Move Over, Sram. I’ve got a new Mono White Enchantress to work with… and it’s not half-bad, either. Light-paws is a 2/2 Fox Advisor for 2 with “whenever a aura enters the battlefield under your control, if you cast it, you may search your library for an aura card with mana value less than or equal to that aura and with different name than each aura you control, then put that card onto the battlefield attached to Light paws, Emperor's voice, then shuffle”
This card excites me for a number of reasons, though I suppose that I should start with my tentative decklist for the 99.
So… what do I like so much about this commander in the first place?
1. This Deck Moves Quickly and Reliably:
While Sram is more reliable in providing card advantage and equipment generally advance a board state more than auras, Sram offers card advantage while Light-Paws offers nearly perfect card selection, which allows for some VERY aggressive and scary lines of play.
Imagine starting game with 3 plains, an all that glitters and a battle mastery in your hand. Powerful but not exactly “magical Christmasland”. When the Glitter seeks out Daybreak Coronet and Mastery seeks out Ethereal armor and you attack with a 13/13 flying, doublestriking commander on turn four to one-shot a player, though, that feels nice. It is a perfectly fair line of play, giving opponents ample chance to respond, and isn’t remotely a cEDH approach. 2. Recontextualizing Auras
Light-Paws effectively recontextualizes the use of four different categories of aura (which aren’t necessarily mutually exclusive, btw).
A: Reusable auras (whether from the graveyard like spirit loop or from play like conviction) are important in that each rotation lets you tutor your deck for whatever you need or rebuild after a wrath or kill spell.
B: “Prison” auras (like bound in gold or darksteel mutation) allow you to lock down an opponent’s creature while fetching a second, beneficial aura for Light-Paws.
C: Auras with flash (like Cho-Manno’s Blessing or timely ward) allow you to fetch out one of your other auras onto Light-paws at instant speed.
D: Auras that cantrip (like Angelic Gift and Chosen by Heliod allow you to throw down your best aura for that mana value or less without suffering card disadvantage.
E: As an extra note, counterspell decks would have some problems with light-paws as the aura you fetch never uses the stack. If your control enemy wants to stop you from getting a specific aura in your deck onto Light-paws, they need to counter every counterspell you have. 3. Simple Gameplay Loop
I like playing glass-cannon Voltron decks. It has a lot of very linear plays but needs to account for its own fragility through numerous protection cards and a number of ways to recover and rebuild when your commander inevitably does get hit with a well-timed pongify or beast within.
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
This card excites me for a number of reasons, though I suppose that I should start with my tentative decklist for the 99.
1 Esper Sentinel
1 Weathered Wayfarer
2 Sram, Senior Edificer
2 Kor Spiritdancer
2 Drannith Magistrate
3 Mesa Enchantress
4 Archon of Sun’s Grace
Artifact
0 Mana Crypt
0 Jeweled Lotus
1 Sol Ring
2 Arcane Signet
2 Swiftfoot Boots
Instant
1 Enlightened Tutor
3 Flawless Maneuver
3 Teferi’s Protection
Sorcery
2 Open the Armory
2 Winds of Abandon
2 Resurgent Belief
3 Idyllic Tutor
3 Sevinne’s Reclamation
6 Austere Command
Enchantment
1 Ethereal Armor
1 Flickering Ward
1 Hyena Umbra
1 Sentinel’s Eyes
2 All That Glitters
2 Angelic Gift
2 Benevolent Blessing
2 Chosen by Heliod
2 Cho-Manno’s Gift
2 Conviction
2 Darksteel Mutation
2 Daybreak Coronet
2 Eland Umbra
2 Flickerform
2 Forced Worship
2 Skyblade’s Boon
2 Spirit Loop
2 Spirit Mantle
2 Spectral Steel
2 Temporal Isolation
3 Battle Mastery
3 Bound in Gold
3 Cage of Hands
3 Cessation
3 Ghostly Prison
3 Gift of Immortality
3 Hobble
3 Pentad Ward
3 Shackles
3 Shielded by Faith
3 Sun Clasp
3 Timely Ward
3 Unquestioned Authority
4 Angelic Destiny
4 Faith’s Fetters
4 Hallowed Haunting
4 Indestructibility
4 Sage’s Reverie
4 Smothering Tithe
5 Sphere of Safety
5 Mantle of the Ancients
0 Hall of Heliod’s Generosity
0 Serra’s Sanctum
0 Strip Mine
0 Wasteland
0 Reliquary Tower
0 Ancient Tomb
0 Castle Ardenvale
0 Eiganjo Castle
0 Hall of the Bandit Lord
0 Mistveil Plains
26 Plains
So… what do I like so much about this commander in the first place?
1. This Deck Moves Quickly and Reliably:
While Sram is more reliable in providing card advantage and equipment generally advance a board state more than auras, Sram offers card advantage while Light-Paws offers nearly perfect card selection, which allows for some VERY aggressive and scary lines of play.
Imagine starting game with 3 plains, an all that glitters and a battle mastery in your hand. Powerful but not exactly “magical Christmasland”. When the Glitter seeks out Daybreak Coronet and Mastery seeks out Ethereal armor and you attack with a 13/13 flying, doublestriking commander on turn four to one-shot a player, though, that feels nice. It is a perfectly fair line of play, giving opponents ample chance to respond, and isn’t remotely a cEDH approach.
2. Recontextualizing Auras
Light-Paws effectively recontextualizes the use of four different categories of aura (which aren’t necessarily mutually exclusive, btw).
A: Reusable auras (whether from the graveyard like spirit loop or from play like conviction) are important in that each rotation lets you tutor your deck for whatever you need or rebuild after a wrath or kill spell.
B: “Prison” auras (like bound in gold or darksteel mutation) allow you to lock down an opponent’s creature while fetching a second, beneficial aura for Light-Paws.
C: Auras with flash (like Cho-Manno’s Blessing or timely ward) allow you to fetch out one of your other auras onto Light-paws at instant speed.
D: Auras that cantrip (like Angelic Gift and Chosen by Heliod allow you to throw down your best aura for that mana value or less without suffering card disadvantage.
E: As an extra note, counterspell decks would have some problems with light-paws as the aura you fetch never uses the stack. If your control enemy wants to stop you from getting a specific aura in your deck onto Light-paws, they need to counter every counterspell you have.
3. Simple Gameplay Loop
I like playing glass-cannon Voltron decks. It has a lot of very linear plays but needs to account for its own fragility through numerous protection cards and a number of ways to recover and rebuild when your commander inevitably does get hit with a well-timed pongify or beast within.
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta