This deck is based around Darien, King of Kjeldor and ways to deal yourself controlled amounts of damage to generate token armies. You could build this in a linear token aggro deck, but I have chosen not to play aggro. Aggro does not play to monowhite's strengths. This is a monowhite control deck that uses Darien to deter attacks and wins the game with tokens.
Multiplayer Advantages of Playing Darien
Since Darien makes a soldier token for each damage dealt to you, he has political value in multiplayer, encouraging players to attack each other instead of you. You can also leverage Darien to form alliances. If player A wants to hurt player B but lacks the resources, you can agree to have him attack you instead. He deals you X damage. You get X soldier tokens (probably bigger than 1/1), and then on your turn you attack player B with all the soldier tokens. At a casual table, much is possible. Even without any tokens on the board, Darien serves as a passive threat and equalizer, knowing that you can attack someone back for more or attack on someone else's behalf.
Players will probably avoid damaging you with non-lethal damage while Darien is out, unless they want you to attack someone else for them. But you can also make tokens by damaging yourself.
Main Synergies with Darien
With Darien out, people will avoid attacking you. You will usually need to damage yourself to get the ball rolling.
Jade Monolith doesn't look like much, but is an absolute house in this deck. When your tokens attack or chump block, you can redirect all damage dealt to them to you instead, using very little mana. Your token horde will grow quickly. Monolith also protects Darien from red damage-based removal like Anger of the Gods and Chain Reaction, cards that would otherwise wreck token strategies.
Something that is often missed is that Jade Monolith only takes 1 mana to activate and says target creature. Period! I bolded the punctuation for a reason. Not "you control". Monolith can target someone else's creatures! In multiplayer, this means that even if players are staying far away from you and attacking each other, you can intervene in their combat. You can save one player's creature for diplomatic reasons while also giving yourself a bunch of soldiers. Or you can just screw over everyone's attacking and blocking, making it uncertain what will and won't die.
Dealing yourself damage can get dangerous. But with Darien out, Soul Sister effects like Soul Warden compensate for any damage you take. For each 1 damage you take from an opponent or yourself, you get a 1/1 token and then gain 1 life. That means that as long as you have Darien and a Soul Sister, non-lethal non-commander damage cannot dent your life total. In fact, damage just makes you stronger by giving you more Soldiers.
The basic soft lock is Darien + any soul sister (e.g. Soul Warden, Suture Priest), which basically negates any non-lethal non-commander damage while making free creatures for you. As long as you have this combo out, players will not be attacking you. You can deal as much damage to yourself as possible to make tokens to swarm the board.
Darien + soul sister + Jade Monolith + mana open = "creatures opponents control cannot attack or block"
Well, that's what it amounts to. As described above, Jade Monolith lets you intervene in other people's combat while giving yourself Soldier tokens. With a Soul Sister to negate the damage, once opponent's clue into your deck's engine, they can't risk sending their creatures into combat even against each other. If anything blocks anything, you can redirect all the damage to yourself and make a ton of tokens without losing any life. Opponents will probably stay away from the combat phase until they find a way to answer your engine.
Darien + soul sister + Blasting Station makes an infinite loop (targeting yourself with Blasting Station)
Generally I'll grab at least 1 Soul Sister to set up the soft lock with Darien. Early game, Weathered Wayfarer can set up amazing card advantage and makes use of another tutor package (below). Mother of Runes can protect Darien. I have opted not to run Serra Ascendant because it's high variance and kind of win-more. This deck goes wide instead of big on one threat.
On top of finding a whole range of utility lands and enabling the main Darien combo, Wayfarer still has even more synergy than usual. It's tutorable with Ranger of Eos and Recruiter of the Guard, it can be recurred with Lark or Sun Titan, and it gets incidentally buffed for combat by all the anthem effects. Wayfarer is very powerful in this deck, which is why there are so many ways to find it and recur it.
Reveillark is not as strong in this deck as usual, but due to the importance of keeping Soul Sisters out I thought it was worth it. It can recur a lot of the same creatures as Sun Titan and even Healer of the Pride, the 5th Soul Sister.
So I just wrote a whole bunch of sections about how "the deck can do _______ if Darien is out." Well, OK, but what if they kill Darien?
A Darien deck really needs Darien to work. Otherwise self-damage and soul sisters and anthems all look pretty lousy. Luckily, since the tuck rule was removed, you don't have to worry about Darien being lost forever. I think that makes this deck significantly more viable.
Opponents will still kill him as often as possible, so I have taken a 2-pronged approach to deal with this:
1) Mana Ramp. Build up BIG mana so that I can recast Darien a few times from the Command Zone.
2) Protection: Mother of Runes is tutorable and recurrable through the deck's engines and protects Darien from targeted removal and damage
Jade Monolith protects him from red damage-based removal and green fight-based removal while also making you a bunch of tokens.
More protection may be required as well
Since Darien will have a big target on his head and there are only finite ways to protect him and recast his clunky body, this deck needs to be able to win without Darien.
Mobilization is probably the best alternate win condition in the lategame. Fantastic mana sink. Still makes soldiers. What's not to like? It's tutorable with Enlightened Tutor and Idyllic Tutor. Although it's bad in the early game, I only need this card when you have already tried casting Darien from the command zone 4 times and don't have the mana to do it again.
Luminarch Ascension is another easy token engine and mana sink. I recently cut this, because it draws a lot of hate and sometimes just does nothing, but I may add it back in.
Captain of the Watch gives 4 bodies all in one shot. With additional anthems, it can deal significantly damage on its own.
Martial Coup is a legitimate win condition. Wiping the board and making 6 6/6 tokens is sometimes enough to win, and such a play is possible with Cathars' Crusade or Coat of Arms or multiple anthem effects working together.
When the token engine fails, the deck can try to go beatdown with utility dorks. Sun Titan + Lark + Emeria + Marshal's Anthem give a lot of ways to recur early game utility dorks. Lategame, anthem effects make them large. So you can just try to win with dorks. Simply looping Soul Warden with Sun Titan/Lark/Emeria + High Market + Archangel of Thune can let you go Soul Sister beatdown.
As a token deck with utility weenies and an embarassingly small Commander (3/3 for 6), this deck obviously wants anthems. There are a lot of choices in monowhite. It's easy to get carried away and run too many.
I tried to avoid generic anthems like Glorious Anthem and Honor of the Pure. Despite the low mana costs, these cards do nothing when you don't already have the Darien engine working, so it is questionable spending a whole card on them. Instead, I focused on anthems that also provide other value.
Caged Sun and Gauntlet of Power provide the lategame mana ramp this deck will need to cast Darien more than once from the Command Zone. They also fuel manasinks/alternate win conditions like Mobilization.
Eldrazi Monument provides Wrath protection. It also lets you cast Rout without killing your own team, boosting the control angles this deck can play.
The others are still good but potentially worth cutting if the deck already has too many anthems. Angel of Jubilation shuts down many strong engines in other decks, especially black decks. Archangel of Thune interacts well with Soul Sisters. Spear of Heliod kills attackers.
Coat of Arms can be very strong in theory but it was cut as it can easily backfire.
I am trying to play monowhite control. Obviously Wraths have to be a part of it. Again, I am trying to avoid running too many so that I am not leaning on wiping the board as my only form of interaction.
Notably absent is Oblivion Stone, even though I have an artifact tutor to find it and Sun Titan to reuse it. My rationale was that I have enough ways to kill things and I don't want to kill my own enchantments and artifacts, but I may change my mind about this later.
You already run Sun Titan, so I'd suggest adding Command Beacon to the deck for when Darien becomes to expensive to cast from the command zone. You can cut Kjeldoran Outpost for it. While flavorful, its quite underwhelming imo.
This deck definitly needs Angel's Trumpet. It speeds up the entire game which is a nice thing for multiplayer anyway, plus the damage always gives you blockers so you are never without defense. It also gives the deck some form of reach and allows it grow exponentially all by itself in case the board is locked.
Retribution of the Meek can also seriously hurt you when you have 2+ anthems out. Maybe replace it with Crackdown for a more permanent answer to big troublesome creatures. It also combos really well with Angels Trumpet, since the Trumpet will tap all nonwhite creatures without haste at the end of the turn they are cast, while Crackdown keeps them that way.
Not sure but maybe Altar of Dementia is a nice second victory option vs pillowforts? With lots of tokens and anthems, it's not that hard to just mill someone out.
Private Mod Note
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The secret to enjoyable Commander games is not winning first, but losing last.
1) I recently cut Swiftfoot Boots (since it forces you to wait an extra land drop before you can cast Darien, which can be very costly as the cost increases) but I should probably add it back in. As you said, I need the protection. I'm already running both Enlightened and Idyllic Tutor. I could also add Stoneforge Mystic to help find protection equipment.
3) Angel's Trumpet seems good. Never even heard of this card before. I wonder how bad it will be when Darien is not out? But the speed boost seems important. It also stops people from dodging the soft lock by just not attacking.
4) Crackdown could work. It will lock out generic fatties (e.g. fat green tokens), but it doesn't answer powerful abilities and without Angel's Trumpet a lot of creatures can still get through. I wonder if I should just run Wrath of God instead of trying to get cute with Retribution. Whenever I don't have Darien (or a lot of Darien's tokens still standing), I will be happy to wrath the board.
5) Hmm if I am adding Altar of Dementia to deal with pillowforts, then I really need to add Karmic Guide too. Then I also get a Darien-free plan B: Altar + Karmic Guide + Reveillark loop. Even if someone has Eldrazi to protect against mill, Lark combo also gives infinite life with a Soul Sister. Adding Fiend Hunter would give more pairs to make Lark combo work (Sun Titan+Hunter, Guide+Hunter). And it's not like Karmic Guide or Fiend Hunter are terrible cards to run outside of the combo.
Excellent deck and well detailed! I run a Darien deck myself that originally focused more on dealing self pain with Darien but I shyd away from it because I found out either opponents would play around things or tuck my commander (this was before the rules change), thus nullifying all the cards I had dedicated to him. Now I run more of an aggro/token build that can function without Darien, but has a few ways to deal self damage without taking up dedicated slots (painlands, manacrypt/vault, etc).
That said, there are two cards I have in my deck that are mostly dedicated for just Darien that I think are totally worth it. Sivvi's Valor and Scout's Warning.
The former is a one time use Jade Monolith. However, what I believe makes this card special is that it's very sneaky. It's instant, it's free (in most scenarios) and your opponents will not see it coming. Jade seems better for 1 vs 1 because if your opponent doesn't have an answer to it or Darien then it puts a lot of pressure on them. However, Jade does not seem very good for multiplayer because it's a lot of open information that you opponents can play around and most likely have an answer to. They could easily in response destroy/exile/bounce Darien to your Jade trigger, causing you to shoot yourself in the foot. This is where I think Sivvi's valor shines over Jade in multiplayer. There is so much you can do with it, even when your opponents aren't attacking you! Even at it's worst, you can use it to save a key creature of not just your own, but an opponent's/ally's creature as well.
As for the latter, well, I think flashing in Darien for some surprise tokens is pretty good, but it might not be worth it if you don't have many other creatures you could utilize with it