white Michiko Konda, Truth Seeker EDH deck. You can look at it as a primer of sorts, but the deck is far from perfect. I’ve been happy with the way it plays out, although there is always room for improvement. I would definitely appreciate any feedback from the community, but I also went through all this effort so that maybe some other people would get some use out of what I had to say. Please keep in mind that this is designed for use in a multiplayer format, and I have kept out some relevant cards on the extreme end of the budget spectrum. I realize that Moat is awesome, but since I traded mine away a long time ago, I’m not going to be shelling out the >$200 for a new one.
Some years ago, I had an unreasonable love of the Vintage deck known as Deck Parfait. The general concept behind this deck was to run a mono-white control, featuring the Scroll Rack/Land Tax engine to draw 3 extra cards every turn. The deck would play several cards which were outside the norm of the metagame, so those decks had few cards that would interact with the threats presented by Deck Parfait. The win conditions would shift around between token generators like Sacred Mesa, direct damage such as Goblin Charbelcher, and even as recent as 2008 to a beatdown plan featuring disruptive hate-bears like Aven Mindcensor and Ethersworn Canonist. That deck is long since obsolete as an even semi-competitive strategy.
I had stopped playing the game entirely for roughly 5 years in the middle of that, and only recently came back to get into playing some EDH with my old playgroup, around the time of the release of "Rise of the Eldrazi". After throwing together a random GUB pile of good-stuff featuring Vorosh, the Hunter, the first deck I decided to truly construct simply needed to tie back in with my old love of the mono-white Deck Parfait. As such, I looked through many of the white general options, and decided that I needed a general that on its own would support the controlling aspects of the game I wanted the deck to play. I narrowed it down eventually between Eight-and-a-Half-Tails and the one I would eventually choose, Michiko Konda, Truth Seeker. I really liked some of the lists that featured 8.5 Tails, but I was worried about a few things:
That 8.5 would draw too much fear of the deck running as a hyper aggressive Voltron build.
That the deck would require much more building around
The deck would be much more reliant on the general being in play to function properly, and
I would run into other 8.5 tails players if I ventured outside my original playgroup (which I have considerably since then)
VS/
By choosing Michiko Konda, Truth Seeker, I had a more original general (from my point of view), as well as a more flexible allotment of deck slots. Since I still liked 8.5 Tails as a potentially disruptive creature, that was a better option to run alongside of MK, rather than the other way around (running MK as one of the 99 in an 8.5 build).
Playing with Michiko Konda, Truth Seeker gives you a few tenets to keep in mind as looking to construct the meat of the deck. First, people are not going to want to attack you. This is exactly why I chose MK as my commander. I get a chance to stabilize my board while everyone else is afraid to sacrifice any permanent by doing damage to me. Players don’t want to constantly Eldrazi themselves by hitting you with little bits here and there. Which brings me to number two: you want to be damaged when you’re attacked, just not a lot. Anything that will reduce the damage you are taking rather than preventing it is solid gold. If you prevent the damage entirely, you’re left with a higher life total, but you’re opponent hasn’t really suffered any retribution for their hit against you. Reducing the damage will be much more along the lines of a MK deck. Next, you are probably the last target on everyone’s mind, but you are not invisible. Don’t think that just because you are going to get more leniency that you usually would, that you can throw out as many DB plays as you can fit in the deck. Removal isn’t hard to come by in a multiplayer EDH game, and you are relying on a creature to give you your cushion against the world.
Just my own guidelines, I will be playing multiplayer instead of 1v1 in almost all games I play with this deck. Therefore, as much as possible should provide card advantage and flexibility. Also, while a decently strong player, I don’t want to drive people away, and I do want everyone to have fun at the table while I’m there. No total lockdown, cheap combos, or non-interactive game-states. Since I’ll have a little more time to set-up than a normal deck would, and considering that Deck Parfait got me to this point, I will want the deck to play in a disruptive and controlling manner. And since I’m on a relatively low budget with my life, I don’t want to be spending hundreds of dollars across the deck right now. Maybe later…
I really prefer the "classic", pre-8th edition card frame. It resonates with me personally much greater, due to my own nostalgia for my early time playing the game.
I prefer (artist) signed cards to foils, but I prefer signed foils to signed non-foils.
I'll try to give credit where I can to artists here on the forums who have helped me with a few alters.
Signed by Christopher Moeller, altered by BlackBull.
Great with Michiko
These cards are all here because they perform some of those crucial tenets I mentioned in the introduction, or add something amazing to MK that I thought was worth it. Crovax, Ascendant Hero – He’s reducing the damage you take from most opponents. He’s acting as a pseudo-Night of Souls’ Betrayal and taking out most of the utility guys your opponents had. And he is acting amazing by pumping up all of your tokens, making your group of 1/1’s into something a little scarier. I really like what I’ve gotten from him. Elesh Norn, Grand Cenobite - Everything I mentioned with Crovax, but double. The only drawback is that she is a much larger target than Crovax, and has no way of protecting herself. Thunderstaff – Amazing is all I can say. It reduces all the attackers coming in. It pumps all your tokens once you’re on the offensive. I once won a game from this card shutting down all my opponent’s Ophidian-like creatures, and he never dug himself out of a slow start. Do not try to play this deck without this card. Seriously. It's that good. Guardian Seraph – Acts like a near Thunderstaff on legs. Err.. Wings. Forcefield – An absolutely tailor-made coupling. MK makes every one of their beaters into a massive detriment to their board state. Love it. Strionic Resonator - This could just as easily be grouped under "general utility cards", but its first use should be as a threat to copy the sacrifice trigger on Michiko. You also get the benefit of copying other hits like Sun Titan's resurrection trigger and Stoneforge Mystic's tutor trigger. Have fun!
Small, Utility Creatures Argivian Archaeologist – I wanted some artifact recursion, and this guy is an oldie but a goodie. He's quick to come down if need be. He's perpetually re-useable. I think that's exactly what you're looking for in this format. Academy Rector – Took the place of my Lost Auramancers, and I'm happy about it. I loved the guys, but they were just too darn slow when I needed to find an answer to a threat. It is really useful at finding that silver bullet quickly when you’re under extreme peril (like a Sacred Mesa to clog up the board, or a Crackdown to stop a player in their tracks). Mirror Entity – Better than any straight “pump” card for your guys. With a moderate amount of mana, you turn your six 1/1’s into six 6/6’s, which is much scarier. It will also turn your utility creatures into deadly beaters once they seem to be “out-classed”. A top notch card when you have so many small, utility men. Weathered Wayfarer – Gets any land, rather than just basics. And there’s always somebody playing ramp, so there’s always going to be someone with more land than you. Silverchase Fox – End-all enchantment destruction. Was once a Kor Sanctifiers, but has more recently taken the place of a Ronom Unicorn in the list. I like being able to drop this out of my hand and affect the play-style of the rest of the table ever-so-slightly. I switched to the 'Fox, since I wanted another exile effect in the wake of the Theros gods being printed. Aven Mindcensor – Insanely disruptive. Effectively shuts down all fetchlands and tutors. You are completely untouched by him, which puts him well above his friend Leonin Arbiter. And he has flash, so you can be extra sneaky to tutor-heavy opponents. Glory – Allows for extra protection, or gives you alpha-strike capabilities against lots of decks. Knight of the White Orchid – Gets you another land, with a body attached. Soltari Visionary – Reusable enchantment destruction. Nobody ever plays with shadow, so you get through nearly every time you try. Stonecloaker – Your only real grave hate. Acting as a bounce outlet to reuse your own triggers is just gravy. Solemn Simulacrum - I finally made some space when I realized how low my land count was. He's always welcome. Stoneforge Mystic - I'm only running a handful of equipment in the deck, but every one of them is worth searching up. While not essential to your deck functioning, all of the equipment in the deck offer a very powerful source of protection and card advantage. Taking the extra step to tutor for one of those few equipment is still worth it.
Larger, Offensive Creatures Angel of Serenity – A very flexible threat. It has an immediate impact on the board, and can act as removal or recursion depending on what you need. Sun Titan – A recursion engine for just about everything useful. Get back utility creatures. Get back enchantments. Get back your Strip Mine or Dust Bowl to go the mana denial route. It’s just a great beater for you. Akroma, Angel of Wrath – A crowd favorite for a reason. She’s a very quick and efficient beat-stick. She also works really well with your Wrath-effects, thanks to haste. Baneslayer Angel – One of the most efficiently costed aggressive beaters available to the mono-white mage. Just don't run it out right away unless you're sure you won't be buried in retaliation/fear. Blazing Archon – I know I’ve said over and over that you want things to be able to attack you, but sometimes you just want some peace and quiet from the world. I currently run this over Iona, Shield of Emeria because it has a larger breadth in a multiplayer game. It also makes you less of a target than something like Iona, since decks can still function on their side of the table, they just can send their creatures your way. Archon of Justice – A pretty good rattlesnake. I’ve never been disappointed to see it. Eternal Dragon - Does a halfway decent Tithe impression in the early game, and it can come back around for card advantage or a pretty good sized body in the later game. It's a strong beater and pretty difficult to ultimately deal with for an opponent. A lot of people are turned off by the high mana investment to recur + cast in the same turn, but I look at it as more options for you in the late game. If this slot was any other creature, once it was dead, there would be nothing else to do with it. You at least have options when playing with the 'Dragon. Plus, nobody said you had to recur + cast in the same turn. Take your time.
Spot Removal Oblivion Ring/Banishing Light – It’s often only a temporary solution to a problem with all of the sweepers played in this format, but it can hit anything. Remember you can hide your own card (as a sneaky play) to get it back after a Nevinyral’s Disk or Austere Command blows the world. It's also tutor-able with your enchantment search, which makes it useful enough for me to want to keep it in. It's not a true "silver-bullet" per-say, but it is still a great target in case of emergencies. Seal of Cleansing – It sits on the board until you need it. It’s like paying for something on layaway, and helps keep people from messing around with you. It acts as a "rattlesnake" and forces players to act subtly different while on the battlefield. Aura of Silence – Similar to the Seal, this will actively disrupt many players, so be careful about when you play it. In some games it will simply make some people mad at you, but in other games you’ll slow everyone down and blow them out. Path to Exile – Your opponent gets a land off you, but it is a very efficient way to take out a scary creature. The side effect of boosting your ability to Land Tax helps with the drawback slightly. Unexpectedly Absent – Tucks any problem permanent at instant speed. This can range from buying you a turn or 2, to slipping something to the top of your opponent's deck in response to a shuffle trigger. While not as strong now, thanks to the recent Commander "tuck" rulings, it still has enough flexibility as a "catch-all" answer to whatever may be on the other side of the board. Swords to Plowshares – The classic. Still the benchmark for all great removal spells. Return to Dust – An almost strictly superior version of Disenchant. It can exile your big threats (read: Theros gods), or you can get super value from it if you're not in a hurry. Mouth of Ronom – This gives you another Snow-type permanent for Scrying Sheets, as well as providing a repeatable source of removal when paired with Crucible of Worlds. (Plus, it can't be countered by any normal means!)
Sweepers Austere Command – It’s super-flexible. That makes me happy to run it, even without a non-regeneration clause. Martial Coup – Board sweeper and token generator. It hasn’t let me down yet. Cataclysm – Mass board wipe. Be careful where you play it though. I once saw a player cast this against a Sasaya deck, with a blowout on the other end quickly following. Phyrexian Rebirth – I don’t like the fact that the creatures can regenerate or about the 6 cmc I’m paying for it. I really like the big token I get afterwards though. Try it with a Lightning Greaves on your board. It makes you smile. Rout – Giving an instant speed way to wrath the board is pretty handy. Catastrophe – I've won many, many games on the back of Cataclysm leaving me in a much better board position than my unsuspecting opponents. This card gives me the flexibility to save me when I need it, or to put me way ahead when I want to put someone away. Wrath of God – The classic. It’s far better than Day of Judgment due to the non-regeneration clause. And it’s much cheaper than basically everything else.
Card Advantage Land Tax – Really, the true reason to ever run mono-white. Sensei’s Divining Top – One of few “auto includes” for nearly every deck. Skullclamp – With some tokens on the board, you’re quickly drawing lots of cards. With the sweepers you're running, you also draw lots of cards. Sword of Fire and Ice - Protection for your creatures, removal on your opponents' utility men, and card draw all in one package. That's what you call card advantage. Crucible of Worlds – It’s in nearly every deck I make. You just need a way to come back from a late game Armageddon or Obliterate. You get the added benefit that you can replay any lands you discarded from over-taxing earlier in the game. There is also the synergy with Cataclysm and your "land destructionlands". Scroll Rack – Part two of your draw engine. It’s also a great way to filter your hand in conjunction with any shuffle effect, or a way to hide a card from mass discard. Scrying Sheets - I was resistant to run this in the deck at first, but there is very little downside to including it in the deck. If you are trying to use this as a pure CA-engine, you're going to be disappointed with it. But in the mid and late game if you have this to sink your extra mana into, you will slowly build up incremental card advantage through improving your draws for the turn. You can see more of the discussion to including this in later posts in this thread (posts 21 and 22). Mimic Vat – So absolutely crazy with the number of sweepers in the format (and in my deck). Sometimes you'll get a Solemn Simulacrum or the like, and go crazy with advantage. Sometimes you'll get an opponent's Puppeteer Clique and laugh a lot. You should just be playing this card. Crystal Ball – A “poor man’s” SDT, it’s also very synergistic with the Scroll Rack in the deck. You can always scry away any dead cards that you don’t want to see coming back. Argivian Find – Gets back quite a bit in the deck, but you’re probably going to be using it most often to get back your Land Tax. It's an instant and it's so cheap that I don't really ever want to run anything in its place. Enlightened Tutor – A great tutor for white, and significantly more flexible than its younger cousin, Idylic Tutor. Idylic Tutor - More search! Conducive to the "silver bullet" strategy that I want to be playing. Tithe - Cheap and basically invisible, Tithe helps to improve your draws later in the game, and can be real card advantage if you get to search out 2 Plains instead of 1. You're probably not using your early mana much, so there's no harm in using it as a chance to thin your deck a little. Remember that it says "plains" and not "basic land"; get that Mistveil Plains out of the deck in the late-game! Secluded Steppe – Sometimes you want a land, sometimes you want a different card. You can also get added benefit by cycling it, then playing off of a Crucible of Worlds Drifting Meadow – See above. Emeria, the Sky Ruin – You find lots of Plains from the deck. This land likes when lots of Plains are in play. If it sticks around on the board, you’re usually going to take over from there. Also, copying this with a Vesuva is completely hilarious. Thawing Glaciers – Deserves to be in every deck supporting enough basics. There is a reason that this land was banned in several formats back in the day. You dig yourself out of slow starts, and it turns questionably low-land starting hands into very strong ones. Mistveil Plains - I guess its technically not card advantage per say, but it will allow you some re-use of your enchantments or any other card that ended up in the grave. With all the shuffling in the deck from Land Tax, Thawing Glaciers, and other such goodies, you have a pretty decent chance of getting your card back in the game.
Controlling Elements Spirit of the Labyrinth - Keeps control decks in check, while you ignore it with your Tax-Rack combo. Plus, you can tutor it easily as part of your suite of silver bullets. AND it comes back from the trigger on Sun Titan. There's just so much to love. Staff of Domination - What can't it do? This just does whatever you need it to for your current game state. Tap down a potential attacker. Get an extra use out of your Weathered Wayfarer. Call back one of your creatures for defense after an attack. Draw some cards. Or, if you have enough mana available, untap it a few times and do all of the above. Karmic Justice – Everyone loves to nuke permanents. When you’re in a multiplayer game, someone always has removal. This will either leave you laying low, or punish the most aggressive of the players at the table. Crackdown – It’s one of the reasons I can classify this as a controlling deck. And again, nobody plays white, so its drawback is usually minimal. Blind Obedience - Gives you a mana sink in the late game. Slows down any ramp decks using Artifacts. Buys you a ton of time against attack-based Tooth and Nail or Genesis Wave plays. Does a great job of stopping last-ditch efforts at defense. And it can disrupt token strategies. Seems like a great addition, especially since it fits into my enchantment "toolbox". Plus, synergy with Crackdown! Thespian's Stage – Copy your opponents’ most effective land, or make a new copy of a Strip Mine to take out any pesky ones. Slightly better in my deck than a Vesuva due to targets like Karoo or Kjeldoran Outpost. Dust Bowl & Strip Mine– I find that two "land destuction"-lands is about right so you have a decent chance of getting one, while not being overly oppressive. You have a choice between several for these spaces: Wasteland, Ghost Quarter, and Tectonic Edge in addition to these two that I've chosen. I like the Dust Bowl because it allows to to control your number of lands for things like Land Tax, while providing increased ability to hit problem areas like Coffers+Urborg or Gaea's Cradle. The Ghost Quarter does the best job of contributing to your "lay-low" strategy, so you may want to consider that piece as well. Wasteland definitely looks "nicer" than a Strip Mine when there is also a Crucible of Worlds involved, so be careful not to frighten anyone with that. I run the Strip Mine pretty much just for nostalgia. Wasteland will often keep you at a lower profile at the table. Mystifying Maze – It generates mana, and protects you from attackers. And it’s un-counterable. Sounds good to me. Kor Haven - Another poor-man's Maze of Ith, I like it for it's creature control, as well as the fact that it makes mana. It's pretty close to a white Mystifying Maze
Token Generators Sacred Mesa – In the Mobilization camp of effectiveness. I prefer this one, despite the upkeep, due to the flying on the Pegasus tokens. White Sun's Zenith – Flexible. Instant-speed. Re-usable. It's whatever you need it to be depending on the game state: a few chump blockers, or a late game assault. Kjeldoran Outpost – It’s slow, and can potentially equate to massive card disadvantage if it gets destroyed quickly, but it’s also an un-counterable token source. And it’s awesome because nobody knows how to pronounce the name. (Seriously, is it Jell-doran? I’ve also heard Kell-jorian, and several others.) Really fun when you drop this through countermagic to pair up with an on-board Skullclamp
Mana Development Gauntlet of Power – Effectively doubles your mana capacity, as well as making the win conditions better. One of the best cards to have in a mono-colored deck. Extraplanar Lens – It’s potentially card disadvantage, and it’s probably the reason I don’t run Endless Horizons. Having said that, you get a huge boost in mana if it sticks around. Running a snow-land mana base also mitigates some of the risk of your opponents getting a benefit from the symmetrical nature of this effect. Sol Ring – Another of those rare “auto include”s. Turn one Sol Ring just puts you so far ahead in the game. Snow-Covered Plains – Gives you your "Snow"-type permanents for Scrying Sheets while improving your Extraplanar Lens (since snow-covered is far less common than regular Plains). Karoo – Simply a great card to run with land tax. It all but ensures that you will be behind in land count (but not mana development) compared to your opponent.
These are all cards that I didn’t include in the deck, but if you are looking at creating something similar, I think you should consider. Many of them are strong choices in the right metagame.
Nevinyral's Disk, Oblivion Stone, & Perilous Vault - Great sweepers to use in most decks, but I feel like they hit too many of your own permanents in a deck such as this. If you feel otherwise, then by all means, run them in your version.
Ghostly Prison - One of the tougher cuts I made from my list. I love the card as a deterrent against weenie swarms, and it should be one of the first cards you look at when contemplating a white control deck.
Solitary Confinement, Ivory Mask, & Aegis of the Gods - Strong against targeted combos, but they usually don’t do enough to give you real value in the format. I'd probably give preference to the Solitary Confinement as a more utilitarian protection option. Your card advantage from the land tax will also let you keep it around for a long time, and a Scroll Rack will keep you “drawing” cards from under the enchantment. Aegis of the Gods could also be very useful, as it is not only tutorable as an enchantment, but also your cheapest option in regards to cmc. The drawback to the Aegis: splash damage from your Wrath effects.
True Believer – Not tutorable within your deck, and dies by accident from your sweepers. Not really worth it other than as extra redundancy if you're already running the options above in a combo-heavy metagame.
Spirit of the Hearth – It’s another option against combo, although a slower one. The fact that it has a good sized body attached makes it too expensive (cmc-wise), which really eliminates it from usefullness. If I need protection against a combo deck, I really need to be dropping that protection on the first few turns.
Seht’s Tiger – Again, if you have combo in your metagame, this is a really strong card. It’s a combat trick. It’s a pseudo-counter against most combos. It bounces back to your hand from Stonecloaker or Dust Elemental for multiple uses.
Rule of Law & Eidolon of Rhetoric - Useful in some combo metas, or against "swarm" decks that are designed to play lots of spells every turn (think: [card=Edric, Spymaster of Trest]Edric[card]).
Ivory Tower, Beacon of Immortality, Invincible Hymn, Pulse of the Fields – Straight life gain is never that good in any format, unless you are running something to take advantage of it. Especially in EDH, where all it takes is 21 commander damage, you don’t need to be wasting your time with any of these.
Felidar Sovereign, Serra Ascendent, Resolute Archangel – These work well as a package. There’s always the possibility of the turn one 6/6, flying, lifelinker, but I’ve found that most people don’t appreciate seeing it that early, and it really goes against the idea of staying under the radar. Also, if someone knows you're running an "instant win" creature like Felidar Sovereign, you're not likely to ever fly under the radar.
[Ghostly Prison[/c]/Windborn Muse/Norn's Annex – Great options for the deck. They really shine in metagames with several token decks, but they just don't do much when you're staring down a possible Worldspine Wurm or the like.
Urza’s Armor – It acts like a Thunderstaff at twice the cost, and doesn’t include the pumping ability on the side. I just don’t feel like that’s worth it.
Hedron-Field Purists – Acts like Urza’s Armor on legs. Too much of a mana-sink compared to the Guardian Seraph. It is another decent option if you want to focus all your energies onto maximizing Michiko.
Ghosts of the Innocent – I like it, but I think it’s just too expensive to be worth it. I may be wrong (wouldn’t be the first time), but I think it’s on the outside looking in.
Ajani Steadfast - Amazing ultimate for this deck, but nothing else is remotely intriguing to me.
Spear of Heliod - Can act as additional deterrent in conjunction with your general, but I feel like there's probably too much overlap in this area.
Darrien, King of Kjeldor - Another card that is fantastic as an attack deterrent. I had it in the deck for a while, but opted for a slightly cheaper cmc alternative.
First Response - Similar to Darien, but doesn't get hit from Wrath-effect splash damage.
Oblation - A great utility removal spell, with the added possibility of drawing you a few cards if you need them in a pinch. Could easily take the place of the Unexpectedly Absent I run in my list.
Condemn & Oust - Both great in certain situations, it's just not necessary to have a huge number of 1-for-1 removal spells. If you like these better than one's I'm currently running, please feel free to make whatever switch you prefer. They're all pretty similar. Please note though, that Condemn requires the creature to be attacking, so can significantly limit the versatility of the card.
Decree of Justice – It can make a bunch of soldiers, or a few bigger angels. It’s almost never a dead card, since you can just cycle it away even if you don’t make any tokens. I simply chose not to run it as a one-shot token generator in favor of White Sun's Zenith.
Storm Herd - A had this in the deck in the earlier stages of construction. I loved the look of this as a potential blow-out. But then after seeing it sit in my hand all game a dozen times with me never able to cast it until it only provided around 7 tokens, I gave up on it. If you have different results with the card, please feel free to run it to your heart's content. I for one would not recommend this.
Fated Retribution - Instant speed wrath! It deserves its own mention just based on that fact. The scry effect will probably rarely be relevant when playing it.
Eldrazi & Titans – They’re both very good. If you have some mill decks around in your metagame, you should probably include one of the eldrazi titans. I choose not to, simply due to the enormous target it turns you into. The deck is also a little soft to Bribery so I prefer to leave the Eldrazi at home.
Maze of Ith - Certainly a great option to use in the slots I have dedicated to either Kor Haven or Mystifying Maze. Since it cannot produce mana on its own, and due to my heavy use of Land Tax in the current deck, I don't want to have a lot of lands in the deck like this.
Luminarch Ascension - I ran it for quite a while in here, but found that it gathered too much hate. It's a very powerful card in a slow environment, so definitely keep it in mind. I found it to make me look like too big of a threat, which the deck does not want to do. I rarely ever got the enchantment active from attacks and burn, so it usually ended up as a dead card that actively killed me. Not great.
Reya Dawnbringer - A great source of potential, recurring card advantage. My issue with it is two-fold. You need to wait until your following upkeep to gain any benefit, and the mana cost is pretty high for a creature without any real protection or offensive ability.
Avacyn, Angel of Hope - Truly an awesome tool when things come together, as it transforms all of your board-wipes into one-sided effects. However, Avacyn carries a good deal of hate just by reputation. I think you're better off utilizing this creature in a deck specifically built to take advantage of her.
Soul of New Phyrexia - An intruiging option when paired with all the [card=Wrath of God]Wrath[card]-effects in the deck. Probably too mana intensive, though, and you're likely better off just running Avacyn, Angel of Hope.
Vesuva - Another "clone" effect for lands. I wanted to keep my Snow-land count relatively high, so I'm running Thespian's Stage in its place. Still a great card, and a particularly good option if you're running into a lot of troublesome legendary lands in your playgroup.
Wing Shards & Celestial Flare - If you're running into a lot of Voltron-style decks (such as Zur the Enchanter, Rafiq of the Many, or Uril, the Miststalker), then I'd recommend having at least one of these in there. The sacrifice ability is not targeted at the creature, and gets around things such as hexproof or indestructibility.
Hushwing Gryff & Containment Priest - Great metagame calls for decks with lots of EtB effects. If mono-white had better tutor options, I'd probably want to play one or both of these as-is. On it's own, I feel that they would just be too inconsistent of an answer for me.
Ronom Unicorn / Kami of Ancient Law - Another tool for the hardcore "rattlesnake" approach to deckbuilding. It forces players to think differently, and these cards can be recurred with your Sun Titan. These can also carry a Sword well, and should be considered for a more equipment heavy build of the deck. If you're running a Reveillark in your build, you should probably also have one of these.
Soul Snare - Another "rattlesnake" effect. Its up to you if you can find some room for it in your list.
There are clearly some things from the old Deck Parfait lists that this EDH is missing. Soldevi Digger and Reito Lantern – These let you reuse a lot of your cards very well. I don’t have a lot of search in the deck aside from lands or enchantments, but if you want to explore that possibility on your own, I do really like these cards. I'm running a Mistveil Plains to cover this capacity currently.
Balancing Act/Restore Balance – Seeing Balance on the ban list for EDH made me very sad indeed. I fully understand the RC’s reasoning for excluding it from the format, and there are a few cards that give similar effects. If you want to play a version of the deck with fewer creatures, and more token generators, I would strongly recommend looking at these two cards. As it stands with my list, I doubt I would be disrupting much of anyone but myself by running them.
Zuran Orb and Planar Birth – If you’re concerned about aggro, put them in. The Planar Birth allows for the “combo finish” with your token generators. 1) Land tax all of your lands from the deck, and discard them all to the grave: 2) Cast PB: 3) Profit. The ZOrb is a strong option regardless, because you can control your ability to Land Tax, Weathered wayfarer, and the like.
Jester’s Cap – If you have combo decks in your area, it may be a good idea to put this in. You can neuter a good number of strategies by taking a few key cards from their deck.
Story Circle – I like it as an emergency out with the couple of enchantment searchers, but it’s only effective with a mono-colored opponent. How many times have you played a multiplayer game with multiple mono-colored decks of the same mono-color?
Endless Horizons – If you want more deck thinning, this is another great option. There is always the strong possibility that it will be destroyed by something, so make sure you never remove all of your lands when you play this, or you’ll be paying for it the rest of the game. Generally, ~5-7 is all you’ll need to get a strong value from it, without facing the crippling sorrow of its destruction.
Leonin Arbiter - A very disruptive "hate-bear". In a combo or tutor heavy metagame, I'd recommend running it. For me, I was the one being disrupted more often than not.
Worship – It goes really well with a token generator on the board. If you’re having trouble with aggressive decks, slide one of these into the deck.
Mine Excavation - It's like a double Argivian Find. Well, it has the potential to be like a double Find, but it's double the cost and has the potential to be redirected. I may come around on it, but probably not.
Moat – If you have the money, go for it. I don’t have a copy of this card anymore, so I don’t have it in the deck. Usually, you’d only want either this or the Humility I'm currently running, but in 100 card singleton, you’re probably safe running both. If you want a silver bullet against aggro, you can’t go wrong with either of these. Just be wary of the $200 price tag.
As I mentioned above, the idea behind the deck is that Michiko Konda, Truth Seeker acts as a major deterrent from anyone wanting to attack you. There are some cards that I'm not running which can stop other people cold, but I feel like the strategy works best if you have your opponents feel that they choose not to attack you or target you. The best way to set this up is through your various toys for Michiko. Thunderstaff is the MVP at this. "Sure you could attack the mono-white player, but everything on the board is doing nothing right now, and even if you did attack, all your creatures wouldn't do much." The same (to a degree) goes for Crovax, Ascendant Hero and Elesh Norn, Grand Cenobite. These two will draw the ire of the table (especially Elesh Norn) if people are running small creatures/tokens strategies.
The most important thing to do with this deck is to seem like the second best at the table no matter what. You will hear people talk about in on these forums (and a great article by Sheldon on SCG here), but it is very important to this deck that you follow this concept. You do not have the proactive capability to stay ahead of 3 other players that view you as the biggest threat at the table. Many of the permanents in the deck are defensively (rather than offensively) oriented. Lay low for as long as you can. Disrupt the table, but do it as an equal spread, or to set back the leader from their position. You'll gain some friends, and keep all of your options open as the game progresses. When the end game approaches, this is where you lay down a Gauntlet of Power effect and create a ton of tokens. Always hold out for as long as you can before drawing major attention to yourself.
Aggro:
Playing against a table of aggro strategies, your best friends are the board wipes and Wrath of God effects. Again, you'll want to hold out for as long as you can before throwing your wrath onto the table. Your best long-term tool is Humility. Easily my favorite silver bullet in the history of MWC across all formats. You are set up here with a few enchantment tutors, and this should be your primary target once your mana base is set. Thunderstaff and Crackdown are hugely significant against these strategies as well. All of your token generators help to keep giving you chump blockers, so don't hesitate to burn a White Suns' Zenith early in the game if it means that you'll survive into the later parts. Kor Haven and Mystifying Maze give you additional stopping power for anything you can't block. Blind Obedience to the rescue against hasty critters.
Control:
When playing against control, card advantage is king. Even if you only have a handful of spells that are relevant against a particular strategy, you can bury many generals under a steady flow of CA. Token generator + Skullclamp is huge. So is Sword of Fire and Ice against any blue based control deck. Your Stoneforge Mystic finds either one of them. Kjeldoran Outpost and Emeria the Sky Ruin give you consistent creature presence on the board, even through counters. Against removal-heavy decks, your Karmic Justice in your best friend. Every kind of control hates to see a Mimic Vat on the other side of the table. And always shoot for the Land Tax + Scroll Rack combo. Drawing 3 extra cards per turn will always help against control, and Spirit of the Labyrinth helps to keep them down.
Ramp.dec:
Against ramp, you'll play slightly differently depending on if they're land-based or artifact-based. Against land-based ramp, you are going to have an endless opportunity to Land Tax away. It's fun, right up until they Genesis Wave for 30. In this case, you're really hoping for your Cataclysm or Catastrophe. Once they've overextended their lands, hit them with that Catastrophe or Cataclysm, followed by a Crucible of Worlds or a Sun Titan. Against artifact-based ramp, your Aura of Silence should slow them down considerably. Try to set up recursion loops with your Sun Titan on things like the Aura or Seal of Cleansing. If they are getting too far ahead with artifacts, hold your own back in hand as best you can, then hit them with an Austere Command. Blind Obedience should help against either ramp strategy, either by stopping the chaining of artifact ramp, or by buying you some time against those giant G-Waves or Tooth and Nails.
Update: June 2015
-Ronom Unicorn
Replaced with a copy of Silverchase Fox to be able to exile the Theros gods. The "rattlesnake" effect is still present, and it gives me a bit more redundancy when up against those big bullies.
--W--
Update: July 2014
-Elspeth, Knight-Errant
Elspeth just never did enough on her own. There was always the "magical Christmas-land" vision of gaining her emblem and repeatedly wrathing the board, but it never once came to fruition. (It's an important lesson in not playing a planeswaker only for the ultimate effect.) I've replaced her with Staff of Domination, which offers a veritable cornucopia of options, which are (almost) all useful, and can all effect the board right away.
--W--
Update: February 2014
-Culling Dais
It was my only sac outlet in the deck, but its uses never really made a large enough impact for me in games. I'm trying out Spirit of the Labyrinth in its old slot, which I think should help to mitigate some of mono-white's disadvantages in the card-advantage department compared to opponents'.
--W--
Update: November 2013
-Condemn
Very nice against Voltron commanders, but needing to target an attacking creature just made it more trouble than I wanted to deal with. Really, how often is that Volron really attacking with no protection on itself? I think replacing this with Unexpectedly Absent gives me a little more utility in the slot, while still keeping the mana-cost low enough to really want to have it.
--W--
Update: August 2013
-Ghostly Prison
One of my least favorite cuts I've had to make. Ghostly Prison is such a fantastic card against weenie swarms and Edric-style swarm decks, but it really does nothing against the guy who ramps up to an Eldrazi or Worldspine Wurm. This was replaced by my Strionic Resonator, since it can be used to double the sacrifice trigger on Michiko, or with any number of other triggers in the deck. It's just a much more flexible and versatile option in the deck.
--W--
Update: March 2013
-Vesuva
-Saltbast
I replaced my Vesuva with a copy of Thespian's Stage. They serve basically the same function in the deck, but I feel like the Stage has the edge. Since the Stage will be in play when making a copy of whatever land, it won't trigger the "land bounce" from my own Karoo or the "land sacrifice" from my Kjeldoran Outpost. It is slightly slower overall, since you need to invest 2 plus the Stage itself to make a copy, but it has the benefit of entering the battlefield untapped to begin with. This should assist in making the early game smoother, while giving more utility in the later stages of the game.
Saltblast was always good, but not great. It has a lot of utility to it, but it was just sooooo sllloooowwww... And I can't even begin to tell you how many times I wished that it was an instant rather than a sorcery. I'll be trying out Blind Obedience in its place.
--W--
Update: January 2013
-1x Snow-Covered Plains
Following TK's second campaign for the inclusion of Tithe, I wanted to revisit its inclusion. While I do think that the Eternal Dragon I originally replaced it with is a much better card, on reconsidering, I feel like I can afford to include Tithe as well. Tithe acts as a 1:1 with a Plains in effect, but only if you can regularly have a W available to cast it. Even after making the replacement, I still have better than 85% chance of having an untapped W available to me by my second turn. With the looser mulligan rules in EDH, I think that's good enough to assume I'll be able to take advantage of my Tithe on a regular basis. While this slightly weakens my Scrying Sheets effect, I think that I'm still better off for it.
--W--
Update: November 2012
-Reya Dawnbringer
I kept Reya around for a long time, and probably longer than I should have. It was definitely a great potential source of card advantage, but I rarely saw her last until my next upkeep. I'm making the switch to Angel of Serenity in this spot. The angel is a much more flexible space in here. I can recur a creature or two back from my own graveyard if I need to. I can hit the graveyard from any reanimator (read: Karador players if they're threatening action. I can hit creatures on the battlefield with a pretty decent o-ring impression. And probably most importantly, the effects are immediate rather than taking until my next upkeep. The angel is also much more aggressive than Reya was, so I can hit harder when trying to close out a game.
--W--
Update: August 2012
-Dust Elemental
-Luminarch Ascension
These were two cards that didn't provide any real value to the deck. The Ascension usually turned the entire table against me while never becoming active. As soon as it hit the board, no matter what else was around in other players' field, this made me appear to be a huge threat. Since everyone can prevent this just by ganging-up on me, that's what happened every single time. This whole phenomenon goes against the idea of staying under the radar during the game.
The Dust Elemental was a card that I really wanted to like. I could bounce my own utility creatures to reuse their enters-the-battlefield effects, or I could bounce my creatures to save them from an impending wrath-effect. The problem was that I no longer really have creatures with etb effects in the deck. And saving them from a Wrath was never efficient enough.
To offset the intended card advantage of the Elemental, and the offense lost from the Ascension, I added in Sword of Fire and Ice. This lets me draw into cards that I need, and acts as a source of removal on utility creatures at the same time. I had mentioned once before that if I added in one additional piece of equipment, that I would find space for a Stoneforge Mystic, so this was the logical second addition.
The Transcendent Master came out as another effort to reduce the mana curve of the deck slightly. Although the Master only had a cmc of 3, I needed to spend another 6 mana after that to make him effective, or 12 total after casting him to fully level him up. If he was bounced back to my hand, I needed to start over with it. I did like the lifelink ability on him, so I took this opportunity to replace him with the Baneslayer Angel that had been on my wish-list for a while. As a secondary benefit, Baneslayer can be quite a house against a Kaalia of the Vast deck.
--W--
Update: February 2012
-Flagstones of Trokair
-Ghost Quarter
-Plains
-Mass Calcify
-Jade Monolith
At this point, I was simply fed up with my Jade Monolith. I really wanted it to work, and I left it in this deck far too long in retrospect. The card always seemed like a great trick to get synergy with Michiko Konda, but I don't think I ever ended up casting it and activating it against any opponent. I had always dreamed of adding in a Forcefield as a huge synergistic effect with Michiko, but I never wanted to drop the money to upgrade. Luckily for me, one of my best friends knew about my wish, and provided me with a copy of Forcefield as a belated wedding gift. Thank you, Justin.
After some discussion on here and some testing on Cockatrice, I decided to make the switch from regular basics to snow-covered and bring in a Scrying Sheets for a repeated source of card advantage. Not only that, but the switch also helps to make my Extraplanar Lens more effective by comparison. Once this was done, it effectively made my Flagstones of Trokair worse than a regular Snow-Covered Plains, so it came out to reflect that. My testing while looking at the inclusion of the Sheets also gave me some good feedback on another aspect of the deck. I was winning a lot of games on Cockatrice through destroying all lands with Cataclysm and rebuilding faster than everyone else thanks to my Sun Titan, Land Tax, and Crucible of Worlds. To supplement this ability, I decided that I wanted another option for land destruction. I settled on Catastrophe because it would still act as a Wrath effect when I needed that, but could also be used as my 'geddon effect when I was looking for that end-game.
At this time, I also re-evaluated my Ghost Quarter. While it did provide the land destruction I wanted, I decided that running Dust Bowl would allow me to more effectively control when I could activate my Land Tax. Even without the tax on the board, it would allow for repeated activations to take care of multiple troublesome lands.
--W--
Update: December 2011
-Disenchant
-Everflowing Chalice
-Deathless Angel
-Darrien, King of Kjeldor
-Sculpting Steel
-Kor Sanctifiers
Ultimately, this update was an attempt to get the mana-curve lower for the deck, while adding in a bit of synergy and some upgrades. Disenchant was replaced with Return to Dust when I finally tracked one down. Kor Sanctifiers was replaced with Ronom Unicorn to provide an on board threat to enchantments and pair with the effect from my Sun Titan (the sanctifiers cannot have the kicker activated if I bring it right back onto the battlefield with the Titan). A Solemn Simulacrum made his long overdue arrival in the list, while bringing in a few lands to boost my precariously low count at the time. Guardian Seraph works just as well with my commander as Darrien did, and brings my curve down a bit. And finally a Ghostly Prison provides some more defense for me while taking out the mana-hog that is Deathless Angel.
--W--
Update: September 2011
-Ajani Goldmane
I picked up an Elspeth, Knight Errant right around this time. I felt that Elspeth was much more useable in this deck. Ajani's +1 ability was essentially useless, and I never made it up to ultimate with it. The -1 on Ajani was somewhat useful, as it provided vigilance as a way of protecting itself, but it's gas would still run out pretty quickly going -1 each turn. I briefly considered Elspeth Tirel as a replacement, but ultimately decided that life gain was again not going to be too great for me and going -2 each turn was going to run out even faster than Ajani had. I settled on my Knight Errant, since both non-ultimates were +1, soldiers were a decent source of chump blocking, and the +3/+3 ability turns all of my utility wimps into legitimate attacking threats. Not super, but at least a small chunk of life from a defender. If I could ever get her up to ultimate, that would also certainly make it hard for me to lose.
I wanted to adopt a more "silver bullet" style like the old Deck Parfait, so I needed to find some room for Idyllic Tutor and a Humility. The Magus was the closest approximate to a controlling element to switch out for the Humility, and it was also anti-synergy with my own token producers.
Storm Herd never, ever worked out for me. I always sat in a game with the Herd in my hand without being able to do anything with it. Eventually I'd get up to the necessary 10 mana, but I'd only be at about 10 life by that point. Then I was an even bigger target since I just made more tokens, and I swiftly died at the hands of the remainder of the table. I replaced it at this update with a copy of White Sun's Zenith, which makes larger tokens at variable levels of mana availability. I can make a handful of tokens now to provide some defense, then draw it later in the game and create a large army with help from a Gauntlet of Power. And it's an instant, so I don't paint a target on my head for a full round if I do create a good 15 tokens or so.
A Tithe also made it's way into the deck temporarily around this time, but this was swiftly replaced with a copy of Eternal Dragon. Essentially the same effect, but repeatable several times with the dragon, and a difficult to truly answer threat for the long game.
If playing with classic Vanguard cards, I'd recommend using Takara or Tawnos as your Vanguard avatar. In environments using many steal or Control Magic effects, Takara is going to be your best friend. The current list is light on the number of sac-outlets, so this provides you with constant access to one of the best available. If on the other hand, you're looking to play a more controlling game, and do not have fears about the theft of your permanents, Tawnos gives you the ability to play everything on someone else's turn. You'll rarely need to use your mana on your own turn, giving you the best knowledge of the board state before playing your permanents for the turn. Tawnos and Takara also give you an invaluable +3 hand-size bonus for the game.
If you are playing with the Magic: Online avatars, I would recommend using Prodigal Sorcerer as your Vanguard avatar. You get fantastic filtering ability every turn of the game, and a small boost to your hand size. This filtering can pair with your Scrying Sheets very well, or just help dig through your deck for a card that you really need. The effect is a "may" rather than a "must", so you never have to bin a card that you aren't completely happy with doing.
Icy Manipulator - My favorite card of all time. It's not extremely efficient in a more recent sense, but I still love it. I would be able to run with the old-school "combo" of Wrath effect + Icy: the fewer creatures they have in play, the more effective the Icy is at keeping them tapped down.
Evangelize - With the wrath effects in the deck, it is much less of a choice on the opponents' part. It's something that could act as semi-board control, as well as a repeatable threat for me. My only concern with it is that you are paying 9 for each creature. That's an awful lot.
Karmic Guide - I'm wrathing a whole lot. I could potentially use KG to bring back a threat against a depleted board, or just grab a pre-used utility man like my Silverchase Fox.
Faith's Reward - Definitely a great way to turn your Wraths into a landslide in your favor. Using this with Cataclysm or Catastrophe would be a complete blowout. I need to think about it, and keep it in mind when I'm playing games in the near future.
Adarkar Valkyrie - Just about the only other Snow-type permanent I would think about running. If I decide that I want some more graveyard diving, I'll have a few options to decide from.
Fated Retribution - As I repeatedly say, instant-speed wrath effects are hard to come by. I may end up slotting this into the deck as time goes on.
Burnished Hart - I've been strongly considering the 'Hart as a bit of a ramp enabler for the deck. It's miles stronger than Kor Cartographer on its own, it can be recur'd with my Argivian Archaeologist, and it is a valid Sun Titan target. It's here for now, but don't be surprised if it soon ends up in the actual deck.
If you’re looking to build a mono-white deck at all, take a look at the list posted by Telekinesis. The guy really knows his stuff, and I’d really recommend giving his list (http://forums.mtgsalvation.com/showthread.php?t=303553) a look. There are a lot of good points all over his reasoning behind cards, so even if you don’t agree with some of them you can still get a lot of value off of the thread.
If you’re looking to make a list similar to the old Deck Parfait style, read over some of the old articles on the subject. I’ll recommend this one from 2001 as a great starting place, and this one from 2008 as a more recent (and more aggressive) example of how the deck would play out.
Alright, I have to go so I'll make a few quick comments.
No Tithe? You lose almost nothing for running it. It's basically free card advantage.
Endless Horizons isn't really a risk. If you really fear nukes, just get five plains or so. You'll still benefit immensely from it but you won't lose all your plains.
I'd run E-Tutor as well as Idyllic Tutor (And Rector). They all find Land Tax, which is good enough for inclusion.
Leonin Arbiter hurts your ability to Tax every turn. That may be a problem. Also, late game it loses its effectiveness because people only need to pay two mana for the entire turn.
Seht's Tiger - I think you should take another look at this. It doesn't just help against combo. It helps against anything from Sorin Markov to Mind Twist.
Land count looks a little low. I know Land Tax helps but you can't always rely on it.
Wing Shards is kind of wierd and situational. You're counting on being attacked to play it, yet you're discouraging attacking with your board state. Try Oblation instead. It's fantastic and versatile. Their card draw won't hurt you in a multiplayer situation.
Crackdown is SPICY in mono-white! I like it. Nice find.
Isochron Scepter seems wierd and clunky here. You shouldn't have to gamble for the advantage it could provide. It's not like you have a Counterspell to stick on it, you know? You want card advantage? Where's your Mimic Vat? Now THAT card is boss and doesn't have the risk involved (nor the questionable reward) of Isochron Scepter.
No Ghostly Prison, huh? Seems like it would be really good. Same goes for Aurification. Cards that allow you to be attacked but punish those who do. You don't agree I guess but I still think they'd be quite good here.
If you run Darien, it's usually helpful to run a Soul Warden or two or three to have some lifegain shenanigans. (There's also Soul's Attendant and Auriok Champion). With Darien and a soul warden creature in play, any damage you take will produce soldier tokens, which will then gain you back the life you lost. You can even play Ranger of Eos to tutor for them if you like. It may not sound like it, but gaining life is good way to get players to attack you in an attempt to keep your life total "in check". You don't have to do this because it can take up several deck slots, but I figure it's worth a mention.
Silver Seraph is a terrible way to spend 8 mana. 8 mana should outright win you the game unanswered and this card does not do that. The buff is nice but it's not like Darien is your Commander. It's worth saying that in a month, you can play the new white Praetor (Elesh Norn) in its place if you like.
Lost Auramancers is nowhere near as good as Academy Rector. It has to live for several turns before you get your free enchantment. Academy Rector simply has to go to the graveyard. I hope you are able to get one down the road, and the same goes for Enlightened Tutor obviously.
This is a solid effort. Not too many bad cards and a decent strategy.
Also a note about Aven Mindcensor- play him without regret. It only disrupts your opponents.
I'm surprised not to see Kor Haven amongst your lands; it seems strictly better than Mystifying Maze. Of course, I'd run both: force them to commit more than one or two creatures to an attack instead of swinging with one monster and saccing a land. Gives you flexibility in taking damage versus Annihilating them with Michiko.
Agreed about the Scepter. You only have a handful of cards to stick on it, and most of the other spicy stuff for it (Abeyance, Orim's Chant, Silence) isn't very great in multiplayer and will make you a target. Mimic Vat seems like a good suggestion.
And Silver Seraph is pretty bad. I'd run Twilight Shepard or even the Guardian Seraph in its place until Elesh Norn is released.
Awesome deck list!
Private Mod Note
():
Rollback Post to RevisionRollBack
Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
@SuperSonik - I feel like I'd be much more ready to take out the O-ring than Wing Shards if I wanted to put in an Oblation. I really like having a few outs to indestructible creatures, and I feel like the shards is more permanent than the O-ring in that case. Anyone else have a comment on that switch?
I'd also rather not try to find room in the deck for the soul sisters. I know they're fantastic with Darien, but it's not like I'm running him as my general. He's in there to add additional benefit to my MK plan; he's not the focus of the deck.
Looking at my overall count of instants (especially once I get that Return to Dust in there) that are Isocron friendly, I agree with you guys now. I think that Mimic Vat will be better off in that spot with all the wrath effects I have running.
@Hawk7915 - Kor Haven! I can't believe I left that out. I have one in my Rith deck, and completely forgot to get one in here, too. As soon as I track down another copy of that, it's going in.
I'm probably not going to get a chance to play the deck very much in the next several weeks, so why don't we just assume that the slot I have listed as Silver Seraph is really Elesh Norn, Grand Cenobite.
@ Telekinesis - I agree that the archaeologist would be better in that spot. If I can find one at a reasonable price in the near future, I'll definitely make that switch.
Regarding the Tithe, I know it's good, but I feel like taking out the Isochron Scepter gives me even less impetus to run it in there.
I've really liked Seht's Tiger since you started talking about it a few months ago, but what would you say it would be better than in the deck? On the same note, where do people feel like I should find room for the Idylic Tutor in there as well?
Private Mod Note
():
Rollback Post to RevisionRollBack
"I have seen the true path. I will not warm myself by the fire—I will become the flame."
—Lim-Dul, the Necromancer
Regarding the Tithe, I know it's good, but I feel like taking out the Isochron Scepter gives me even less impetus to run it in there.
If you're running white as one of the major colors of a deck, there is pretty much no reason not to run Tithe. It doesn't matter if it doesn't seem that big of an effect, it's effectively a draw two for one mana at instant speed. Again, it costs you absolutely nothing to run it, but it gives you the ability to gain card advantage. At the very least, you could always replace a plains with Tithe.
I'm hoping to get some feedback for a thought I am having as well. It seems like every game I run, I draw my Weathered Wayfarer and little to actually protect myself from opposing creatures. Has anyone tried running Glacial Chasm in an EDH before? I keep seeing only pros with this:
-The 2 life CU is most likely more reasonable than any creature horde on the other side of the table.
-I can search this up with the wayfarer
-Sacrificing a land for its ETB cost will help to keep me behind for further Land Taxing or Weathered Wayfarering.
-I can re-use this or the sac'd land with my Crucible or Worlds to create an advantageous board position for myself.
Again, if anyone has any EDH experience with this, I'd love to hear about it.
I've been having a surprisingly dificult time tracking one down, actually. I've been thinking about adding one for a while, but my non-basic counts are getting rather high...
Private Mod Note
():
Rollback Post to RevisionRollBack
"I have seen the true path. I will not warm myself by the fire—I will become the flame."
—Lim-Dul, the Necromancer
It's just like the story of the grasshopper and the octopus. All year long, the grasshopper kept burying acorns for the winter, while the octopus mooched off his girlfriend and watched TV. But then the winter came and the grasshopper died and the octopus ate all his acorns. And also he got a racecar. Is any of this getting through to you?
I agree that Sun Droplet looks good in this style of deck, but as I mentioned above, straight lifegain isn't going to really move you towards anything other than jealousy/ire of other players. What would you suggest for replacement if the droplet were to be considered?
Private Mod Note
():
Rollback Post to RevisionRollBack
"I have seen the true path. I will not warm myself by the fire—I will become the flame."
—Lim-Dul, the Necromancer
If you're running Extraplanar LensSnow-Covered Plains are always a good option b/c then your opponents plains won't tap for an extra unless they are also Snow.
Snow lands would also allow you to run Scrying Sheets as another CA option in a color that doesn't have much of it.
Brought down the mana curve a little with this update. Added in a sad robot to boost mana production, as well as another land. The Petrified Field wasn't cutting it really, and lots of times I just wished it could produce W. The unicorn works better with the rest of the deck than the previous Kor Sanctifiers, and Return to Dust was a strict upgrade for the format.
Private Mod Note
():
Rollback Post to RevisionRollBack
"I have seen the true path. I will not warm myself by the fire—I will become the flame."
—Lim-Dul, the Necromancer
but there's one thing in this deck that bugs the heck out of me:
Why aren't you running Scrying Sheets and Snow-Covered Plains? It seems like you'd really want to in this deck.
I have thought about it a few times, despite not mentioning it in the OP (I'll have to add in a bit about it in my next update...). Playing the deck, I haven't had too much of a need for it. My first search with any tutor is usually going to get me a Land Tax. Looking at it from a statistical perspective, I have 37 lands in the deck, of which only 23 are basic plains. Activating a Scrying Sheets blindly, in a best case scenario, would have just under a 25% chance of hitting a snow permanent (I'd probably replace a basic plains with the sheets; the plains are the only snow permanents; 3rd turn activation = 22/89 = 24.7%). That means for every 4 activations, I'd hit a snow land. That's an investment of 12 mana to get an additional land into my hand.
In the late game, it would be a little better, by giving me a quick outlet to spend my extra mana on. That would help make sure my draws for the turn had a better chance of being business cards. It also helps to combo with Scroll Rack to give me a slightly more robust draw engine in the later game.
In a control build with more basics (and more lands in general), the (blind) chances would be much higher, and I can see the Sheets being very important to such a deck. In mine though, I just can't bring myself to bring it in at this point. I might play around with it on Cockatrice to see how it performs, though.
Private Mod Note
():
Rollback Post to RevisionRollBack
"I have seen the true path. I will not warm myself by the fire—I will become the flame."
—Lim-Dul, the Necromancer
That's definitely approaching Scrying Sheets the wrong way. If you're planning on relying on it as a source of card advantage, it's terrible. The reason it's any good is because it allows you to be that much more efficient with your mana with almost no opportunity cost to include, as Sheets produces mana. You can use it early game if you have nothing else to do with your mana, you can use it eot if you're either holding mana up for an answer or bluffing one, and you can use it late game when you have plenty of resources to help you hit gas by pushing you past lands that you no longer need. As long as you don't run into issues hitting colored mana, there's no downside (other than the $ cost of snow-covered) to running a snow manabase and Scrying Sheets.
Private Mod Note
():
Rollback Post to RevisionRollBack
[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
Testing was agreeing with popular belief here on the board, so I decided to find a slot for the Scrying Sheets. The least productive of the lands I was running at this point was the Flagstones, and if I was making the switch to a snow-land mana-base, it would effectively be worse than a basic Snow-Covered Plains. Not a dificult decision. Puttimg this in also switchd out all of my basic Plains for their snow covered bretheren.
I switched over to the Dust Bowl to give me more control over when I could Land Tax in a game. You can see a more in-depth look at my reasoning with the "land destruction lands" up in the updated first post.
Private Mod Note
():
Rollback Post to RevisionRollBack
"I have seen the true path. I will not warm myself by the fire—I will become the flame."
—Lim-Dul, the Necromancer
I REALLY like your deck. I am going to make it my go-to white deck for mono-colored EDH (I have Norin, Ashling the Pilgrim, Azusa Lost but Seeking, Skithyrix, Tomorrow Azumi's Familiar, and now your awesome-sauce).
I was looking over your card selection, and was wondering if perhaps silverchase fox might be an improvement over Ronom Unicorn; I always prefer to exile whenever possible.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This is an overview of my mono-white Michiko Konda, Truth Seeker EDH deck. You can look at it as a primer of sorts, but the deck is far from perfect. I’ve been happy with the way it plays out, although there is always room for improvement. I would definitely appreciate any feedback from the community, but I also went through all this effort so that maybe some other people would get some use out of what I had to say. Please keep in mind that this is designed for use in a multiplayer format, and I have kept out some relevant cards on the extreme end of the budget spectrum. I realize that Moat is awesome, but since I traded mine away a long time ago, I’m not going to be shelling out the >$200 for a new one.
I had stopped playing the game entirely for roughly 5 years in the middle of that, and only recently came back to get into playing some EDH with my old playgroup, around the time of the release of "Rise of the Eldrazi". After throwing together a random GUB pile of good-stuff featuring Vorosh, the Hunter, the first deck I decided to truly construct simply needed to tie back in with my old love of the mono-white Deck Parfait. As such, I looked through many of the white general options, and decided that I needed a general that on its own would support the controlling aspects of the game I wanted the deck to play. I narrowed it down eventually between Eight-and-a-Half-Tails and the one I would eventually choose, Michiko Konda, Truth Seeker. I really liked some of the lists that featured 8.5 Tails, but I was worried about a few things:
Playing with Michiko Konda, Truth Seeker gives you a few tenets to keep in mind as looking to construct the meat of the deck. First, people are not going to want to attack you. This is exactly why I chose MK as my commander. I get a chance to stabilize my board while everyone else is afraid to sacrifice any permanent by doing damage to me. Players don’t want to constantly Eldrazi themselves by hitting you with little bits here and there. Which brings me to number two: you want to be damaged when you’re attacked, just not a lot. Anything that will reduce the damage you are taking rather than preventing it is solid gold. If you prevent the damage entirely, you’re left with a higher life total, but you’re opponent hasn’t really suffered any retribution for their hit against you. Reducing the damage will be much more along the lines of a MK deck. Next, you are probably the last target on everyone’s mind, but you are not invisible. Don’t think that just because you are going to get more leniency that you usually would, that you can throw out as many DB plays as you can fit in the deck. Removal isn’t hard to come by in a multiplayer EDH game, and you are relying on a creature to give you your cushion against the world.
Just my own guidelines, I will be playing multiplayer instead of 1v1 in almost all games I play with this deck. Therefore, as much as possible should provide card advantage and flexibility. Also, while a decently strong player, I don’t want to drive people away, and I do want everyone to have fun at the table while I’m there. No total lockdown, cheap combos, or non-interactive game-states. Since I’ll have a little more time to set-up than a normal deck would, and considering that Deck Parfait got me to this point, I will want the deck to play in a disruptive and controlling manner. And since I’m on a relatively low budget with my life, I don’t want to be spending hundreds of dollars across the deck right now. Maybe later…
With all of that, you may be asking "Why would I want to play this deck?"
I believe you would enjoy playing this deck (or one similar to it) if:
You may want to look at a different deck/strategy if:
Following all of this introductory work, I reveal to you:
00 Michiko Konda, Truth Seeker
Synergy w/ MK
01 Forcefield
02 Thunderstaff
03 Guardian Seraph
04 Crovax, Ascendant Hero
05 Elesh Norn, Grand Cenobite
06 Strionic Resonator
Control & Removal
07 Aven Mindcensor
08 Blazing Archon
09 Blind Obedience
10 Crackdown
11 Humility
12 Spirit of the Labyrinth
13 Staff of Domination
14 Archon of Justice
15 Aura of Silence
16 Austere Command
17 Cataclysm
18 Catastrophe
19 Martial Coup
20 Oblivion Ring
21 Path to Exile
22 Phyrexian Rebirth
23 Return to Dust
24 Rout
25 Seal of Cleansing
26 Silverchase Fox
27 Soltari Visionary
28 Swords to Plowshares
29 Unexpectedly Absent
30 Wrath of God
Tutors & Card Advantage
31 Academy Rector
32 Enlightened Tutor
33 Idyllic Tutor
34 Stoneforge Mystic
36 Argivian Find
37 Crucible of Worlds
38 Crystal Ball
39 Mimic Vat
40 Scroll Rack
41 Sensei’s Divining Top
42 Skullclamp
43 Sun Titan
44 Sword of Fire and Ice
Mana Development
45 Eternal Dragon
46 Extraplanar Lens
47 Gauntlet of Power
48 Knight of the White Orchid
49 Land Tax
50 Solemn Simulacrum
51 Sol Ring
52 Tithe
53 Weathered Wayfarer
Offense
54 Akroma, Angel of Wrath
55 Baneslayer Angel
56 Lightning Greaves
57 Mirror Entity
58 Sacred Mesa
59 White Sun's Zenith
Other Utility
60 Angel of Serenity
61 Glory
62 Karmic Justice
63 Stonecloaker
Land
64 Drifting Meadow
65 Dust Bowl
66 Emeria, the Sky Ruin
67 Karoo
68 Kjeldoran Outpost
69 Kor Haven
70 Mistveil Plains
71 Mouth of Ronom
72 Mystifying Maze
73 Scrying Sheets
74 Secluded Steppe
75 Snow-Covered Plains
76 Snow-Covered Plains
77 Snow-Covered Plains
78 Snow-Covered Plains
79 Snow-Covered Plains
80 Snow-Covered Plains
81 Snow-Covered Plains
82 Snow-Covered Plains
83 Snow-Covered Plains
84 Snow-Covered Plains
85 Snow-Covered Plains
86 Snow-Covered Plains
87 Snow-Covered Plains
88 Snow-Covered Plains
89 Snow-Covered Plains
90 Snow-Covered Plains
91 Snow-Covered Plains
92 Snow-Covered Plains
93 Snow-Covered Plains
94 Snow-Covered Plains
95 Snow-Covered Plains
96 Snow-Covered Plains
97 Strip Mine
98 Thawing Glaciers
99 Thespian's Stage
04 Michiko Konda, Truth Seeker
CMC = 1
01 Argivian Find
01 Enlightened Tutor
01 Land Tax
01 Path to Exile
01 Sensei’s Divining Top
01 Skullclamp
01 Sol Ring
01 Swords to Plowshares
01 Tithe
01 Weathered Wayfarer
CMC = 2
02 Blind Obedience
02 Spirit of the Labyrinth
02 Knight of the White Orchid
02 Lightning Greaves
02 Scroll Rack
02 Seal of Cleansing
02 Silverchase Fox
02 Stoneforge Mystic
02 Strionic Resonator
CMC = 3
03 Argivian Archaeologist
03 Aura of Silence
03 Aven Mindcensor
03 Crackdown
03 Crucible of Worlds
03 Crystal Ball
03 Extraplanar Lens
03 Forcefield
03 Idyllic Tutor
03 Karmic Justice
03 Mimic Vat
03 Mirror Entity
03 Oblivion Ring
03 Sacred Mesa
03 Soltari Visionary
03 Staff of Domination
03 Stonecloaker
03 Sword of Fire and Ice
03 Thunderstaff
04 Academy Rector
04 Cataclysm
04 Guardian Seraph
04 Humility
04 Return to Dust
04 Solemn Simulacrum
04 Wrath of God
CMC = 5
05 Archon of Justice
05 Baneslayer Angel
05 Gauntlet of Power
05 Glory
05 Rout
CMC = 6
06 Austere Command
06 Catastrophe
06 Crovax, Ascendant Hero
06 Phyrexian Rebirth
06 Sun Titan
CMC = 7+
07 Elesh Norn, Grand Cenobite
07 Eternal Dragon
07 Angel of Serenity
08 Akroma, Angel of Wrath
09 Blazing Archon
CMC = X
2x Martial Coup
2x Unexpectedly Absent
3x White Sun's Zenith
Land
00 Thespian's Stage
00 Dust Bowl
00 Secluded Steppe
00 Drifting Meadow
00 Kjeldoran Outpost
00 Emeria, the Sky Ruin
00 Mystifying Maze
00 Thawing Glaciers
00 Karoo
00 Strip Mine
00 Kor Haven
00 Mistveil Plains
00 Mouth of Ronom
00 Scrying Sheets
00 Snow-Covered Plains
01 Michiko Konda, Truth Seeker
Creatures
02 Stoneforge Mystic
03 Angel of Serenity
04 Argivian Archaeologist
05 Academy Rector
06 Crovax, Ascendant Hero
07 Mirror Entity
08 Weathered Wayfarer
09 Silverchase Fox
10 Sun Titan
11 Aven Mindcensor
12 Glory
13 Akroma, Angel of Wrath
14 Baneslayer Angel
15 Knight of the White Orchid
16 Soltari Visionary
17 Elesh Norn, Grand Cenobite
18 Blazing Archon
19 Archon of Justice
20 Stonecloaker
21 Guardian Seraph
22 Eternal Dragon
Artifact Creatures
23 Solemn Simulacrum
Enchantment Creatures
24 Spirit of the Labyrinth
Enchantments
25 Humility
26 Oblivion Ring
27 Karmic Justice
28 Crackdown
29 Sacred Mesa
30 Seal of Cleansing
31 Aura of Silence
32 Land Tax
33 Blind Obedience
34 Thunderstaff
35 Sensei’s Divining Top
36 Staff of Domination
37 Strionic Resonator
38 Crucible of Worlds
39 Scroll Rack
40 Gauntlet of Power
41 Mimic Vat
42 Extraplanar Lens
43 Crystal Ball
44 Forcefield
45 Sol Ring
Equipment
46 Sword of Fire and Ice
47 Lightning Greaves
48 Skullclamp
Instants
49 Enlightened Tutor
50 Argivian Find
51 White Sun's Zenith
52 Path to Exile
53 Unexpectedly Absent
54 Swords to Plowshares
55 Return to Dust
56 Tithe
Sorceries
57 Idyllic Tutor
58 Austere Command
59 Martial Coup
60 Cataclysm
61 Phyrexian Rebirth
62 Rout
63 Catastrophe
64 Wrath of God
Land
65 Thespian's Stage
66 Dust Bowl
67 Secluded Steppe
68 Drifting Meadow
69 Kjeldoran Outpost
70 Emeria, the Sky Ruin
71 Mystifying Maze
72 Thawing Glaciers
73 Karoo
74 Strip Mine
75 Kor Haven
76 Mistveil Plains
77 Mouth of Ronom
78 Scrying Sheets
79 Snow-Covered Plains
80 Snow-Covered Plains
81 Snow-Covered Plains
82 Snow-Covered Plains
83 Snow-Covered Plains
84 Snow-Covered Plains
85 Snow-Covered Plains
86 Snow-Covered Plains
87 Snow-Covered Plains
88 Snow-Covered Plains
89 Snow-Covered Plains
90 Snow-Covered Plains
91 Snow-Covered Plains
92 Snow-Covered Plains
93 Snow-Covered Plains
94 Snow-Covered Plains
95 Snow-Covered Plains
96 Snow-Covered Plains
97 Snow-Covered Plains
98 Snow-Covered Plains
99 Snow-Covered Plains
100 Snow-Covered Plains
Signed by Christopher Moeller, altered by BlackBull.
Soltari Visionary altered by Seesic.
Spirit of the Labyrinth & Stoneforge Mystic were purchased from eBay.
Angel of Serenity & Blazing Archon were purchased from eBay (though the subtle alter on my Archon is one of my favorites).
Elesh Norn, Grand Cenobite was signed by Brad Nelson after a tournament win.
Cataclysm altered by Seesic.
Unexpectedly Absent altered by Galspanic.
Tithe, Catastrophe, & Idyllic Tutor were purchased from eBay.
Karoo signed and altered by my closest friends within the game.
Great with Michiko
These cards are all here because they perform some of those crucial tenets I mentioned in the introduction, or add something amazing to MK that I thought was worth it.
Crovax, Ascendant Hero – He’s reducing the damage you take from most opponents. He’s acting as a pseudo-Night of Souls’ Betrayal and taking out most of the utility guys your opponents had. And he is acting amazing by pumping up all of your tokens, making your group of 1/1’s into something a little scarier. I really like what I’ve gotten from him.
Elesh Norn, Grand Cenobite - Everything I mentioned with Crovax, but double. The only drawback is that she is a much larger target than Crovax, and has no way of protecting herself.
Thunderstaff – Amazing is all I can say. It reduces all the attackers coming in. It pumps all your tokens once you’re on the offensive. I once won a game from this card shutting down all my opponent’s Ophidian-like creatures, and he never dug himself out of a slow start. Do not try to play this deck without this card. Seriously. It's that good.
Guardian Seraph – Acts like a near Thunderstaff on legs. Err.. Wings.
Forcefield – An absolutely tailor-made coupling. MK makes every one of their beaters into a massive detriment to their board state. Love it.
Strionic Resonator - This could just as easily be grouped under "general utility cards", but its first use should be as a threat to copy the sacrifice trigger on Michiko. You also get the benefit of copying other hits like Sun Titan's resurrection trigger and Stoneforge Mystic's tutor trigger. Have fun!
Small, Utility Creatures
Argivian Archaeologist – I wanted some artifact recursion, and this guy is an oldie but a goodie. He's quick to come down if need be. He's perpetually re-useable. I think that's exactly what you're looking for in this format.
Academy Rector – Took the place of my Lost Auramancers, and I'm happy about it. I loved the guys, but they were just too darn slow when I needed to find an answer to a threat. It is really useful at finding that silver bullet quickly when you’re under extreme peril (like a Sacred Mesa to clog up the board, or a Crackdown to stop a player in their tracks).
Mirror Entity – Better than any straight “pump” card for your guys. With a moderate amount of mana, you turn your six 1/1’s into six 6/6’s, which is much scarier. It will also turn your utility creatures into deadly beaters once they seem to be “out-classed”. A top notch card when you have so many small, utility men.
Weathered Wayfarer – Gets any land, rather than just basics. And there’s always somebody playing ramp, so there’s always going to be someone with more land than you.
Silverchase Fox – End-all enchantment destruction. Was once a Kor Sanctifiers, but has more recently taken the place of a Ronom Unicorn in the list. I like being able to drop this out of my hand and affect the play-style of the rest of the table ever-so-slightly. I switched to the 'Fox, since I wanted another exile effect in the wake of the Theros gods being printed.
Aven Mindcensor – Insanely disruptive. Effectively shuts down all fetchlands and tutors. You are completely untouched by him, which puts him well above his friend Leonin Arbiter. And he has flash, so you can be extra sneaky to tutor-heavy opponents.
Glory – Allows for extra protection, or gives you alpha-strike capabilities against lots of decks.
Knight of the White Orchid – Gets you another land, with a body attached.
Soltari Visionary – Reusable enchantment destruction. Nobody ever plays with shadow, so you get through nearly every time you try.
Stonecloaker – Your only real grave hate. Acting as a bounce outlet to reuse your own triggers is just gravy.
Solemn Simulacrum - I finally made some space when I realized how low my land count was. He's always welcome.
Stoneforge Mystic - I'm only running a handful of equipment in the deck, but every one of them is worth searching up. While not essential to your deck functioning, all of the equipment in the deck offer a very powerful source of protection and card advantage. Taking the extra step to tutor for one of those few equipment is still worth it.
Larger, Offensive Creatures
Angel of Serenity – A very flexible threat. It has an immediate impact on the board, and can act as removal or recursion depending on what you need.
Sun Titan – A recursion engine for just about everything useful. Get back utility creatures. Get back enchantments. Get back your Strip Mine or Dust Bowl to go the mana denial route. It’s just a great beater for you.
Akroma, Angel of Wrath – A crowd favorite for a reason. She’s a very quick and efficient beat-stick. She also works really well with your Wrath-effects, thanks to haste.
Baneslayer Angel – One of the most efficiently costed aggressive beaters available to the mono-white mage. Just don't run it out right away unless you're sure you won't be buried in retaliation/fear.
Blazing Archon – I know I’ve said over and over that you want things to be able to attack you, but sometimes you just want some peace and quiet from the world. I currently run this over Iona, Shield of Emeria because it has a larger breadth in a multiplayer game. It also makes you less of a target than something like Iona, since decks can still function on their side of the table, they just can send their creatures your way.
Archon of Justice – A pretty good rattlesnake. I’ve never been disappointed to see it.
Eternal Dragon - Does a halfway decent Tithe impression in the early game, and it can come back around for card advantage or a pretty good sized body in the later game. It's a strong beater and pretty difficult to ultimately deal with for an opponent. A lot of people are turned off by the high mana investment to recur + cast in the same turn, but I look at it as more options for you in the late game. If this slot was any other creature, once it was dead, there would be nothing else to do with it. You at least have options when playing with the 'Dragon. Plus, nobody said you had to recur + cast in the same turn. Take your time.
Spot Removal
Oblivion Ring/Banishing Light – It’s often only a temporary solution to a problem with all of the sweepers played in this format, but it can hit anything. Remember you can hide your own card (as a sneaky play) to get it back after a Nevinyral’s Disk or Austere Command blows the world. It's also tutor-able with your enchantment search, which makes it useful enough for me to want to keep it in. It's not a true "silver-bullet" per-say, but it is still a great target in case of emergencies.
Seal of Cleansing – It sits on the board until you need it. It’s like paying for something on layaway, and helps keep people from messing around with you. It acts as a "rattlesnake" and forces players to act subtly different while on the battlefield.
Aura of Silence – Similar to the Seal, this will actively disrupt many players, so be careful about when you play it. In some games it will simply make some people mad at you, but in other games you’ll slow everyone down and blow them out.
Path to Exile – Your opponent gets a land off you, but it is a very efficient way to take out a scary creature. The side effect of boosting your ability to Land Tax helps with the drawback slightly.
Unexpectedly Absent – Tucks any problem permanent at instant speed. This can range from buying you a turn or 2, to slipping something to the top of your opponent's deck in response to a shuffle trigger. While not as strong now, thanks to the recent Commander "tuck" rulings, it still has enough flexibility as a "catch-all" answer to whatever may be on the other side of the board.
Swords to Plowshares – The classic. Still the benchmark for all great removal spells.
Return to Dust – An almost strictly superior version of Disenchant. It can exile your big threats (read: Theros gods), or you can get super value from it if you're not in a hurry.
Mouth of Ronom – This gives you another Snow-type permanent for Scrying Sheets, as well as providing a repeatable source of removal when paired with Crucible of Worlds. (Plus, it can't be countered by any normal means!)
Sweepers
Austere Command – It’s super-flexible. That makes me happy to run it, even without a non-regeneration clause.
Martial Coup – Board sweeper and token generator. It hasn’t let me down yet.
Cataclysm – Mass board wipe. Be careful where you play it though. I once saw a player cast this against a Sasaya deck, with a blowout on the other end quickly following.
Phyrexian Rebirth – I don’t like the fact that the creatures can regenerate or about the 6 cmc I’m paying for it. I really like the big token I get afterwards though. Try it with a Lightning Greaves on your board. It makes you smile.
Rout – Giving an instant speed way to wrath the board is pretty handy.
Catastrophe – I've won many, many games on the back of Cataclysm leaving me in a much better board position than my unsuspecting opponents. This card gives me the flexibility to save me when I need it, or to put me way ahead when I want to put someone away.
Wrath of God – The classic. It’s far better than Day of Judgment due to the non-regeneration clause. And it’s much cheaper than basically everything else.
Card Advantage
Land Tax – Really, the true reason to ever run mono-white.
Sensei’s Divining Top – One of few “auto includes” for nearly every deck.
Skullclamp – With some tokens on the board, you’re quickly drawing lots of cards. With the sweepers you're running, you also draw lots of cards.
Sword of Fire and Ice - Protection for your creatures, removal on your opponents' utility men, and card draw all in one package. That's what you call card advantage.
Crucible of Worlds – It’s in nearly every deck I make. You just need a way to come back from a late game Armageddon or Obliterate. You get the added benefit that you can replay any lands you discarded from over-taxing earlier in the game. There is also the synergy with Cataclysm and your "land destruction lands".
Scroll Rack – Part two of your draw engine. It’s also a great way to filter your hand in conjunction with any shuffle effect, or a way to hide a card from mass discard.
Scrying Sheets - I was resistant to run this in the deck at first, but there is very little downside to including it in the deck. If you are trying to use this as a pure CA-engine, you're going to be disappointed with it. But in the mid and late game if you have this to sink your extra mana into, you will slowly build up incremental card advantage through improving your draws for the turn. You can see more of the discussion to including this in later posts in this thread (posts 21 and 22).
Mimic Vat – So absolutely crazy with the number of sweepers in the format (and in my deck). Sometimes you'll get a Solemn Simulacrum or the like, and go crazy with advantage. Sometimes you'll get an opponent's Puppeteer Clique and laugh a lot. You should just be playing this card.
Crystal Ball – A “poor man’s” SDT, it’s also very synergistic with the Scroll Rack in the deck. You can always scry away any dead cards that you don’t want to see coming back.
Argivian Find – Gets back quite a bit in the deck, but you’re probably going to be using it most often to get back your Land Tax. It's an instant and it's so cheap that I don't really ever want to run anything in its place.
Enlightened Tutor – A great tutor for white, and significantly more flexible than its younger cousin, Idylic Tutor.
Idylic Tutor - More search! Conducive to the "silver bullet" strategy that I want to be playing.
Tithe - Cheap and basically invisible, Tithe helps to improve your draws later in the game, and can be real card advantage if you get to search out 2 Plains instead of 1. You're probably not using your early mana much, so there's no harm in using it as a chance to thin your deck a little. Remember that it says "plains" and not "basic land"; get that Mistveil Plains out of the deck in the late-game!
Secluded Steppe – Sometimes you want a land, sometimes you want a different card. You can also get added benefit by cycling it, then playing off of a Crucible of Worlds
Drifting Meadow – See above.
Emeria, the Sky Ruin – You find lots of Plains from the deck. This land likes when lots of Plains are in play. If it sticks around on the board, you’re usually going to take over from there. Also, copying this with a Vesuva is completely hilarious.
Thawing Glaciers – Deserves to be in every deck supporting enough basics. There is a reason that this land was banned in several formats back in the day. You dig yourself out of slow starts, and it turns questionably low-land starting hands into very strong ones.
Mistveil Plains - I guess its technically not card advantage per say, but it will allow you some re-use of your enchantments or any other card that ended up in the grave. With all the shuffling in the deck from Land Tax, Thawing Glaciers, and other such goodies, you have a pretty decent chance of getting your card back in the game.
Controlling Elements
Spirit of the Labyrinth - Keeps control decks in check, while you ignore it with your Tax-Rack combo. Plus, you can tutor it easily as part of your suite of silver bullets. AND it comes back from the trigger on Sun Titan. There's just so much to love.
Staff of Domination - What can't it do? This just does whatever you need it to for your current game state. Tap down a potential attacker. Get an extra use out of your Weathered Wayfarer. Call back one of your creatures for defense after an attack. Draw some cards. Or, if you have enough mana available, untap it a few times and do all of the above.
Karmic Justice – Everyone loves to nuke permanents. When you’re in a multiplayer game, someone always has removal. This will either leave you laying low, or punish the most aggressive of the players at the table.
Crackdown – It’s one of the reasons I can classify this as a controlling deck. And again, nobody plays white, so its drawback is usually minimal.
Blind Obedience - Gives you a mana sink in the late game. Slows down any ramp decks using Artifacts. Buys you a ton of time against attack-based Tooth and Nail or Genesis Wave plays. Does a great job of stopping last-ditch efforts at defense. And it can disrupt token strategies. Seems like a great addition, especially since it fits into my enchantment "toolbox". Plus, synergy with Crackdown!
Thespian's Stage – Copy your opponents’ most effective land, or make a new copy of a Strip Mine to take out any pesky ones. Slightly better in my deck than a Vesuva due to targets like Karoo or Kjeldoran Outpost.
Dust Bowl & Strip Mine– I find that two "land destuction"-lands is about right so you have a decent chance of getting one, while not being overly oppressive. You have a choice between several for these spaces: Wasteland, Ghost Quarter, and Tectonic Edge in addition to these two that I've chosen. I like the Dust Bowl because it allows to to control your number of lands for things like Land Tax, while providing increased ability to hit problem areas like Coffers+Urborg or Gaea's Cradle. The Ghost Quarter does the best job of contributing to your "lay-low" strategy, so you may want to consider that piece as well. Wasteland definitely looks "nicer" than a Strip Mine when there is also a Crucible of Worlds involved, so be careful not to frighten anyone with that. I run the Strip Mine pretty much just for nostalgia. Wasteland will often keep you at a lower profile at the table.
Mystifying Maze – It generates mana, and protects you from attackers. And it’s un-counterable. Sounds good to me.
Kor Haven - Another poor-man's Maze of Ith, I like it for it's creature control, as well as the fact that it makes mana. It's pretty close to a white Mystifying Maze
Token Generators
Sacred Mesa – In the Mobilization camp of effectiveness. I prefer this one, despite the upkeep, due to the flying on the Pegasus tokens.
White Sun's Zenith – Flexible. Instant-speed. Re-usable. It's whatever you need it to be depending on the game state: a few chump blockers, or a late game assault.
Kjeldoran Outpost – It’s slow, and can potentially equate to massive card disadvantage if it gets destroyed quickly, but it’s also an un-counterable token source. And it’s awesome because nobody knows how to pronounce the name. (Seriously, is it Jell-doran? I’ve also heard Kell-jorian, and several others.) Really fun when you drop this through countermagic to pair up with an on-board Skullclamp
The Oddballs
Lightning Greaves – It is always a good idea to protect your best creature, whether it’s your commander, something like Blazing Archon, a card-advantage engine like Argivian Archaeologist, or just a big, fat Baneslayer Angel.
Mana Development
Gauntlet of Power – Effectively doubles your mana capacity, as well as making the win conditions better. One of the best cards to have in a mono-colored deck.
Extraplanar Lens – It’s potentially card disadvantage, and it’s probably the reason I don’t run Endless Horizons. Having said that, you get a huge boost in mana if it sticks around. Running a snow-land mana base also mitigates some of the risk of your opponents getting a benefit from the symmetrical nature of this effect.
Sol Ring – Another of those rare “auto include”s. Turn one Sol Ring just puts you so far ahead in the game.
Snow-Covered Plains – Gives you your "Snow"-type permanents for Scrying Sheets while improving your Extraplanar Lens (since snow-covered is far less common than regular Plains).
Karoo – Simply a great card to run with land tax. It all but ensures that you will be behind in land count (but not mana development) compared to your opponent.
Exclusions and Other Possibilities
These are all cards that I didn’t include in the deck, but if you are looking at creating something similar, I think you should consider. Many of them are strong choices in the right metagame.
Nevinyral's Disk, Oblivion Stone, & Perilous Vault - Great sweepers to use in most decks, but I feel like they hit too many of your own permanents in a deck such as this. If you feel otherwise, then by all means, run them in your version.
Ghostly Prison - One of the tougher cuts I made from my list. I love the card as a deterrent against weenie swarms, and it should be one of the first cards you look at when contemplating a white control deck.
Solitary Confinement, Ivory Mask, & Aegis of the Gods - Strong against targeted combos, but they usually don’t do enough to give you real value in the format. I'd probably give preference to the Solitary Confinement as a more utilitarian protection option. Your card advantage from the land tax will also let you keep it around for a long time, and a Scroll Rack will keep you “drawing” cards from under the enchantment. Aegis of the Gods could also be very useful, as it is not only tutorable as an enchantment, but also your cheapest option in regards to cmc. The drawback to the Aegis: splash damage from your Wrath effects.
True Believer – Not tutorable within your deck, and dies by accident from your sweepers. Not really worth it other than as extra redundancy if you're already running the options above in a combo-heavy metagame.
Spirit of the Hearth – It’s another option against combo, although a slower one. The fact that it has a good sized body attached makes it too expensive (cmc-wise), which really eliminates it from usefullness. If I need protection against a combo deck, I really need to be dropping that protection on the first few turns.
Seht’s Tiger – Again, if you have combo in your metagame, this is a really strong card. It’s a combat trick. It’s a pseudo-counter against most combos. It bounces back to your hand from Stonecloaker or Dust Elemental for multiple uses.
Rule of Law & Eidolon of Rhetoric - Useful in some combo metas, or against "swarm" decks that are designed to play lots of spells every turn (think: [card=Edric, Spymaster of Trest]Edric[card]).
Ivory Tower, Beacon of Immortality, Invincible Hymn, Pulse of the Fields – Straight life gain is never that good in any format, unless you are running something to take advantage of it. Especially in EDH, where all it takes is 21 commander damage, you don’t need to be wasting your time with any of these.
Felidar Sovereign, Serra Ascendent, Resolute Archangel – These work well as a package. There’s always the possibility of the turn one 6/6, flying, lifelinker, but I’ve found that most people don’t appreciate seeing it that early, and it really goes against the idea of staying under the radar. Also, if someone knows you're running an "instant win" creature like Felidar Sovereign, you're not likely to ever fly under the radar.
[Ghostly Prison[/c]/Windborn Muse/Norn's Annex – Great options for the deck. They really shine in metagames with several token decks, but they just don't do much when you're staring down a possible Worldspine Wurm or the like.
Urza’s Armor – It acts like a Thunderstaff at twice the cost, and doesn’t include the pumping ability on the side. I just don’t feel like that’s worth it.
Hedron-Field Purists – Acts like Urza’s Armor on legs. Too much of a mana-sink compared to the Guardian Seraph. It is another decent option if you want to focus all your energies onto maximizing Michiko.
Ghosts of the Innocent – I like it, but I think it’s just too expensive to be worth it. I may be wrong (wouldn’t be the first time), but I think it’s on the outside looking in.
Ajani Steadfast - Amazing ultimate for this deck, but nothing else is remotely intriguing to me.
Spear of Heliod - Can act as additional deterrent in conjunction with your general, but I feel like there's probably too much overlap in this area.
Darrien, King of Kjeldor - Another card that is fantastic as an attack deterrent. I had it in the deck for a while, but opted for a slightly cheaper cmc alternative.
First Response - Similar to Darien, but doesn't get hit from Wrath-effect splash damage.
Oblation - A great utility removal spell, with the added possibility of drawing you a few cards if you need them in a pinch. Could easily take the place of the Unexpectedly Absent I run in my list.
Condemn & Oust - Both great in certain situations, it's just not necessary to have a huge number of 1-for-1 removal spells. If you like these better than one's I'm currently running, please feel free to make whatever switch you prefer. They're all pretty similar. Please note though, that Condemn requires the creature to be attacking, so can significantly limit the versatility of the card.
Decree of Justice – It can make a bunch of soldiers, or a few bigger angels. It’s almost never a dead card, since you can just cycle it away even if you don’t make any tokens. I simply chose not to run it as a one-shot token generator in favor of White Sun's Zenith.
Storm Herd - A had this in the deck in the earlier stages of construction. I loved the look of this as a potential blow-out. But then after seeing it sit in my hand all game a dozen times with me never able to cast it until it only provided around 7 tokens, I gave up on it. If you have different results with the card, please feel free to run it to your heart's content. I for one would not recommend this.
Akroma’s Vengeance, Final Judgment, Hallowed Burial, Mass Calcify – All great cards. There is a point though where running wraths just to have them stops being fun. Any of these can replace any other wrath effect in the deck.
Fated Retribution - Instant speed wrath! It deserves its own mention just based on that fact. The scry effect will probably rarely be relevant when playing it.
Eldrazi & Titans – They’re both very good. If you have some mill decks around in your metagame, you should probably include one of the eldrazi titans. I choose not to, simply due to the enormous target it turns you into. The deck is also a little soft to Bribery so I prefer to leave the Eldrazi at home.
Maze of Ith - Certainly a great option to use in the slots I have dedicated to either Kor Haven or Mystifying Maze. Since it cannot produce mana on its own, and due to my heavy use of Land Tax in the current deck, I don't want to have a lot of lands in the deck like this.
Luminarch Ascension - I ran it for quite a while in here, but found that it gathered too much hate. It's a very powerful card in a slow environment, so definitely keep it in mind. I found it to make me look like too big of a threat, which the deck does not want to do. I rarely ever got the enchantment active from attacks and burn, so it usually ended up as a dead card that actively killed me. Not great.
Reya Dawnbringer - A great source of potential, recurring card advantage. My issue with it is two-fold. You need to wait until your following upkeep to gain any benefit, and the mana cost is pretty high for a creature without any real protection or offensive ability.
Avacyn, Angel of Hope - Truly an awesome tool when things come together, as it transforms all of your board-wipes into one-sided effects. However, Avacyn carries a good deal of hate just by reputation. I think you're better off utilizing this creature in a deck specifically built to take advantage of her.
Soul of New Phyrexia - An intruiging option when paired with all the [card=Wrath of God]Wrath[card]-effects in the deck. Probably too mana intensive, though, and you're likely better off just running Avacyn, Angel of Hope.
Vesuva - Another "clone" effect for lands. I wanted to keep my Snow-land count relatively high, so I'm running Thespian's Stage in its place. Still a great card, and a particularly good option if you're running into a lot of troublesome legendary lands in your playgroup.
Wing Shards & Celestial Flare - If you're running into a lot of Voltron-style decks (such as Zur the Enchanter, Rafiq of the Many, or Uril, the Miststalker), then I'd recommend having at least one of these in there. The sacrifice ability is not targeted at the creature, and gets around things such as hexproof or indestructibility.
Culling Dias & Homeward Path - Both are pretty great options if you foresee running up against decks with a lot of Control Magic-type effects. Both can also be tutored through various means currently in the deck (Enlightened Tutor and Weathered Wayfarer respectively).
Hushwing Gryff & Containment Priest - Great metagame calls for decks with lots of EtB effects. If mono-white had better tutor options, I'd probably want to play one or both of these as-is. On it's own, I feel that they would just be too inconsistent of an answer for me.
Ronom Unicorn / Kami of Ancient Law - Another tool for the hardcore "rattlesnake" approach to deckbuilding. It forces players to think differently, and these cards can be recurred with your Sun Titan. These can also carry a Sword well, and should be considered for a more equipment heavy build of the deck. If you're running a Reveillark in your build, you should probably also have one of these.
Dispeller's Capsule - Provides that "rattlesnake" appeal like Seal of Cleansing, but can be recurred with your Argivian Archaeologist as well as your Sun Titan.
Soul Snare - Another "rattlesnake" effect. Its up to you if you can find some room for it in your list.
There are clearly some things from the old Deck Parfait lists that this EDH is missing.
Soldevi Digger and Reito Lantern – These let you reuse a lot of your cards very well. I don’t have a lot of search in the deck aside from lands or enchantments, but if you want to explore that possibility on your own, I do really like these cards. I'm running a Mistveil Plains to cover this capacity currently.
Balancing Act/Restore Balance – Seeing Balance on the ban list for EDH made me very sad indeed. I fully understand the RC’s reasoning for excluding it from the format, and there are a few cards that give similar effects. If you want to play a version of the deck with fewer creatures, and more token generators, I would strongly recommend looking at these two cards. As it stands with my list, I doubt I would be disrupting much of anyone but myself by running them.
Zuran Orb and Planar Birth – If you’re concerned about aggro, put them in. The Planar Birth allows for the “combo finish” with your token generators. 1) Land tax all of your lands from the deck, and discard them all to the grave: 2) Cast PB: 3) Profit. The ZOrb is a strong option regardless, because you can control your ability to Land Tax, Weathered wayfarer, and the like.
Jester’s Cap – If you have combo decks in your area, it may be a good idea to put this in. You can neuter a good number of strategies by taking a few key cards from their deck.
Story Circle – I like it as an emergency out with the couple of enchantment searchers, but it’s only effective with a mono-colored opponent. How many times have you played a multiplayer game with multiple mono-colored decks of the same mono-color?
Endless Horizons – If you want more deck thinning, this is another great option. There is always the strong possibility that it will be destroyed by something, so make sure you never remove all of your lands when you play this, or you’ll be paying for it the rest of the game. Generally, ~5-7 is all you’ll need to get a strong value from it, without facing the crippling sorrow of its destruction.
Leonin Arbiter - A very disruptive "hate-bear". In a combo or tutor heavy metagame, I'd recommend running it. For me, I was the one being disrupted more often than not.
Worship – It goes really well with a token generator on the board. If you’re having trouble with aggressive decks, slide one of these into the deck.
Mine Excavation - It's like a double Argivian Find. Well, it has the potential to be like a double Find, but it's double the cost and has the potential to be redirected. I may come around on it, but probably not.
Moat – If you have the money, go for it. I don’t have a copy of this card anymore, so I don’t have it in the deck. Usually, you’d only want either this or the Humility I'm currently running, but in 100 card singleton, you’re probably safe running both. If you want a silver bullet against aggro, you can’t go wrong with either of these. Just be wary of the $200 price tag.
The most important thing to do with this deck is to seem like the second best at the table no matter what. You will hear people talk about in on these forums (and a great article by Sheldon on SCG here), but it is very important to this deck that you follow this concept. You do not have the proactive capability to stay ahead of 3 other players that view you as the biggest threat at the table. Many of the permanents in the deck are defensively (rather than offensively) oriented. Lay low for as long as you can. Disrupt the table, but do it as an equal spread, or to set back the leader from their position. You'll gain some friends, and keep all of your options open as the game progresses. When the end game approaches, this is where you lay down a Gauntlet of Power effect and create a ton of tokens. Always hold out for as long as you can before drawing major attention to yourself.
Aggro:
Playing against a table of aggro strategies, your best friends are the board wipes and Wrath of God effects. Again, you'll want to hold out for as long as you can before throwing your wrath onto the table. Your best long-term tool is Humility. Easily my favorite silver bullet in the history of MWC across all formats. You are set up here with a few enchantment tutors, and this should be your primary target once your mana base is set. Thunderstaff and Crackdown are hugely significant against these strategies as well. All of your token generators help to keep giving you chump blockers, so don't hesitate to burn a White Suns' Zenith early in the game if it means that you'll survive into the later parts. Kor Haven and Mystifying Maze give you additional stopping power for anything you can't block. Blind Obedience to the rescue against hasty critters.
Control:
When playing against control, card advantage is king. Even if you only have a handful of spells that are relevant against a particular strategy, you can bury many generals under a steady flow of CA. Token generator + Skullclamp is huge. So is Sword of Fire and Ice against any blue based control deck. Your Stoneforge Mystic finds either one of them. Kjeldoran Outpost and Emeria the Sky Ruin give you consistent creature presence on the board, even through counters. Against removal-heavy decks, your Karmic Justice in your best friend. Every kind of control hates to see a Mimic Vat on the other side of the table. And always shoot for the Land Tax + Scroll Rack combo. Drawing 3 extra cards per turn will always help against control, and Spirit of the Labyrinth helps to keep them down.
Ramp.dec:
Against ramp, you'll play slightly differently depending on if they're land-based or artifact-based. Against land-based ramp, you are going to have an endless opportunity to Land Tax away. It's fun, right up until they Genesis Wave for 30. In this case, you're really hoping for your Cataclysm or Catastrophe. Once they've overextended their lands, hit them with that Catastrophe or Cataclysm, followed by a Crucible of Worlds or a Sun Titan. Against artifact-based ramp, your Aura of Silence should slow them down considerably. Try to set up recursion loops with your Sun Titan on things like the Aura or Seal of Cleansing. If they are getting too far ahead with artifacts, hold your own back in hand as best you can, then hit them with an Austere Command. Blind Obedience should help against either ramp strategy, either by stopping the chaining of artifact ramp, or by buying you some time against those giant G-Waves or Tooth and Nails.
Update: June 2015
-Ronom Unicorn
Replaced with a copy of Silverchase Fox to be able to exile the Theros gods. The "rattlesnake" effect is still present, and it gives me a bit more redundancy when up against those big bullies.
--W--
Update: July 2014
-Elspeth, Knight-Errant
Elspeth just never did enough on her own. There was always the "magical Christmas-land" vision of gaining her emblem and repeatedly wrathing the board, but it never once came to fruition. (It's an important lesson in not playing a planeswaker only for the ultimate effect.) I've replaced her with Staff of Domination, which offers a veritable cornucopia of options, which are (almost) all useful, and can all effect the board right away.
--W--
Update: February 2014
-Culling Dais
It was my only sac outlet in the deck, but its uses never really made a large enough impact for me in games. I'm trying out Spirit of the Labyrinth in its old slot, which I think should help to mitigate some of mono-white's disadvantages in the card-advantage department compared to opponents'.
--W--
Update: November 2013
-Condemn
Very nice against Voltron commanders, but needing to target an attacking creature just made it more trouble than I wanted to deal with. Really, how often is that Volron really attacking with no protection on itself? I think replacing this with Unexpectedly Absent gives me a little more utility in the slot, while still keeping the mana-cost low enough to really want to have it.
--W--
Update: August 2013
-Ghostly Prison
One of my least favorite cuts I've had to make. Ghostly Prison is such a fantastic card against weenie swarms and Edric-style swarm decks, but it really does nothing against the guy who ramps up to an Eldrazi or Worldspine Wurm. This was replaced by my Strionic Resonator, since it can be used to double the sacrifice trigger on Michiko, or with any number of other triggers in the deck. It's just a much more flexible and versatile option in the deck.
--W--
Update: March 2013
-Vesuva
-Saltbast
I replaced my Vesuva with a copy of Thespian's Stage. They serve basically the same function in the deck, but I feel like the Stage has the edge. Since the Stage will be in play when making a copy of whatever land, it won't trigger the "land bounce" from my own Karoo or the "land sacrifice" from my Kjeldoran Outpost. It is slightly slower overall, since you need to invest 2 plus the Stage itself to make a copy, but it has the benefit of entering the battlefield untapped to begin with. This should assist in making the early game smoother, while giving more utility in the later stages of the game.
Saltblast was always good, but not great. It has a lot of utility to it, but it was just sooooo sllloooowwww... And I can't even begin to tell you how many times I wished that it was an instant rather than a sorcery. I'll be trying out Blind Obedience in its place.
--W--
Update: January 2013
-1x Snow-Covered Plains
Following TK's second campaign for the inclusion of Tithe, I wanted to revisit its inclusion. While I do think that the Eternal Dragon I originally replaced it with is a much better card, on reconsidering, I feel like I can afford to include Tithe as well. Tithe acts as a 1:1 with a Plains in effect, but only if you can regularly have a W available to cast it. Even after making the replacement, I still have better than 85% chance of having an untapped W available to me by my second turn. With the looser mulligan rules in EDH, I think that's good enough to assume I'll be able to take advantage of my Tithe on a regular basis. While this slightly weakens my Scrying Sheets effect, I think that I'm still better off for it.
--W--
Update: November 2012
-Reya Dawnbringer
I kept Reya around for a long time, and probably longer than I should have. It was definitely a great potential source of card advantage, but I rarely saw her last until my next upkeep. I'm making the switch to Angel of Serenity in this spot. The angel is a much more flexible space in here. I can recur a creature or two back from my own graveyard if I need to. I can hit the graveyard from any reanimator (read: Karador players if they're threatening action. I can hit creatures on the battlefield with a pretty decent o-ring impression. And probably most importantly, the effects are immediate rather than taking until my next upkeep. The angel is also much more aggressive than Reya was, so I can hit harder when trying to close out a game.
--W--
Update: August 2012
-Dust Elemental
-Luminarch Ascension
These were two cards that didn't provide any real value to the deck. The Ascension usually turned the entire table against me while never becoming active. As soon as it hit the board, no matter what else was around in other players' field, this made me appear to be a huge threat. Since everyone can prevent this just by ganging-up on me, that's what happened every single time. This whole phenomenon goes against the idea of staying under the radar during the game.
The Dust Elemental was a card that I really wanted to like. I could bounce my own utility creatures to reuse their enters-the-battlefield effects, or I could bounce my creatures to save them from an impending wrath-effect. The problem was that I no longer really have creatures with etb effects in the deck. And saving them from a Wrath was never efficient enough.
To offset the intended card advantage of the Elemental, and the offense lost from the Ascension, I added in Sword of Fire and Ice. This lets me draw into cards that I need, and acts as a source of removal on utility creatures at the same time. I had mentioned once before that if I added in one additional piece of equipment, that I would find space for a Stoneforge Mystic, so this was the logical second addition.
--W--
Update: July 2012
-Transcendent Master
-Wing Shards
I hated to remove my Wing Shards, but it was just time to move on. I brought in Mouth of Ronom in this update to boost the effectiveness of both my Scrying Sheets and my Crucible of Worlds. Recurring, uncounterable removal is really quite good.
The Transcendent Master came out as another effort to reduce the mana curve of the deck slightly. Although the Master only had a cmc of 3, I needed to spend another 6 mana after that to make him effective, or 12 total after casting him to fully level him up. If he was bounced back to my hand, I needed to start over with it. I did like the lifelink ability on him, so I took this opportunity to replace him with the Baneslayer Angel that had been on my wish-list for a while. As a secondary benefit, Baneslayer can be quite a house against a Kaalia of the Vast deck.
--W--
Update: February 2012
-Flagstones of Trokair
-Ghost Quarter
-Plains
-Mass Calcify
-Jade Monolith
At this point, I was simply fed up with my Jade Monolith. I really wanted it to work, and I left it in this deck far too long in retrospect. The card always seemed like a great trick to get synergy with Michiko Konda, but I don't think I ever ended up casting it and activating it against any opponent. I had always dreamed of adding in a Forcefield as a huge synergistic effect with Michiko, but I never wanted to drop the money to upgrade. Luckily for me, one of my best friends knew about my wish, and provided me with a copy of Forcefield as a belated wedding gift. Thank you, Justin.
After some discussion on here and some testing on Cockatrice, I decided to make the switch from regular basics to snow-covered and bring in a Scrying Sheets for a repeated source of card advantage. Not only that, but the switch also helps to make my Extraplanar Lens more effective by comparison. Once this was done, it effectively made my Flagstones of Trokair worse than a regular Snow-Covered Plains, so it came out to reflect that. My testing while looking at the inclusion of the Sheets also gave me some good feedback on another aspect of the deck. I was winning a lot of games on Cockatrice through destroying all lands with Cataclysm and rebuilding faster than everyone else thanks to my Sun Titan, Land Tax, and Crucible of Worlds. To supplement this ability, I decided that I wanted another option for land destruction. I settled on Catastrophe because it would still act as a Wrath effect when I needed that, but could also be used as my 'geddon effect when I was looking for that end-game.
At this time, I also re-evaluated my Ghost Quarter. While it did provide the land destruction I wanted, I decided that running Dust Bowl would allow me to more effectively control when I could activate my Land Tax. Even without the tax on the board, it would allow for repeated activations to take care of multiple troublesome lands.
--W--
Update: December 2011
-Disenchant
-Everflowing Chalice
-Deathless Angel
-Darrien, King of Kjeldor
-Sculpting Steel
-Kor Sanctifiers
Ultimately, this update was an attempt to get the mana-curve lower for the deck, while adding in a bit of synergy and some upgrades. Disenchant was replaced with Return to Dust when I finally tracked one down. Kor Sanctifiers was replaced with Ronom Unicorn to provide an on board threat to enchantments and pair with the effect from my Sun Titan (the sanctifiers cannot have the kicker activated if I bring it right back onto the battlefield with the Titan). A Solemn Simulacrum made his long overdue arrival in the list, while bringing in a few lands to boost my precariously low count at the time. Guardian Seraph works just as well with my commander as Darrien did, and brings my curve down a bit. And finally a Ghostly Prison provides some more defense for me while taking out the mana-hog that is Deathless Angel.
--W--
Update: September 2011
-Ajani Goldmane
I picked up an Elspeth, Knight Errant right around this time. I felt that Elspeth was much more useable in this deck. Ajani's +1 ability was essentially useless, and I never made it up to ultimate with it. The -1 on Ajani was somewhat useful, as it provided vigilance as a way of protecting itself, but it's gas would still run out pretty quickly going -1 each turn. I briefly considered Elspeth Tirel as a replacement, but ultimately decided that life gain was again not going to be too great for me and going -2 each turn was going to run out even faster than Ajani had. I settled on my Knight Errant, since both non-ultimates were +1, soldiers were a decent source of chump blocking, and the +3/+3 ability turns all of my utility wimps into legitimate attacking threats. Not super, but at least a small chunk of life from a defender. If I could ever get her up to ultimate, that would also certainly make it hard for me to lose.
--W--
Update: June 2011
-Isochron Scepter
-Storm Herd
-Eight-and-a-half Tails
-Leonin Arbiter
-Magus of the Tabernacle
-Razor Hippogriff
-Lost Auramancers
-Tithe
This was the first update to the list using the initial feedback from members of the mtgsalvation community. A few cards went in as strict upgrades to what I had in the list already. Academy Rector for my Lost Auramancers and Argivian Archaeologist for my Razor Hippogriff. Isochron Scepter is a card that I always have liked, but I really didn't have a high enough instant count to justify really running it. Mimic Vat was an easy replacement that has synergy with all of the board sweepers in the deck.
I wanted to adopt a more "silver bullet" style like the old Deck Parfait, so I needed to find some room for Idyllic Tutor and a Humility. The Magus was the closest approximate to a controlling element to switch out for the Humility, and it was also anti-synergy with my own token producers.
Storm Herd never, ever worked out for me. I always sat in a game with the Herd in my hand without being able to do anything with it. Eventually I'd get up to the necessary 10 mana, but I'd only be at about 10 life by that point. Then I was an even bigger target since I just made more tokens, and I swiftly died at the hands of the remainder of the table. I replaced it at this update with a copy of White Sun's Zenith, which makes larger tokens at variable levels of mana availability. I can make a handful of tokens now to provide some defense, then draw it later in the game and create a large army with help from a Gauntlet of Power. And it's an instant, so I don't paint a target on my head for a full round if I do create a good 15 tokens or so.
A Tithe also made it's way into the deck temporarily around this time, but this was swiftly replaced with a copy of Eternal Dragon. Essentially the same effect, but repeatable several times with the dragon, and a difficult to truly answer threat for the long game.
If you'd like my recommendations for some of the variant formats you may decide to participate in, take a look below.
My recommended Planar Deck is as follows:
02 Mutual Epiphany
03 Akoum
04 Glen Elendra
05 Prahv
06 The Zephyr Maze
07 Celestine Reef
08 Hedron Fields of Agadeem
09 Goldmeadow
10 Agyrem
A few other planes you may want to take a look at:
00 Kharasha Foothills
00 The AEther Flues
00 Panopticon
If playing with classic Vanguard cards, I'd recommend using Takara or Tawnos as your Vanguard avatar. In environments using many steal or Control Magic effects, Takara is going to be your best friend. The current list is light on the number of sac-outlets, so this provides you with constant access to one of the best available. If on the other hand, you're looking to play a more controlling game, and do not have fears about the theft of your permanents, Tawnos gives you the ability to play everything on someone else's turn. You'll rarely need to use your mana on your own turn, giving you the best knowledge of the board state before playing your permanents for the turn. Tawnos and Takara also give you an invaluable +3 hand-size bonus for the game.
If you are playing with the Magic: Online avatars, I would recommend using Prodigal Sorcerer as your Vanguard avatar. You get fantastic filtering ability every turn of the game, and a small boost to your hand size. This filtering can pair with your Scrying Sheets very well, or just help dig through your deck for a card that you really need. The effect is a "may" rather than a "must", so you never have to bin a card that you aren't completely happy with doing.
If you’re looking to build a mono-white deck at all, take a look at the list posted by Telekinesis. The guy really knows his stuff, and I’d really recommend giving his list (http://forums.mtgsalvation.com/showthread.php?t=303553) a look. There are a lot of good points all over his reasoning behind cards, so even if you don’t agree with some of them you can still get a lot of value off of the thread.
If you’re looking to make a list similar to the old Deck Parfait style, read over some of the old articles on the subject. I’ll recommend this one from 2001 as a great starting place, and this one from 2008 as a more recent (and more aggressive) example of how the deck would play out.
As mentioned above, Sheldon's July 2013 article on playing second-best is very useful reading for this style of deck, and multiplayer in general.
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
No Tithe? You lose almost nothing for running it. It's basically free card advantage.
Endless Horizons isn't really a risk. If you really fear nukes, just get five plains or so. You'll still benefit immensely from it but you won't lose all your plains.
I'd run E-Tutor as well as Idyllic Tutor (And Rector). They all find Land Tax, which is good enough for inclusion.
Leonin Arbiter hurts your ability to Tax every turn. That may be a problem. Also, late game it loses its effectiveness because people only need to pay two mana for the entire turn.
If you can afford it, Argivian Archeologist is probably better than the Hippogriff.
Seht's Tiger - I think you should take another look at this. It doesn't just help against combo. It helps against anything from Sorin Markov to Mind Twist.
Land count looks a little low. I know Land Tax helps but you can't always rely on it.
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
Crackdown is SPICY in mono-white! I like it. Nice find.
Isochron Scepter seems wierd and clunky here. You shouldn't have to gamble for the advantage it could provide. It's not like you have a Counterspell to stick on it, you know? You want card advantage? Where's your Mimic Vat? Now THAT card is boss and doesn't have the risk involved (nor the questionable reward) of Isochron Scepter.
No Ghostly Prison, huh? Seems like it would be really good. Same goes for Aurification. Cards that allow you to be attacked but punish those who do. You don't agree I guess but I still think they'd be quite good here.
If you run Darien, it's usually helpful to run a Soul Warden or two or three to have some lifegain shenanigans. (There's also Soul's Attendant and Auriok Champion). With Darien and a soul warden creature in play, any damage you take will produce soldier tokens, which will then gain you back the life you lost. You can even play Ranger of Eos to tutor for them if you like. It may not sound like it, but gaining life is good way to get players to attack you in an attempt to keep your life total "in check". You don't have to do this because it can take up several deck slots, but I figure it's worth a mention.
Silver Seraph is a terrible way to spend 8 mana. 8 mana should outright win you the game unanswered and this card does not do that. The buff is nice but it's not like Darien is your Commander. It's worth saying that in a month, you can play the new white Praetor (Elesh Norn) in its place if you like.
Lost Auramancers is nowhere near as good as Academy Rector. It has to live for several turns before you get your free enchantment. Academy Rector simply has to go to the graveyard. I hope you are able to get one down the road, and the same goes for Enlightened Tutor obviously.
This is a solid effort. Not too many bad cards and a decent strategy.
Also a note about Aven Mindcensor- play him without regret. It only disrupts your opponents.
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Agreed about the Scepter. You only have a handful of cards to stick on it, and most of the other spicy stuff for it (Abeyance, Orim's Chant, Silence) isn't very great in multiplayer and will make you a target. Mimic Vat seems like a good suggestion.
And Silver Seraph is pretty bad. I'd run Twilight Shepard or even the Guardian Seraph in its place until Elesh Norn is released.
Awesome deck list!
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I'd also rather not try to find room in the deck for the soul sisters. I know they're fantastic with Darien, but it's not like I'm running him as my general. He's in there to add additional benefit to my MK plan; he's not the focus of the deck.
Looking at my overall count of instants (especially once I get that Return to Dust in there) that are Isocron friendly, I agree with you guys now. I think that Mimic Vat will be better off in that spot with all the wrath effects I have running.
@Hawk7915 - Kor Haven! I can't believe I left that out. I have one in my Rith deck, and completely forgot to get one in here, too. As soon as I track down another copy of that, it's going in.
I'm probably not going to get a chance to play the deck very much in the next several weeks, so why don't we just assume that the slot I have listed as Silver Seraph is really Elesh Norn, Grand Cenobite.
@ Telekinesis - I agree that the archaeologist would be better in that spot. If I can find one at a reasonable price in the near future, I'll definitely make that switch.
Regarding the Tithe, I know it's good, but I feel like taking out the Isochron Scepter gives me even less impetus to run it in there.
I've really liked Seht's Tiger since you started talking about it a few months ago, but what would you say it would be better than in the deck? On the same note, where do people feel like I should find room for the Idylic Tutor in there as well?
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
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
-Isochron Scepter/+Mimic Vat
-Razor Hippogriff/+Argivian Archaeologist
-Storm Herd/+White Sun's Zenith
-Leonin Arbiter/+Tithe
I wanted to pick up more of Deck Parfait's silver bullet style, so I'm going to be trying out:
-Magus of the Tabernacle/+Humility
-Eight-and-a-Half Tails/+Idylic Tutor
I'm hoping to get some feedback for a thought I am having as well. It seems like every game I run, I draw my Weathered Wayfarer and little to actually protect myself from opposing creatures. Has anyone tried running Glacial Chasm in an EDH before? I keep seeing only pros with this:
-The 2 life CU is most likely more reasonable than any creature horde on the other side of the table.
-I can search this up with the wayfarer
-Sacrificing a land for its ETB cost will help to keep me behind for further Land Taxing or Weathered Wayfarering.
-I can re-use this or the sac'd land with my Crucible or Worlds to create an advantageous board position for myself.
Again, if anyone has any EDH experience with this, I'd love to hear about it.
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
-Plains/+Kor Haven
-Tithe/+Eternal Dragon
I wanted to add another threat, and the dragon can act as a pseudo-tithe when I need it to, so it seemed like a clear choice for me.
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
I agree that Sun Droplet looks good in this style of deck, but as I mentioned above, straight lifegain isn't going to really move you towards anything other than jealousy/ire of other players. What would you suggest for replacement if the droplet were to be considered?
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
Snow lands would also allow you to run Scrying Sheets as another CA option in a color that doesn't have much of it.
Currently playing:
UW Modern Tron WU
UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW
Currently playing:
UW Modern Tron WU
UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW
That is a very good point. It may be something worth keeping an eye out for though, if the OP is interested.
I know that I personally just gradually build up any EDH deck I build.
Yes I have, as it says in the original post. I do always have an eye open for one.
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
-Ajani Goldmane / +Elspeth, Knight-Errant
I also finally got around to writing up a small section on playing the deck and overall strategy. I'm always looking for feedback and suggestions.
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
Out: Disenchant, Everflowing Chalice, Deathless Angel, Darien,King of Kjeldor, Sculpting Steel, Kor Sanctifiers, Petrified Field
In: Return to Dust, Solemn Simulacrum, Guardian Seraph, Ghostly Prison, Ronom Unicorn, Drifting Meadow, Plains
Brought down the mana curve a little with this update. Added in a sad robot to boost mana production, as well as another land. The Petrified Field wasn't cutting it really, and lots of times I just wished it could produce W. The unicorn works better with the rest of the deck than the previous Kor Sanctifiers, and Return to Dust was a strict upgrade for the format.
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
Why aren't you running Scrying Sheets and Snow-Covered Plains? It seems like you'd really want to in this deck.
Check out my expected lands table at:
https://spreadsheets.google.com/spreadsheet/ccc?key=0Airj6A6lYAz_dG05T2JETnVTak1xQ0tqOHNSdEJLWVE&hl=en_US#gid=0
Thank you.
I have thought about it a few times, despite not mentioning it in the OP (I'll have to add in a bit about it in my next update...). Playing the deck, I haven't had too much of a need for it. My first search with any tutor is usually going to get me a Land Tax. Looking at it from a statistical perspective, I have 37 lands in the deck, of which only 23 are basic plains. Activating a Scrying Sheets blindly, in a best case scenario, would have just under a 25% chance of hitting a snow permanent (I'd probably replace a basic plains with the sheets; the plains are the only snow permanents; 3rd turn activation = 22/89 = 24.7%). That means for every 4 activations, I'd hit a snow land. That's an investment of 12 mana to get an additional land into my hand.
In the late game, it would be a little better, by giving me a quick outlet to spend my extra mana on. That would help make sure my draws for the turn had a better chance of being business cards. It also helps to combo with Scroll Rack to give me a slightly more robust draw engine in the later game.
In a control build with more basics (and more lands in general), the (blind) chances would be much higher, and I can see the Sheets being very important to such a deck. In mine though, I just can't bring myself to bring it in at this point. I might play around with it on Cockatrice to see how it performs, though.
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
-Flagstones of Trokair / +Scrying Sheets
-Ghost Quarter / +Dust Bowl
-Plains / +Snow-Covered Plains
Testing was agreeing with popular belief here on the board, so I decided to find a slot for the Scrying Sheets. The least productive of the lands I was running at this point was the Flagstones, and if I was making the switch to a snow-land mana-base, it would effectively be worse than a basic Snow-Covered Plains. Not a dificult decision. Puttimg this in also switchd out all of my basic Plains for their snow covered bretheren.
I switched over to the Dust Bowl to give me more control over when I could Land Tax in a game. You can see a more in-depth look at my reasoning with the "land destruction lands" up in the updated first post.
—Lim-Dul, the Necromancer
EDH/Commander
WWMichiko Konda, Truth Seeker Mono-White Control
RWBasandra, Battle Seraph Sunforger Shenanigans
GRWZacama Loam & Lands
Cube
Draft my "Classic Border Cube"
WUBRG
Glissa, the Traitor, Ulasht, the Hate Seed, The Mimeoplasm
I was looking over your card selection, and was wondering if perhaps silverchase fox might be an improvement over Ronom Unicorn; I always prefer to exile whenever possible.