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  • Best Cards In Standard 2025 - White Edition

    By Ryan Easby Feb 4, 2025

    There are a lot of formats in Magic The Gathering, but the main format, Standard, sees a consistent rotation of cards. Here are the best cards in White, at least until Aetherdrift rotates in later this month.

  • 10 Best White Cards To Play In Commander

    By Ryan Easby Jan 23, 2025

    Magic The Gathering’s Commander Format has one massive deckbuilding advantage over formats such as Standard: You have the option to include almost any card in Magic The Gathering’s storied history. But with so many cards, how can you decide what to put in your deck? We’ve got the lowdown on the best White cards for the format.

  • My first Deck, is it good?

    • By nikkobvron Jul 9, 2015
    • Category IconNew to Magic
    • 0

    Hey guys this is my very first deck, the colors I'm running are Red,White, and Black.

    Planeswalker: Chandra Nalaar(from duel decks)

    Creatures-

    Multicolored

    Zurgo Helmsmasher 7/2

    Ankle Shanker 2/2

    Red

    2x Mogis's Warhound 2/2

    2x Goblin roughrider 3/2

    2x Borderland marauder 1/2

    2x Kragma Butcher 2/3

    White

    2x Oreskos Sun Guide 2/2

    2x Mardu Hateblade 1/1

    Black

    2x Returned reveler 2/2

    Marsh hulk 4/6

    Xathrid necromancer 2/2

    2x Dreadbringer lampands 4/2

     

    Instants-

    Crackling doom  (multicolor)

    Harsh sustenance (multicolor)

    Raise The alarm (white)

     

    Enchantment-

    Font of vigor (white)

     

    Sorceries (ALL RED)-

    2x arc lightning

    dragon fodder

    hordeling outburst

    2x roast

    2x bathe in dragon fire

    2x arrowstorm

    2x flamerift

     

    Lands

    6 plains

    7 swamps

    8 mountains

    2 nomad outpost

    scoured barrens

    wind-scarred crag

    bloodfell caves

     

    So I'm trying to get creatures in the battlefield quickly with the cheap casting cards. And i Have some stronger cards like Zurgo helmsmasher and Marsh Hulk. And my planeswalker Chandra Nalaar has 6 loyalty and her third ability costs -8 loyalty and it deals 10 damage to target player and each creature he or she controls. So, can you guys tell me what i should change

     

    Tags black red white Deck New
    0
  • Bruna EDH/Commander deck (NEED HELP!)

    • By DraculeAkamu Jul 28, 2014
    • Category IconDraculeAkamu
    • 0
    Hello everyone,
    This is my first time on MTG Salvation as an active member. I am a huge fan of elder dragon highlander and have built one full kaalia deck and have helped my friends build their own decks on various occausions. I am currently working on a Bruna, Light of Alabaster deck for myself and I am having difficulty with deciding limiting it down to 100 cards :/ I would like to free up 6 spaces so I can put in some counter spells and Serra Ascedent and/or Bribery. Any and all suggestions are welcomed. Smile Thank you! Here's the list thus far:

    Auras:
    Auramancers Guise
    False Demise
    Flickerform
    Holy Mantle
    Ordeal of heliod
    Steel of the Godhead
    Spirit Mantle
    Sigil of Sleep
    Ordeal of Thassa
    Entangler
    Battle Mastery
    Illusionary Armor
    Diplomatic Immunity
    Eldrazi Conscription
    Celestial Mantle
    Angelic Destiny
    Spectra Ward
    Mortal Obsinacy
    Empyrial Armor
    Sunbond
    Etheral Armor
    Indestructabibility
    Righteous Authority

    Fun cards with enchantments:
    Sphere of Safety
    Ajani's Chosen
    Sigil of the Empty Throne
    Greater Auramancy
    Whitewater Naiads
    Copy Enchantment

    Drawpower/hand size modifers:
    Conscicrated Sphinx
    Tamiyo the Moon Sage
    Blue Suns Zenith
    Staff of Nin
    Myojin of Seeing Winds
    Spellbook
    Library of Leng

    Removal:
    Revoke existance
    Austere Command
    Wrath of God
    Oblivion Ring
    Nevermore
    Banishing Light
    Swords to plowshares
    Path to Exile

    Ramp:
    Mana Vault
    Azorious Singet
    Kor Catographer
    Thran Dynamo
    Sol Ring
    Solem Sam
    Grand Arbiter Augstin IV (makes Bruna a 4 drop)

    Tutors and other misc good stuff:
    Ghostly Prison
    Propaganda
    Academy Reactor
    Crystal Ball
    Geist of Saint Traft
    Three Dreams
    Idealic Tutor
    Soverigns of Lost Alara
    Heliods Pilgrim
    Traumatize
    Swiftfoot Boots
    Labratory Manic

    And i havent done lands yet but i have a pretty good idea of what i'd want to do
    Tags Commander edh white voltron blue azorius help Decklist Deck Bruna Light of Alabaster Auras Enchantments Aura Enchantment Blue/White Angel Avacyn Restored
    0
  • Suggestions please, white and black humans

    • By deven420 Apr 18, 2014
    • Category Icondeven420
    • 0

    the focus of this deck is to swarm the field with creatures and sacrifice tokens for abilities, please give helpful suggestions to make this a better deck

    land(21)                                                            sorcery(8)

    x10 swamps                                                     x1 lingering souls

    x10 plains                                                         x3 gather the townsfolk

    x1 haunted fengraf                                           x1 assassin's strike

    artifacts(5)                                                         x2 death's caress

    x1 tumble magnet                                              x1 unburial rites

    x1 avacyn's collar                                               x1 destroy the evidence

    x1 trigon of corruption                                         instants(5)

    x1 contagion clasp                                               x2 instill infection

    x1 culling dais                                                     x2 altar's reap

    creatures(20)                                                    x1 doom blade

    x2 blood bairn

    x2 falkenrath torturer

    x2 village cannibals

    x2 rakdos shred-freak

    x1 skirsdag flayer

    x1 fiend of the shadows

    x2 elder cathar

    x2 unruly mob

    x1 champion of the perish

    x2 doomed traveler

    x1 mausoleum guard

    x2 elgaus inquisitor

                                                        

    Tags black white human
    0
  • Isperia - Tribal Flying

    • By Altik_0 Feb 22, 2014
    • Category IconAltik_0
    • 0

    Story time: it's July 2013, and Magic 2014 just got released. I'd opened a handful of packs, but nothing really great was in them. I didn't get any Mutavaults or Scavenging Oozes, and although I was stoked about Strionic Resonator and Young Pyromancer, not a lot else was really there to get excited for. However, I did get two interesting pulls: Warden of Evos Isle and Windreader Sphinx. There are just some cards out there that yell "BUILD AROUND ME!" and these two are both lovely examples that happen to work very nicely with one another.

    It occurred to me that, since I typically end up playing low creature count decks, I really never committed to a deck all about flying before. In retrospect, it seems like such a simple premise that surely everyone does something like that when they're first learning the game, but I never really got around to it. Well, here we go: Tribal Flying!

    So, we know the end goal: make a deck that likes everything that flies and hates everything that doesn't. Step 1: who do we want as a general?

    Blue is a no brainer: first of all, the earlier build around cards are blue, and secondly most of the awesome fliers in Magic's history are blue: Consecrated Sphinx, Keiga, the Tide Star, and Sphinx of Uthuun to name a few. And don't forget Mulldrifter, Draining Whelk, and Djinn of Wishes! There are too many exciting blue flying dudes to skip this one.

    White is another standout here: Angels and WU Sphinxes are pretty solid. Baneslayer Angel, Karmic Guide, Restoration Angel... list goes on and on. Plus, white is a great backup color for removal such as Kirtar's Wrath (heh, it makes fliers) and Path to Exile.

    Green also spoke to me. There aren't many mono-green flyers to speak of (with a notable exception of Birds of Paradise), but Sigarda, Host of Herons and Jenara, Asura of War seemed like strong options for inclusion. In fact, Jenara would make a pretty solid general for this.

    ... However, Jenara doesn't really care about flying - she just has flying. I really wanted a general that made flying matter, and could push the deck over the edge. That's when I remembered good 'ol Isperia the Inscrutable. Yet another excellent build around card - seemed like the perfect direction to go for this deck. But, it meant I had a new step to construction: finding ways to make her trigger reliable. Step 2: how do we know what's in my opponent's hand?

    There are a few easy ways to know what your opponents are holding. First, Telepathy does the job quite nicely. You don't have to remember anything, and you only have to play it once while keeping the information free always. Second, you've got one-time effects, like Gitaxian Probe and Peek. Peek, in particular, is a card I typically revile against, but it actually does work here - something I highly admire about themed EDH decks. Finally, you can have some real fun by playing bounce effects, FORCING the card in their hand to be there: Echoing Truth, Cyclonic Rift, and Capsize work like a charm here. Special mention to Reality Strobe for finally making the cut of a deck - yet another underdog winning a victory in the unusual deck! For a little more fun, tossing in Medomai The Ageless and Fireshrieker means that Isperia gets to hit twice in a row, basically guaranteeing you'll know the cards in your opponent's hand at least once.

    With that, here's my current decklist:

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Lands - 37
    1 Glacial Fortress
    1 Hallowed Fountain
    1 Command Tower
    1 Calciform Pools
    1 Reliquary Tower
    1 Opal Palace
    13 Plains
    18 Island

    Creatures - 28
    1 Kira, Great Glass-Spinner
    1 Consecrated Sphinx
    1 Wall of Reverence
    1 Glen Elendra Archmage
    1 Pilgrim's Eye
    1 Magus of the Moat
    1 Keiga, the Tide Star
    1 Windborn Muse
    1 Illusory Angel
    1 Windreaver
    1 Windreader Sphinx
    1 Archangel of Strife
    1 Warden of Evos Isle
    1 Sunblast Angel
    1 Medomai the Ageless
    1 Eternal Dragon
    1 Wall of Denial
    1 Herald of War
    1 Dungeon Geists
    1 Angel of Finality
    1 Mulldrifter
    1 Djinn of Wishes
    1 Restoration Angel
    1 Karmic Guide
    1 Draining Whelk
    1 Sphinx of Uthuun
    1 Wispmare
    1 Archetype of Imagination

    Enchantments - 5
    1 Favorable Winds
    1 Zur's Weirding
    1 Planeswalker's Mirth
    1 Planeswalker's Mischief
    1 Telepathy

    Artifacts - 14
    1 Darksteel Ingot
    1 Lightning Greaves
    1 Grappling Hook
    1 Marble Diamond
    1 Azorius Keyrune
    1 Chromatic Lantern
    1 Azorius Cluestone
    1 Sol Ring
    1 Swiftfoot Boots
    1 Felwar Stone
    1 Fireshrieker
    1 Staff of Nin
    1 Bident of Thassa
    1 Azorius Signet

    Instants / Sorceries - 15
    1 Lay Bare
    1 Cyclonic Rift
    1 Gitaxian Probe
    1 Capsize
    1 Echoing Truth
    1 Amnesia
    1 Clairvoyance
    1 Spy Network
    1 Deep Analysis
    1 Kirtar's Wrath
    1 Reality Strobe
    1 Supreme Verdict
    1 Hoodwink
    1 Path to Exile
    1 Peek

    Tags edh white blue flying isperia the inscrutable azorius
    0
  • Tamanoa - When Lightning Bolt Isn't Good Enough

    • By Altik_0 Feb 22, 2014
    • Category IconAltik_0
    • 0

    Tamanoa is a creature I've loved for a long time, but was never quite sure what to do with. The foil is gorgeous, and the effect is really unique, but it is sadly missing the legendary stamp I'd love for it to have. That was a big turn off, until I just realized people play Nephilim as if they were legendary, why can't I just pretend too?

    So, with our new perspective on this very interesting creature, what becomes exciting? Obviously big-burn is a direction to go: as the title attests, Lightning Bolt is a lot cooler when it's actually a Lightning Helix. Plus we could invest into a good amount of ramp and just plan on going all-in on a large burn spell to end the game.

    However, we have a bit more information to work with here. Tamanoa doesn't care about creatures - creatures just do normal damage. Unlike a lot of Naya-colored decks, this one actively pushes you away from using a lot of damage through the red zone as your win condition. This gives us access to a lot of very interesting strategy normally made undesirable in these colors: Lightmine Field, Chain Reaction, and Pyrohemia as examples. Basically, we can think of this deck as the Naya Control deck, which is pretty neat.

    Plus, we get interesting interactions with some otherwise very punishing cards. Heavy ramp decks typically hate effects like Manabarbs, but as long as Tamanoa sticks around, all of that is completely mitigated, and turns into profit for us when others start casting spells. Similarly, City of Brass and Karplusan Forest et.al. become incredible lands with Tamanoa's effect.

    With that, here is my current list. It should be noted, however, that this is very much under construction still. This deck is kind of weird to play with, and figuring out which cards are worth playing and which need to be cut is sometimes hard to determine. I also haven't fully invested into lands and such that I know should be in here, so there are a few notable exclusions.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Land - 36
    1 Shivan Gorge
    1 Karplusan Forest
    1 Vivid Crag
    1 City of Brass
    1 Tranquil Thicket
    1 Treetop Village
    1 Terramorphic Expanse
    1 Kazandu Refuge
    1 Evolving Wilds
    1 Raging Ravine
    13 Snow-Covered Mountain
    7 Snow-Covered Plains
    5 Snow-Covered Forest

    Creatures - 11
    1 Sakura-Tribe Elder
    1 Seedborn Muse
    1 Yavimaya Elder
    1 Oracle of Mul Daya
    1 Acidic Slime
    1 Seedguide Ash
    1 Knotvine Mystic
    1 Wort, the Raidmother
    1 Palisade Giant
    1 Wood Elves
    1 Bloodbraid Elf

    Enchantments - 12
    1 Furnace of Rath
    1 Pyrohemia
    1 Searing Meditation
    1 Overabundance
    1 Lightmine Field
    1 Cyclone
    1 Spellshock
    1 Mark of Asylum
    1 Magmatic Core
    1 Powerstone Minefield
    1 Manabarbs
    1 Cone of Flame

    Artifacts - 7
    1 Darksteel Ingot
    1 Staff of Nin
    1 Dingus Staff
    1 Ankh of Mishra
    1 Gruul Signet
    1 Boros Signet
    1 Selesnya Signet

    Planeswalkers - 3
    1 Chandra Nalaar
    1 Chandra, the Firebrand
    1 Koth of the Hammer

    Instants / Sorceries - 31
    1 Blasphemous Act
    1 Savage Twister
    1 Browbeat
    1 Rough // Tumble
    1 Skred
    1 Naya Charm
    1 Radiate
    1 Exploding Borders
    1 Smash to Smithereens
    1 Into the Maw of Hell
    1 Branching Bolt
    1 Hull Breach
    1 Rift Bolt
    1 Beacon of Immortality
    1 Warleader's Helix
    1 Unstable Footing
    1 Titan's Revenge
    1 Lightning Bolt
    1 Chain Reaction
    1 Brightflame
    1 Cultivate
    1 Lightning Helix
    1 Wear // Tear
    1 Vengeful Rebirth
    1 Firespout
    1 Sulfurous Blast
    1 Kaboom!
    1 Regrowth
    1 Harmonize
    1 Boros Charm
    1 Fanning the Flames

    To wrap things up, here are a list of cards I'm not convinced should stay:

    1. Mark of Asylum - This card was mostly put in because it saves Tamanoa from one of our many damage-based board wipes. However, given the number of creatures this plays, I think it's rarely anything but a dud draw, and typically Tamanoa is cheap enough to be recast after the wipe rather than needing to survive.
    2. Cyclone - There are many effects that do this much more quickly, and since this is such a mana-hungry deck, having to pay for cumulative upkeep costs like this seems a bit sketchy.
    3. Palisade Giant - There are a number of times this guy is very impressive. For example, he combos with pain lands to make them GAIN life rather than lose, which is pretty awesome. However, like Mark of Asylum, I think he may be a dud most of the time I draw it, and at 6 mana it ends up eating a turn very frequently.
    4. Sufurous Blast - This can certainly do a lot of damage and gain me a lot of life assuming there are enough creatures out, but it's nowhere near as impressive as Chain Reaction or Blasphemous Act. Starstorm would likely be a better inclusion.
    5. Bloodbraid Elf - Honestly, this guy only made it into the 99 because I wanted to use them after it got banned from Modern. There's very little that's exciting enough to cast of it to make it worth including, and especially considering creatures are such a small focus for this deck, cutting it is probably better overall.
    6. Rough // Tumble - If this card could be fused, it would be amazing (or at least decent). As it is, Pyroclasm is probably just a better card, since that does 2 to everything regardless, or Volcanic Fallout for being uncounterable.
    7. Fanning the Flames - I was initially excited about the premise of flashing back this spell and dealing damage to someone every turn, but the front investment of 5 mana is pretty hefty, for fairly minimal gains. Finding a better end-game win con is probably a better plan.
    8. Magmatic Core - As with Cyclone, cumulative upkeep is very expensive for this deck. I still really love the effect, but it's ultimately less damage than Cyclone, and Cyclone is hard enough to work with.

    And a handful I'm thinking of putting in:

    1. Well of Lost Dreams - This deck is pretty greedy for cards after a certain point, and this is a pretty great option considering the amount of life gain that's going to happen.
    2. Sol Ring - This deck originally didn't get one because it was built from scraps. Sol Ring is less impressive here, because colored mana is pretty important, but it's obviously good, and getting some more ramp is probably in this deck's best interest.
    3. Kodama's Reach - See Sol Ring.
    4. Solumn Simulacrum - See Sol Ring.
    5. AEther Flash - I love the idea of extending this deck into an even more controlling position, and flat out killing small creatures seems very strong. I've loved AEther Flash in other decks, and only ever cut it because there were stronger options, but without black and blue, I think this card could easily shine.
    6. Boon Reflection - Go big or go home!
    7. Sulfuric Vortex - Although this is a pretty big nonbo with Tamanoa, this makes for a very strong end-game card. Once you get yourself to a huge life total (say, 200+), popping this down stops lifelink dudes and other life gain shenanigans from stopping you in killing them.
    Tags green edh red control white naya tamanoa burn lifelink work in progress
    0
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