Upvoted:
Melek - As many have said, no other Izzet general encourages such a heavily spell-based deck as this one. Easily my favorite commander out of the bunch.
Vorel - Also encourages a new style of deck. Gets awesome value with Darksteel reactor, eternity vessel, magistrate's scepter, tangle wire, wickerbough elder, woodripper, and too many others to name. Very cool general with a lot of potential.
Lavinia - Shuts down so many staples of the format. Anyone who relies heavily on mana rocks, voltron commanders, or token strategies will get hosed by her, and there's a ton of collateral damage for everyone else. Great option for blink decks.
Ruric Thar - Sweet general with a pretty cool form of protection. It seems like if you can keep him on the battlefield, you should have no trouble winning.
Upvoted, with reservations:
Exava - Probably a good voltron general. 4 for a 4/4 haste first strike is pretty sweet. The only thing I don't like about her is that her last ability is basically useless. I went through this gatherer search and the only creatures that were in those colors, could benefit from the haste, and were good enough to play in EDH were Arcbound Reclaimer, Caldera Hellion, Kilnmouth Dragon, Ob Nixilis, the Fallen, Tar Fiend, and Triskelion. Moreover, you probably wouldn't even run all those creatures in the same deck. So really, Exava's last ability will grant a bonus to 2 or 3 cards in your deck, tops.
Tajic - I hate that his two abilities are at cross purposes with each other. The fact that he's cheap and indestructible means that the best way to use him is with tons of board wipes (possibly Voltron), but in order to make use of that and the battalion ability, you have to have other creatures, which you don't want to run in a voltron deck, and which you may end up being forced to Wrath away. Overall, Tajic is an ugly card, but being cheap and indestructible is so good that I'll give him a pass.
Downvoted:
Varolz - Not my cup of tea. When comparing him to Glissa as a BG Voltron general (which seems like the only way to play him), you're giving up some sweet combat abilities and a ton of cute interactions (Executioner's Capsule being the most notable, allowing you to switch gears and become a control deck, if necessary) in exchange for being able to protect him a bit better and potentially deal a ton of damage with one of two cards (Death's Shadow & Phyrexian Dreadnought). Glissa showed us that Voltron generals could have a late game plan. What does Varolz show us?
Mirko Vosk - A legend would have to do a hell of a lot more than this to make mill viable in EDH.
Teysa - Let's start off with the No Mercy effect. True, nobody will attack you with her out. But the fact that your general is a No Mercy means that in turns 1-6, people are going to be more inclined to attack you, to get their beats in while they can. Even after she's out, she has no protection from real removal, and as soon as your opponents find a way to remove her, they're going to get their beats in at you (again, "while they can"). You will never get a single token off her ability, ever. You will never kill a single creature with her ability, ever. These are lies the card tells you, and with every game, you will read her text with more and more despondency and disillusionment.
Now, I understand that some people are fine with playing passively and are happy to just have a general that keeps people from attacking them (if only for the amount of time it takes your opponents to find removal). But why in God's name would these people play this Teysa over Teysa, Orzhov Scion or Vish Kal, Blood Arbiter? If you're playing one of those decks, you can say to your opponents "Don't attack me, or I will sacrifice some creatures and slaughter your dudes." Even if they have spot removal for your general, you can still kill their guys in response and avoid being attacked. With Teysa, you have no options. Your fate is decided by whatever your opponents decide to do, not by your own actions.
Also, @ the people who say she's a good voltron general: having evasion is not the sole requirement for being a good voltron general. Being cheap is by far the most important requirement, as you want to start swinging early and you're probably going to end up casting them many, many times. The second most important requirement is the ability to dodge removal. Teysa is certainly not cheap, and her protections will not do anything against Wraths or spot removal.
tl;dr: Teysa, Envoy of Ghosts is a bad card, and I hate it.
Personally, I like Army of the Damned over Storm Herd. In the late game, it's still a threat if someone has a wrath for the first half, and in the early game, I have the potential to go T7 Vish Kal, T8 Army of the Damned, kill someone. I'm also reluctant to run Ashnod's Altar, Phyrexian Altar, and Altar of Dementia because the other sac outlets in my deck either generate card advantage (Vish Kal, Attrition, Infernal Tribute) or don't cost me a card slot (Phyrexian Tower, High Market).
However, I do think you're completely right about taking out Endless Horizons and Moat. I'll also be adding Mikaeus, as I didn't realize that he combo'd with Vish Kal until you mentioned it. Thanks for your advice
There are more, but they get sillier and require more cards. Basically, the deck is filled with an array of jigsaw pieces that combine to get you the win, while still doing work on their own. The cards that aren't combo pieces usually generate card advantage/card selection, and are often pretty synergistic with the main engines of the deck.
F.A.Q. Why are you running fetches and panoramas in a mono-colored deck?
Fetches synergize with Crucible of Worlds, Rings of Brighthearth, and Weathered Wayfarer. They also help to thin the deck, and shuffle away bad cards seen with Sensei's Divining Top or Scroll Rack.
What constitutes a good opening hand?
Any hand with a sac outlet and a way to guarantee land drops is a good hand. This deck uses up almost all of its mana every turn through artifact activations, so it's important that you hit your land drops. Having actual combo pieces/win conditions in your opener is not very important, as this deck will inevitably draw into them once it has established control of the board.
I like the deck but I want to change some cards. Which cards are essential and which are more superfluous?
The combo pieces are obviously essential, but the real crux of the deck is Rings of Brighthearth, which combos in meaningful ways with 26 other cards and grants minor advantages with a few more. Trading Post is an insane swiss army knife that I'm always happy to draw. Monowhite is so starved for card draw that Mask of Memory is an all-star, and unlike Sword of Fire and Ice, the Mask doesn't seem very threatening.
Less important cards include Reliquary Monk, as its ability is mandatory and can be used against you. The deck is also somewhat heavy on the land search, as I value this form of card advantage more than most. It probably wouldn't hurt to cut a little from this theme.
If you have any questions or comments, I'm happy to discuss the deck with you.
Tips for playing the deck:
1. Don't overcommit to the board. Putting more than one card advantage engine onto the field is just asking to be hit with an Austere Command/Purify/Oblivion Stone.
2. Don't play your general too early. You want Vish Kal to have an effect on the board as soon as you play him, as he's unlikely to survive long enough for you to untap with him. Make sure you have expendable dudes to sac whenever you cast him.
3. Don't use your best answer when your second best will do. There's a lot of redundancy in this deck, so make sure you play out your weaker cards first (i.e., Necrotic Sliver before [/c]Archon of Justice[/c], Attrition before Grave Pact, Infernal Tribute before Skullclamp).
Potential Cuts: Mortify: Not easily recurred/abused. Doesn't generate card advantage. Doesn't exile. Geth, Lord of the Vault: Has no immediate effect on the board. Usually requires you to untap with him in order for him to be good. Iname, Death Aspect: Bloodghast & Nether Traitor are very important to this deck (and Kagemaro and Karmic Guide are also handy to have in your graveyard), but 6 mana is a steep price to pay to tutor them up.
Potential adds: Debt to the Deathless: Wins you the game if you draw it late enough. Kind of a dead card if you draw it before the endgame. Enduring Ideal/Sanguine Bond[/c]/Exquisite Blood: Offers a potential combo win if the game goes long enough. The cards don't do much on their own, though. Braids, Cabal Minion: Fits the Stax theme. However, I care more killing creatures and artifacts than killing lands, which is what it will probably end up doing most of the time.
Anyway, if you have questions or suggestions, I'm more than happy to discuss the deck with you. Thanks for reading!
Is it possible to build a good Mono-white EDH deck that isn't mindlessly aggressive and is Armageddon free?
I avoid combos (not even the "just one" to play if the game gets stalled kind of crap) and any kind of lock/stax strategies (because I think as this is a social/friendly type environment, my opponents should get to play too).
So you don't want to play combos, or LD, or stax, or beatdown? I think the problem is that you're too picky. There's not much left that white can do when you handicap it like that.
Very surprised that nobody has mentioned this yet, but Fiend Hunter is the nuts. Here are some of the things it can do:
-Ruin morphs
-Ruin creatures that come into play with counters (for example, Draining Whelk)
-Use it on your best creature, then wrath
-Severely disrupt voltron strategies by making their guy go away temporarily
-Got a sac outlet? Then your opponent's creature just got permanently exiled, and your Hunter is back in the yard, ready to be recurred.
-Got a bounce effect (Dust Elemental/Crystal Shard/Erratic Portal)? Even better, now you have a massively discounted Duplicant to reuse.
-Have a Karmic Guide and a sac outlet? YOU ARE NOW WINNING.
-Have a Sun Titan and a sac outlet? SEE ABOVE.
He may not be that insane on his own, but in combination with any sort of recursion/bounce/etc, he gets very good, very quickly.
Every deck I run has the fetchland + crucible of worlds engine. Even the monocolored decks. I don't mind the shuffling, but I get the feeling my opponents do....
My problem with allowing hybrid is that it increases the number of "auto-includes" in EDH. Currently, you're left looking silly if you don't play Primeval Titan in a green deck, or Demonic Tutor in a black deck, etc, because you will get owned by decks that do run these powerful cards. If hybrids become legal, then suddenly there are a dozen new cards that you would be forced to run. No green deck would eschew Spitting Image, and no black deck could resist Debtor's Knell. Allowing hybrids cuts deep into the space in each deck that's normally reserved for pet cards/ hidden gems, making the format a lot more homogeneous.
I'll readily disagree on that point. Eladamri's Call doesn't cost a card, lets you play the card on-curve, and has no limitations on what creature it gets. None of the others are near that good.
Tooth And Nail, Primal Command, and Chord of Calling are all way better, as they either offer card advantage or can cheat the creature directly into play. Sure, none of those effects are as simple as Eladamri's Call, but they are all much, much better. If you have 3 open slots in a G/W deck, you're going to run those three before you touch Eladamri's Call. So why does it need to be on the top 25 multicolored list?
I think I'd cut Eladamri's Call before I cut either of those. If you're in white-green, then you're in green, and you have a dozen available cards that do the same thing. It's not really unique enough to get a slot in the top 25 multicolor noncreatures.
I notice a lot of Riku decks are pretty creature-oriented, but that seemed inefficient to me. So I cut the deck down to the 17 best creatures with ETB abilities in RUG, and then filled in the extra slots with the best kinds of spell you could copy: Time Warp effects and Regrowths. With Riku in play, every spell is a Time Stretch, and you suddenly have a lot of time to set up alpha strikes, combos, or more Time Warps. Here's the deck:
Please feel free to ask questions/give advice. The deck isn't perfect yet, and I'm sure there are cards I have missed-- just don't mention Palinchron. Thanks for reading!
Changelog:
8/15
-1 Pongify; +1 Chaos Warp
-1 Tree of Tales, Great Furnace, Seat of the Synod; +1 Forest, Mountain, Island
-1 Izzet Signet, Gruul Signet, Simic Signet; +1 Sakura-Tribe Elder, Harrow, Anarchist
-3 Mountain; +3 Forest
While looking through some cards yesterday, I found a foil Moggcatcher, so now I'm thinking about putting a goblin package into my Riku deck. What goblins are worth running solely for their ETB effects/activated abilities, rather than any Tribal synergies?
Melek - As many have said, no other Izzet general encourages such a heavily spell-based deck as this one. Easily my favorite commander out of the bunch.
Vorel - Also encourages a new style of deck. Gets awesome value with Darksteel reactor, eternity vessel, magistrate's scepter, tangle wire, wickerbough elder, woodripper, and too many others to name. Very cool general with a lot of potential.
Lavinia - Shuts down so many staples of the format. Anyone who relies heavily on mana rocks, voltron commanders, or token strategies will get hosed by her, and there's a ton of collateral damage for everyone else. Great option for blink decks.
Ruric Thar - Sweet general with a pretty cool form of protection. It seems like if you can keep him on the battlefield, you should have no trouble winning.
Upvoted, with reservations:
Exava - Probably a good voltron general. 4 for a 4/4 haste first strike is pretty sweet. The only thing I don't like about her is that her last ability is basically useless. I went through this gatherer search and the only creatures that were in those colors, could benefit from the haste, and were good enough to play in EDH were Arcbound Reclaimer, Caldera Hellion, Kilnmouth Dragon, Ob Nixilis, the Fallen, Tar Fiend, and Triskelion. Moreover, you probably wouldn't even run all those creatures in the same deck. So really, Exava's last ability will grant a bonus to 2 or 3 cards in your deck, tops.
Tajic - I hate that his two abilities are at cross purposes with each other. The fact that he's cheap and indestructible means that the best way to use him is with tons of board wipes (possibly Voltron), but in order to make use of that and the battalion ability, you have to have other creatures, which you don't want to run in a voltron deck, and which you may end up being forced to Wrath away. Overall, Tajic is an ugly card, but being cheap and indestructible is so good that I'll give him a pass.
Downvoted:
Varolz - Not my cup of tea. When comparing him to Glissa as a BG Voltron general (which seems like the only way to play him), you're giving up some sweet combat abilities and a ton of cute interactions (Executioner's Capsule being the most notable, allowing you to switch gears and become a control deck, if necessary) in exchange for being able to protect him a bit better and potentially deal a ton of damage with one of two cards (Death's Shadow & Phyrexian Dreadnought). Glissa showed us that Voltron generals could have a late game plan. What does Varolz show us?
Mirko Vosk - A legend would have to do a hell of a lot more than this to make mill viable in EDH.
Emmara Tandris - There's nothing I can add that hasn't already been said. She's incredibly expensive, there are much better GW token generals (Rhys the Redeemed, Tolsimir Wolfblood, Trostani, Selesnya's Voice), and there are many legends that have a strictly better effect (Avacyn, Angel of Hope, Rune-Tail, Kitsune Ascendant).
Teysa - Let's start off with the No Mercy effect. True, nobody will attack you with her out. But the fact that your general is a No Mercy means that in turns 1-6, people are going to be more inclined to attack you, to get their beats in while they can. Even after she's out, she has no protection from real removal, and as soon as your opponents find a way to remove her, they're going to get their beats in at you (again, "while they can"). You will never get a single token off her ability, ever. You will never kill a single creature with her ability, ever. These are lies the card tells you, and with every game, you will read her text with more and more despondency and disillusionment.
Now, I understand that some people are fine with playing passively and are happy to just have a general that keeps people from attacking them (if only for the amount of time it takes your opponents to find removal). But why in God's name would these people play this Teysa over Teysa, Orzhov Scion or Vish Kal, Blood Arbiter? If you're playing one of those decks, you can say to your opponents "Don't attack me, or I will sacrifice some creatures and slaughter your dudes." Even if they have spot removal for your general, you can still kill their guys in response and avoid being attacked. With Teysa, you have no options. Your fate is decided by whatever your opponents decide to do, not by your own actions.
Also, @ the people who say she's a good voltron general: having evasion is not the sole requirement for being a good voltron general. Being cheap is by far the most important requirement, as you want to start swinging early and you're probably going to end up casting them many, many times. The second most important requirement is the ability to dodge removal. Teysa is certainly not cheap, and her protections will not do anything against Wraths or spot removal.
tl;dr: Teysa, Envoy of Ghosts is a bad card, and I hate it.
However, I do think you're completely right about taking out Endless Horizons and Moat. I'll also be adding Mikaeus, as I didn't realize that he combo'd with Vish Kal until you mentioned it. Thanks for your advice
Yosei, the Morning Star: http://forums.mtgsalvation.com/showthread.php?p=9994410#post9994410
1 Yosei, the Morning Star
Creatures
1 Weathered Wayfarer
1 Stoneforge Mystic
1 Leonin Relic-Warder
1 Reliquary Monk
1 Fiend Hunter
1 Preacher
1 Solemn Simulacrum
1 False Prophet
1 Stonehewer Giant
1 Reveillark
1 Archon of Justice
1 Karmic Guide
1 Sunblast Angel
1 Sun Titan
1 Admonition Angel
1 Duplicant
1 Adarkar Valkyrie
1 Luminate Primordial
1 Angel of Serenity
Artifacts
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Expedition Map
1 Nim Deathmantle
1 Scroll Rack
1 Mask of Memory
1 Journeyer's Kite
1 Altar of Dementia
1 Rings of Brighthearth
1 Phyrexian Altar
1 Mimic Vat
1 Quietus Spike
1 Sword of Fire and Ice
1 Crucible of Worlds
1 Blasting Station
1 Ashnod's Altar
1 Thran Dynamo
1 Tawnos's Coffin
1 Erratic Portal
1 Helm of Possession
1 Trading Post
1 Citanul Flute
1 Lifeline
1 Conjurer's Closet
1 Mind's Eye
1 Staff of Nin
1 Land Tax
1 Angelic Renewal
1 Aura of Silence
1 Sigil of the New Dawn
1 Marshal's Anthem
1 Endless Horizons
1 Martyr's Bond
Instants/Sorceries
1 Tithe
1 Enlightened Tutor
1 Condemn
1 Steelshaper's Gift
1 Dust to Dust
1 Return to Dust
1 Hallowed Burial
1 Austere Command
Lands
1 Emeria, the Sky Ruin
1 High Market
1 Scrying Sheets
1 Mouth of Ronom
1 Thespian's Stage
1 Temple of the False God
1 Petrified Field
1 Terrain Generator
1 Arid Mesa
1 Marsh Flats
1 Evolving Wilds
1 Terramorphic Expanse
1 Bant Panorama
1 Esper Panorama
1 Naya Panorama
23 Snow-Covered Plains
Karmic Guide + Reveillark + Sac Outlet
Sun Titan + Fiend Hunter + Sac Outlet
Karmic Guide + Fiend Hunter + Sac Outlet
Sun Titan + Angelic Renewal + Sac Outlet
Yosei, the Morning Star + Emeria, the Sky Ruin + Sac Outlet
Yosei, the Morning Star + Nim Deathmantle + Sac Outlet
Yosei, the Morning Star + Lifeline + Sac Outlet
Yosei, the Morning Star + Sigil of the New Dawn + Sac Outlet
Yosei, the Morning Star + Mimic Vat + Sac Outlet
Yosei, the Morning Star + Adarkar Valkyrie + Sac Outlet
Yosei, the Morning Star + Tawnos's Coffin + Karmic Guide + Sac Outlet
Yosei, the Morning Star + Erratic Portal + Karmic Guide + Sac Outlet
Yosei, the Morning Star + Conjurer's Closet + Karmic Guide + Sac Outlet
There are more, but they get sillier and require more cards. Basically, the deck is filled with an array of jigsaw pieces that combine to get you the win, while still doing work on their own. The cards that aren't combo pieces usually generate card advantage/card selection, and are often pretty synergistic with the main engines of the deck.
F.A.Q.
Why are you running fetches and panoramas in a mono-colored deck?
Fetches synergize with Crucible of Worlds, Rings of Brighthearth, and Weathered Wayfarer. They also help to thin the deck, and shuffle away bad cards seen with Sensei's Divining Top or Scroll Rack.
What constitutes a good opening hand?
Any hand with a sac outlet and a way to guarantee land drops is a good hand. This deck uses up almost all of its mana every turn through artifact activations, so it's important that you hit your land drops. Having actual combo pieces/win conditions in your opener is not very important, as this deck will inevitably draw into them once it has established control of the board.
I like the deck but I want to change some cards. Which cards are essential and which are more superfluous?
The combo pieces are obviously essential, but the real crux of the deck is Rings of Brighthearth, which combos in meaningful ways with 26 other cards and grants minor advantages with a few more. Trading Post is an insane swiss army knife that I'm always happy to draw. Monowhite is so starved for card draw that Mask of Memory is an all-star, and unlike Sword of Fire and Ice, the Mask doesn't seem very threatening.
Less important cards include Reliquary Monk, as its ability is mandatory and can be used against you. The deck is also somewhat heavy on the land search, as I value this form of card advantage more than most. It probably wouldn't hurt to cut a little from this theme.
If you have any questions or comments, I'm happy to discuss the deck with you.
This is a pretty fun control deck I built for multiplayer EDH groups. Here's the list:
1 Vish Kal, Blood Arbiter
Creatures
1 Weathered Wayfarer
1 Stoneforge Mystic
1 Bloodghast
1 Nether Traitor
1 Fleshbag Marauder
1 Necrotic Sliver
1 Solemn Simulacrum
1 Academy Rector
1 False Prophet
1 Xiahou Dun, the One-Eyed
1 Karmic Guide
1 Kagemaro, First to Suffer
1 Archon of Justice
1 Sun Titan
1 Duplicant
1 Iname, Death Aspect
1 Sheoldred, Whispering One
1 Sepulchral Primordial
1 Angel of Despair
1 Luminate Primordial
1 Angel of Serenity
1 Havoc Demon
1 Elesh Norn, Grand Cenobite
Artifacts
1 Expedition Map
1 Sensei's Divining Top
1 Sol Ring
1 Skullclamp
1 Nim Deathmantle
1 Mask of Memory
1 Journeyer's Kite
1 Coalition Relic
1 Crucible of Worlds
1 Mimic Vat
1 Trading Post
1 Enlightened Tutor
1 Ashes to Ashes
1 Idyllic Tutor
1 Buried Alive
1 Return to Dust
1 Corpse Dance
1 Austere Command
1 Merciless Eviction
1 Decree of Pain
1 Rise of the Dark Realms
Enchantments
1 Land Tax
1 Bitterblossom
1 Attrition
1 Aura of Silence
1 Phyrexian Arena
1 Necropotence
1 Infernal Tribute
1 Endless Horizons
1 Infernal Darkness
1 Grave Pact
1 Marshal's Anthem
1 The Abyss
1 Moat
1 Dawn of the Dead
1 Martyr's Bond
1 Debtors' Knell
Planeswalkers
1 Liliana of the Dark Realms
1 Cabal Coffers
1 Urborg, Tomb of Yawgmoth
1 Phyrexian Tower
1 High Market
1 Thespian's Stage
1 Volrath's Stronghold
1 Terrain Generator
1 Evolving Wilds
1 Terramorphic Expanse
1 Esper Panorama
1 Marsh Flats
1 Flagstones of Trokair
1 Isolated Chapel
1 Orzhov Guildgate
1 Caves of Koilos
1 Godless Shrine
1 Fetid Heath
1 Tainted Field
8 Plains
12 Swamp
Tips for playing the deck:
1. Don't overcommit to the board. Putting more than one card advantage engine onto the field is just asking to be hit with an Austere Command/Purify/Oblivion Stone.
2. Don't play your general too early. You want Vish Kal to have an effect on the board as soon as you play him, as he's unlikely to survive long enough for you to untap with him. Make sure you have expendable dudes to sac whenever you cast him.
3. Don't use your best answer when your second best will do. There's a lot of redundancy in this deck, so make sure you play out your weaker cards first (i.e., Necrotic Sliver before [/c]Archon of Justice[/c], Attrition before Grave Pact, Infernal Tribute before Skullclamp).
Potential Cuts:
Mortify: Not easily recurred/abused. Doesn't generate card advantage. Doesn't exile.
Geth, Lord of the Vault: Has no immediate effect on the board. Usually requires you to untap with him in order for him to be good.
Iname, Death Aspect: Bloodghast & Nether Traitor are very important to this deck (and Kagemaro and Karmic Guide are also handy to have in your graveyard), but 6 mana is a steep price to pay to tutor them up.
Potential adds:
Debt to the Deathless: Wins you the game if you draw it late enough. Kind of a dead card if you draw it before the endgame.
Enduring Ideal/Sanguine Bond[/c]/Exquisite Blood: Offers a potential combo win if the game goes long enough. The cards don't do much on their own, though.
Braids, Cabal Minion: Fits the Stax theme. However, I care more killing creatures and artifacts than killing lands, which is what it will probably end up doing most of the time.
Anyway, if you have questions or suggestions, I'm more than happy to discuss the deck with you. Thanks for reading!
So you don't want to play combos, or LD, or stax, or beatdown? I think the problem is that you're too picky. There's not much left that white can do when you handicap it like that.
-Ruin morphs
-Ruin creatures that come into play with counters (for example, Draining Whelk)
-Use it on your best creature, then wrath
-Severely disrupt voltron strategies by making their guy go away temporarily
-Got a sac outlet? Then your opponent's creature just got permanently exiled, and your Hunter is back in the yard, ready to be recurred.
-Got a bounce effect (Dust Elemental/Crystal Shard/Erratic Portal)? Even better, now you have a massively discounted Duplicant to reuse.
-Have a Karmic Guide and a sac outlet? YOU ARE NOW WINNING.
-Have a Sun Titan and a sac outlet? SEE ABOVE.
He may not be that insane on his own, but in combination with any sort of recursion/bounce/etc, he gets very good, very quickly.
On a side note, Bringers should really be legal.
Tooth And Nail, Primal Command, and Chord of Calling are all way better, as they either offer card advantage or can cheat the creature directly into play. Sure, none of those effects are as simple as Eladamri's Call, but they are all much, much better. If you have 3 open slots in a G/W deck, you're going to run those three before you touch Eladamri's Call. So why does it need to be on the top 25 multicolored list?
I think I'd cut Eladamri's Call before I cut either of those. If you're in white-green, then you're in green, and you have a dozen available cards that do the same thing. It's not really unique enough to get a slot in the top 25 multicolor noncreatures.
1 Riku of Two Reflections
Lands
11 Forest
8 Island
4 Mountain
1 Halimar Depths
1 Gruul Turf
1 Simic Growth Chamber
1 Izzet Boilerworks
1 Command Tower
1 Yavimaya Hollow
1 Misty Rainforest
1 Scalding Tarn
1 Wooded Foothills
1 Bant Panorama
1 Grixis Panorama
1 Naya Panorama
1 Jund Panorama
1 Terramorphic Expanse
1 Evolving Wilds
Ramp
1 Sol Ring
1 Crucible of Worlds
1 Harrow
1 Darksteel Ingot
1 Coalition Relic
1 Kodama's Reach
1 Cultivate
1 Reap and Sow
1 Explosive Vegetation
1 Gilded Drake
1 Trinket Mage
1 Eternal Witness
1 Solemn Simulacrum
1 Kiki-Jiki, Mirror Breaker
1 Acidic Slime
1 Mnemonic Wall
1 Izzet Chronarch
1 Brutalizer Exarch
1 Primeval Titan
1 Duplicant
1 Deadwood Treefolk
1 Chancellor of the Spires
1 Phyrexian Ingester
1 Sphinx of Uthuun
1 Terastodon
Things that are really good with ETB creatures
1 Crystal Shard
1 Erratic Portal
1 Jace, the Mind Sculptor
1 Birthing Pod
1 Proteus Staff
1 Spitting Image
1 Wild Pair
1 Tooth and Nail
Removal
1 Chaos Warp
1 Shattering Spree
1 Beast Within
1 Pongify
1 Decimate
1 Spin Into Myth
1 Blatant Thievery
1 Evacuation
1 Govern the Guildless
1 Stitch In Time
1 Time Warp
1 Temporal Manipulation
1 Walk the Aeons
1 Time Stretch
Regrowth Effects
1 Regrowth
1 Restock
1 All Suns' Dawn
1 Praetor's Counsel
Good Stuff
1 Sensei's Divining Top
1 Mirri's Guile
1 Sylvan Library
1 Rhystic Study
1 Mystic Remora
1 Spell Crumple
1 Hinder
1 Chandra, the Firebrand
1 Future Sight
1 Stroke of Genius
Please feel free to ask questions/give advice. The deck isn't perfect yet, and I'm sure there are cards I have missed-- just don't mention Palinchron. Thanks for reading!
Changelog:
8/15
-1 Pongify; +1 Chaos Warp
-1 Tree of Tales, Great Furnace, Seat of the Synod; +1 Forest, Mountain, Island
-1 Izzet Signet, Gruul Signet, Simic Signet; +1 Sakura-Tribe Elder, Harrow, Anarchist
-3 Mountain; +3 Forest