14.6k
3/5/2022
Chain Veil Gideon (Mono White Landfall)
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $916.68
Salt Sum: 41.04
No deck tags
14.6k
3/5/2022
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Commander

Quantity: 1Price: $1.99
Djeru, With Eyes Open

Vigilance When Djeru, With Eyes Open enters the battlefield, you may search your library for a planeswalker card, reveal it, put it into your hand, then shuffle. If a source would deal damage to a planeswalker you control, prevent 1 of that damage.

Creature
Djeru, With Eyes Open (phou) 10s
1

Artifact

Quantity: 18Price: $336.94
Archaeomancer's Map

When Archaeomancer's Map enters the battlefield, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land enters the battlefield under an opponent's control, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

Artifact
Archaeomancer's Map (c21) 339
1
Ashnod's Altar

Sacrifice a creature: Add {C}{C}.

Artifact
Ashnod's Altar (plst) EMA-218
1
Citanul Flute

{X}, {T}: Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle.

Artifact
Citanul Flute (10e) 315
1
Codex Shredder

{T}: Target player mills a card. (They put the top card of their library into their graveyard.) {5}, {T}, Sacrifice Codex Shredder: Return target card from your graveyard to your hand.

Artifact
Codex Shredder (rtr) 228
1
Crucible of Worlds

You may play lands from your graveyard.

Artifact
Crucible of Worlds (m19) 229
1
Expedition Map

{2}, {T}, Sacrifice Expedition Map: Search your library for a land card, reveal it, put it into your hand, then shuffle.

Artifact
Expedition Map (mm2) 213
1
Ghirapur Orrery

Each player may play an additional land on each of their turns. At the beginning of each player's upkeep, if that player has no cards in hand, that player draws three cards.

Artifact
Ghirapur Orrery (kld) 216
1
Mana Crypt

At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you. {T}: Add {C}{C}.

Artifact
Mana Crypt (2xm) 270
1
Rings of Brighthearth

Whenever you activate an ability, if it isn't a mana ability, you may pay {2}. If you do, copy that ability. You may choose new targets for the copy.

Artifact
Rings of Brighthearth (cmr) 335
1
Seer's Sundial

Landfall — Whenever a land enters the battlefield under your control, you may pay {2}. If you do, draw a card.

Artifact
Seer's Sundial (c18) 221
1
Skullclamp

Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Artifact
Skullclamp (plst) C17-222
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (c18) 222
1
Sunstone

{2}, Sacrifice a snow land: Prevent all combat damage that would be dealt this turn.

Artifact
Sunstone (ice) 341
1
Sword of Hearth and Home

Equipped creature gets +2/+2 and has protection from green and from white. Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle. Equip {2}

Artifact
Sword of Hearth and Home (mh2) 324
1
Sword of the Animist

Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}

Artifact
Sword of the Animist (c17) 227
1
The Chain Veil

At the beginning of your end step, if you didn't activate a loyalty ability of a planeswalker this turn, you lose 2 life. {4}, {T}: For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.

Artifact
The Chain Veil (m15) 215
1
Wayfarer's Bauble

{2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Artifact
Wayfarer's Bauble (cm2) 229
1
Zuran Orb

Sacrifice a land: You gain 2 life.

Artifact
Zuran Orb (ice) 350
1

Creature

Quantity: 14Price: $54.28
Cartographer's Hawk

Flying When Cartographer's Hawk deals combat damage to a player who controls more lands than you, return it to its owner's hand. If you do, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.

Creature
Cartographer's Hawk (c20) 24
1
Cemetery Protector

Flash When Cemetery Protector enters the battlefield, exile a card from a graveyard. Whenever you play a land or cast a spell, if it shares a card type with the exiled card, create a 1/1 white Human creature token.

Creature
Cemetery Protector (vow) 6
1
Emeria Angel

Flying Landfall — Whenever a land enters the battlefield under your control, you may create a 1/1 white Bird creature token with flying.

Creature
Emeria Angel (ima) 20
1
Emeria Shepherd

Flying Landfall — Whenever a land enters the battlefield under your control, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.

Creature
Emeria Shepherd (bfz) 22
1
Esper Sentinel

Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is Esper Sentinel's power.

Creature Artifact
Esper Sentinel (mh2) 12
1
Knight of the White Orchid

First strike When Knight of the White Orchid enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.

Creature
Knight of the White Orchid (ori) 21
1
Kor Cartographer

When Kor Cartographer enters the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.

Creature
Kor Cartographer (ddi) 13
1
Mentor of the Meek

Whenever another creature with power 2 or less enters the battlefield under your control, you may pay {1}. If you do, draw a card.

Creature
Mentor of the Meek (m19) 27
1
Oblivion Sower

When you cast this spell, target opponent exiles the top four cards of their library, then you may put any number of land cards that player owns from exile onto the battlefield under your control.

Creature
Oblivion Sower (bfz) 11
1
Stoic Farmer

When Stoic Farmer enters the battlefield, search your library for a basic Plains card and reveal it. If an opponent controls more lands than you, put it onto the battlefield tapped. Otherwise put it into your hand. Then shuffle. Foretell {1}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Creature
Stoic Farmer (khc) 5
1
Sun Titan

Vigilance Whenever Sun Titan enters the battlefield or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.

Creature
Sun Titan (cm2) 37
1
Walking Atlas

{T}: You may put a land card from your hand onto the battlefield.

Creature Artifact
Walking Atlas (wwk) 131
1
Wall of Resurgence

Defender When Wall of Resurgence enters the battlefield, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.

Creature
Wall of Resurgence (ogw) 39
1
Weathered Wayfarer

{W}, {T}: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.

Creature
Weathered Wayfarer (ons) 59
1

Enchantment

Quantity: 3Price: $2.33
Celestial Dawn

Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.

Enchantment
Celestial Dawn (plst) TSB-3
1
Felidar Retreat

Landfall — Whenever a land enters the battlefield under your control, choose one — • Create a 2/2 white Cat Beast creature token. • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

Enchantment
Felidar Retreat (znr) 16
1
Retreat to Emeria

Landfall — Whenever a land enters the battlefield under your control, choose one — • Create a 1/1 white Kor Ally creature token. • Creatures you control get +1/+1 until end of turn.

Enchantment
Retreat to Emeria (bfz) 44
1

Instant

Quantity: 10Price: $52.22
Brought Back

Choose up to two target permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield tapped.

Instant
Brought Back (m20) 9
1
Cosmic Intervention

If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step. Foretell {1}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Instant
Cosmic Intervention (khc) 3
1
Disenchant

Destroy target artifact or enchantment.

Instant
Disenchant (cmr) 372
1
Encircling Fissure

Prevent all combat damage that would be dealt this turn by creatures target opponent controls. Awaken 2—{4}{W} (If you cast this spell for {4}{W}, also put two +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Instant
Encircling Fissure (bfz) 23
1
Enlightened Tutor

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Instant
Enlightened Tutor (ema) 9
1
Faith's Reward

Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.

Instant
Faith's Reward (cn2) 84
1
Generous Gift

Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

Instant
Generous Gift (mh1) 11
1
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (e02) 3
1
Settle the Wreckage

Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.

Instant
Settle the Wreckage (xln) 34
1
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (cns) 84
1

Land

Quantity: 41Price: $374.89
Ancient Tomb

{T}: Add {C}{C}. Ancient Tomb deals 2 damage to you.

Land
Ancient Tomb (uma) 236
1
Arid Mesa

{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (mm3) 229
1
Blinkmoth Nexus

{T}: Add {C}. {1}: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land. {1}, {T}: Target Blinkmoth creature gets +1/+1 until end of turn.

Land
Blinkmoth Nexus (mm2) 236
1
Buried Ruin

{T}: Add {C}. {2}, {T}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.

Land
Buried Ruin (c18) 239
1
Castle Ardenvale

Castle Ardenvale enters the battlefield tapped unless you control a Plains. {T}: Add {W}. {2}{W}{W}, {T}: Create a 1/1 white Human creature token.

Land
Castle Ardenvale (eld) 238
1
Drownyard Temple

{T}: Add {C}. {3}: Return Drownyard Temple from your graveyard to the battlefield tapped.

Land
Drownyard Temple (c19) 240
1
Eiganjo, Seat of the Empire

{T}: Add {W}. Channel — {2}{W}, Discard Eiganjo, Seat of the Empire: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.

Land
Eiganjo, Seat of the Empire (neo) 268
1
Emeria's Call

Sorcery
Emeria's Call // Emeria, Shattered Skyclave (znr) 12Emeria's Call // Emeria, Shattered Skyclave (znr) 12
1
Field of the Dead

Field of the Dead enters the battlefield tapped. {T}: Add {C}. Whenever Field of the Dead or another land enters the battlefield under your control, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.

Land
Field of the Dead (m20) 247
1
Flagstones of Trokair

{T}: Add {W}. When Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.

Land
Flagstones of Trokair (uma) 243
1
Flooded Strand

{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (ktk) 233
1
Forbidding Watchtower

Forbidding Watchtower enters the battlefield tapped. {T}: Add {W}. {1}{W}: Forbidding Watchtower becomes a 1/5 white Soldier creature until end of turn. It's still a land.

Land
Forbidding Watchtower (10e) 352
1
Frostwalk Bastion

{T}: Add {C}. {1}{S}: Until end of turn, Frostwalk Bastion becomes a 2/3 Construct artifact creature. It's still a land. ({S} can be paid with one mana from a snow source.) Whenever Frostwalk Bastion deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step.

Land
Frostwalk Bastion (mh1) 240
1
Guildless Commons

Guildless Commons enters the battlefield tapped. When Guildless Commons enters the battlefield, return a land you control to its owner's hand. {T}: Add {C}{C}.

Land
Guildless Commons (cmr) 351
1
Idyllic Grange

({T}: Add {W}.) Idyllic Grange enters the battlefield tapped unless you control three or more other Plains. When Idyllic Grange enters the battlefield untapped, put a +1/+1 counter on target creature you control.

Land
Idyllic Grange (eld) 246
1
Inkmoth Nexus

{T}: Add {C}. {1}: Inkmoth Nexus becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Land
Inkmoth Nexus (mbs) 145
1
Inventors' Fair

At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. {T}: Add {C}. {4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.

Land
Inventors' Fair (kld) 247
1
Kabira Takedown

Instant
Kabira Takedown // Kabira Plateau (znr) 19Kabira Takedown // Kabira Plateau (znr) 19
1
Lotus Field

Hexproof Lotus Field enters the battlefield tapped. When Lotus Field enters the battlefield, sacrifice two lands. {T}: Add three mana of any one color.

Land
Lotus Field (m20) 249
1
Marsh Flats

{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.

Land
Marsh Flats (mm3) 239
1
Mishra's Factory

{T}: Add {C}. {1}: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land. {T}: Target Assembly-Worker creature gets +1/+1 until end of turn.

Land
Mishra's Factory (a25) 242
1
Mistveil Plains

({T}: Add {W}.) Mistveil Plains enters the battlefield tapped. {W}, {T}: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.

Land
Mistveil Plains (uma) 247
1
Mobilized District

{T}: Add {C}. {4}: Mobilized District becomes a 3/3 Citizen creature with vigilance until end of turn. It's still a land. This ability costs {1} less to activate for each legendary creature and planeswalker you control.

Land
Mobilized District (war) 249
1
Mutavault

{T}: Add {C}. {1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.

Land
Mutavault (m14) 228
1
Myriad Landscape

Myriad Landscape enters the battlefield tapped. {T}: Add {C}. {2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (c19) 261
1
Ondu Inversion

Sorcery
Ondu Inversion // Ondu Skyruins (znr) 30Ondu Inversion // Ondu Skyruins (znr) 30
1
Plains

({T}: Add {W}.)

Land
Plains (znr) 266
1
Roadside Reliquary

{T}: Add {C}. {2}, {T}, Sacrifice Roadside Reliquary: Draw a card if you control an artifact. Draw a card if you control an enchantment.

Land
Roadside Reliquary (neo) 272
1
Snow-Covered Plains

({T}: Add {W}.)

Land
Snow-Covered Plains (mh1) 250
9
Thespian's Stage

{T}: Add {C}. {2}, {T}: Thespian's Stage becomes a copy of target land, except it has this ability.

Land
Thespian's Stage (c19) 282
1
Urza's Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Urza's Saga gains "{T}: Add {C}." II — Urza's Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This creature gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.

Land Enchantment
Urza's Saga (mh2) 380
1
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (cmr) 361
1
Windswept Heath

{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (ktk) 248
1

Planeswalker

Quantity: 6Price: $62.24
Elspeth, Sun's Champion

+1: Create three 1/1 white Soldier creature tokens. −3: Destroy all creatures with power 4 or greater. −7: You get an emblem with "Creatures you control get +2/+2 and have flying."

Planeswalker
Elspeth, Sun's Champion (ths) 9
1
Gideon, Martial Paragon

+2: Untap all creatures you control. Those creatures get +1/+1 until end of turn. 0: Until end of turn, Gideon, Martial Paragon becomes a 5/5 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn. −10: Creatures you control get +2/+2 until end of turn. Tap all creatures your opponents control.

Planeswalker
Gideon, Martial Paragon (akh) 270
1
Karn, Scion of Urza

+1: Reveal the top two cards of your library. An opponent chooses one of them. Put that card into your hand and exile the other with a silver counter on it. −1: Put a card you own with a silver counter on it from exile into your hand. −2: Create a 0/0 colorless Construct artifact creature token with "This creature gets +1/+1 for each artifact you control."

Planeswalker
Karn, Scion of Urza (dom) 1
1
Karn, the Great Creator

Activated abilities of artifacts your opponents control can't be activated. +1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value. −2: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.

Planeswalker
Karn, the Great Creator (war) 1
1
Ugin, the Ineffable

Colorless spells you cast cost {2} less to cast. +1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand. −3: Destroy target permanent that's one or more colors.

Planeswalker
Ugin, the Ineffable (war) 2
1
Ugin, the Spirit Dragon

+2: Ugin, the Spirit Dragon deals 3 damage to any target. −X: Exile each permanent with mana value X or less that's one or more colors. −10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.

Planeswalker
Ugin, the Spirit Dragon (frf) 1
1

Sorcery

Quantity: 7Price: $31.79
Armageddon

Destroy all lands.

Sorcery
Armageddon (a25) 5
1
Catastrophe

Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.

Sorcery
Catastrophe (brb) 12
1
Dimensional Breach

Exile all permanents. For as long as any of those cards remain exiled, at the beginning of each player's upkeep, that player returns one of the exiled cards they own to the battlefield.

Sorcery
Dimensional Breach (scg) 9
1
Doomskar

Destroy all creatures. Foretell {1}{W}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Sorcery
Doomskar (khm) 9
1
Planar Outburst

Destroy all nonland creatures. Awaken 4—{5}{W}{W}{W} (If you cast this spell for {5}{W}{W}{W}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Sorcery
Planar Outburst (bfz) 42
1
Sheer Drop

Destroy target tapped creature. Awaken 3—{5}{W} (If you cast this spell for {5}{W}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

Sorcery
Sheer Drop (bfz) 48
1
Winds of Abandon

Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Winds of Abandon (mh1) 37
1

Maybeboard

Quantity: 9Price: $15.47
Burnished Hart

{3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Creature Artifact
Burnished Hart (plst) C15-248
1
Karn's Bastion

{T}: Add {C}. {4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Land
Karn's Bastion (war) 248
1
Keeper of the Accord

At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token. At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.

Creature
Keeper of the Accord (cmr) 27
1
Kytheon, Hero of Akros

Creature
Kytheon, Hero of Akros // Gideon, Battle-Forged (ori) 23Kytheon, Hero of Akros // Gideon, Battle-Forged (ori) 23
1
Legion's Landing

Enchantment
Legion's Landing // Adanto, the First Fort (xln) 22Legion's Landing // Adanto, the First Fort (xln) 22
1
Surveyor's Scope

{T}, Exile Surveyor's Scope: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle.

Artifact
Surveyor's Scope (cma) 232
1
Thalia's Lancers

First strike When Thalia's Lancers enters the battlefield, you may search your library for a legendary card, reveal it, put it into your hand, then shuffle.

Creature
Thalia's Lancers (emn) 47
1
Trading Post

{1}, {T}, Discard a card: You gain 4 life. {1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token. {1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand. {1}, {T}, Sacrifice an artifact: Draw a card.

Artifact
Trading Post (plst) CM2-225
1
Verge Rangers

First strike You may look at the top card of your library any time. As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.)

Creature
Verge Rangers (c20) 29
1

Deck Stats

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Description

{"ops":[{"insert":{"video":"https://www.youtube.com/embed/PGfVwe9_qmU?showinfo=0"}},{"attributes":{"header":1},"insert":"\n"},{"insert":"Chain Veil Gideon"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"-A mono white, land-based casual combo deck"},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Introduction "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"\"Chain Veil Gideon is the Mono White Lands deck that nobody asked for and nobody needed.\" -Vanity Fair"},{"attributes":{"blockquote":true},"insert":"\n"},{"attributes":{"italic":true},"insert":"\"Well, its a deck.\" -Guy at my local card shop"},{"attributes":{"blockquote":true},"insert":"\n"},{"attributes":{"italic":true},"insert":"\"What is this disgusting pile of jank?\" -Player who targeted me with "},{"attributes":{"italic":true},"insert":{"card-link":"Praetor's Grasp"}},{"attributes":{"italic":true},"insert":" "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n\tChain Veil Gideon is a mono white land based casual combo deck focused around manlands, mana dorks, and abusing "},{"insert":{"card-link":"Gideon, Martial Paragon"}},{"insert":"'s +2 ability to untap creatures and generate value. It protects itself and grinds out card advantage (in mono white!) while assembling either its combo or some other win in hand. We have an excellent recursion engine and a compact and powerful, tutorable, package of walkers that can help us at any point in the game. This deck is a hell of a lot of fun to pilot and due to lack of tutors (but not lack of trying!) games with it are highly variable and a ton of fun to play. We abuse nearly every draw engine white has to offer and assemble loads of card advantage, and can flood the board with creatures or sit behind responses depending on what the game requires. \n\tWhile Chain Veil Gideon is named after a planeswalker, I wouldn't consider it a superfriends deck. With the exception of "},{"attributes":{"background":"#ffffff","link":"https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=429662"},"insert":"Gideon Jank Paragon"},{"insert":", all the walkers in this deck were carefully selected to serve as either answers to threats, sources of card advantage, or in very rare cases backup win conditions. We will break down each one and their roles later in the primer. The main focus of this deck is the cards our walkers help us play around, our glorious manlands and mana dorks. By flooding the board with these guys and buffing them up with anthems and "},{"attributes":{"background":"#ffffff","link":"https://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=429662&type=card"},"insert":"Protagonist Man's"},{"insert":" +2 we can often swing in without even having to use our combo. \n\n\n"},{"insert":{"image":"https://i.imgur.com/zmWSuk6.png"}},{"insert":"\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Gameplan "},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"-This primer was written before our beloved "},{"attributes":{"italic":true,"link":"https://cdna.artstation.com/p/assets/images/images/006/237/686/large/_-tutu-_-.jpg?1497019449"},"insert":"Beefslab McBenchpress"},{"attributes":{"italic":true},"insert":" killed himself to save Liliana and sell more cards. Most of the article refers to him as if he was still alive. Obviously, he isn't, but I wrote a primer, not an obituary so I am not going to change it too much. "},{"attributes":{"italic":true,"link":"https://scryfall.com/card/ss2/4/rest-in-peace"},"insert":"Rest in Peace"},{"attributes":{"italic":true},"insert":" "},{"attributes":{"italic":true,"link":"https://media-dominaria.cursecdn.com/attachments/141/208/635722585589884704.jpg"},"insert":"Sideburn Fightshit"},{"attributes":{"italic":true},"insert":", you will always hold a special place in my jank encrusted heart. "},{"insert":"\n\t\n\tAs with most EDH decks we want to spend the beginning of the game building up our resources. Play ramp spells such as "},{"insert":{"card-link":"Sol Ring"}},{"insert":" or "},{"insert":{"card-link":"Gold Myr"}},{"insert":" and slam down Djeru as early as possible to fetch your first walker. "},{"insert":{"card-link":"Karn, Scion of Urza"}},{"insert":" is usually the best option for the early game as he is cheap and essentially says \"draw a card\" but there are a few other good walkers to bring down early depending on your opening hand. Here is the breakdown on each one and their role in the deck: \n\nPlaneswalking with the Bois (and Elspeth) "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\t\n\t"},{"insert":{"card-link":"Elspeth, Sun's Champion"}},{"insert":": This is one of our more powerful walkers in the deck. If our mana is good, and we need to pressure the boardstate, she is a good one to grab in the early game. Otherwise she is a great tutorable boardwipe that also hits "},{"insert":{"card-link":"Djeru, With Eyes Open"}},{"insert":", allowing us to re-cast him again and search once more. Don't worry. "},{"attributes":{"link":"https://magic.wizards.com/en/articles/archive/magic-story/brazen-2017-05-03"},"insert":"He drowned this guy in front of Gideon"},{"insert":" once and kinda deserves it.\n\t"},{"insert":{"card-link":"Gideon, Ally of Zendikar"}},{"insert":": Remember that time in War of the Spark when Gideon killed himself to help the team? You get the idea. Don't worry, we can cycle him with "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" or "},{"insert":{"card-link":"Codex Shredder"}},{"insert":".\n\t"},{"insert":{"card-link":"Kytheon, Hero of Akros // Gideon, Battle-Forged"}},{"insert":": This guy is a discount Martial Paragon. He also allows us to swing in with one of our lands without fear after using it for mana. \n\t"},{"insert":{"card-link":"Gideon, Martial Paragon"}},{"insert":": Our homie, our boi, our namesake and our savior. Very rarely should this be the first walker you should bring out. Most opponents hold on to removal and it is best to just play "},{"attributes":{"background":"#ffffff","link":"https://cdn.vox-cdn.com/thumbor/HwvA8B6kU1X6of0EF_hHAZZxkWU=/0x0:2040x1498/1200x0/filters:focal(0x0:2040x1498):no_upscale()/cdn.vox-cdn.com/uploads/chorus_asset/file/16161183/Path_to_Exile_by_Daarken_sized.jpg"},"insert":"Golden Boy Gideon"},{"insert":" when it comes time to reign in the win. \n\t"},{"insert":{"card-link":"Karn, Scion of Urza"}},{"insert":": This is kinda a Karn tribal deck too since I search for this guy in almost every game. He is cheap, he grants card advantage, he can protect himself, and in the late game he makes these MASSIVE tokens. Cool guy.\n\t"},{"insert":{"card-link":"Karn, the Great Creator"}},{"insert":": One of our combo pieces, allowing us to untap "},{"insert":{"card-link":"The Chain Veil"}},{"insert":" by turning it into a creature. In the toolbox he can rescue lost artifacts or lock out rock reliant decks or decks that need artifacts (like equipment) to function. Also nothing like beating people to death with a "},{"insert":{"card-link":"Mind's Eye"}},{"insert":".\n\t"},{"insert":{"card-link":"Ugin, the Ineffable"}},{"insert":": Well for starters he reduces the cost of about a third of our deck. I can dig that. His +1 basically says \"draw a card... eventually\" and his -3 is a solid source of tutorable removal. \n\t"},{"insert":{"card-link":"Ugin, the Spirit Dragon"}},{"insert":": Another tutorable source of removal. If we can protect him long enough he usually can ult for extreme value that often leads to a win. He's also just sweet and demands an answer from opponents. Easily one of the coolest things this deck can do right now is -0 Ugin with "},{"insert":{"card-link":"Eight-and-a-Half-Tails"}},{"insert":" on board make everyone’s good lands white. Oops no lands. EDIT: I cut Eight and a Half Tails but the world still needs to know about this interaction.\n\n\tOnce we have our first walker we want to sit on the board and quietly amass card advantage. Leave mana open for our draw engines and responses and keep creatures up to block for our walkers. Don't feel bad about throwing "},{"attributes":{"link":"https://img.scryfall.com/cards/large/front/2/2/2234df89-0835-4a17-b5d8-2334ee8f692d.jpg?1562792235"},"insert":"Dijon Mustard"},{"insert":" in front of your attackers. We like to recast him anyways. Draw as many cards as possible and begin to move towards one of our wincons. \n\n\tThe Wincons"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\n\t"},{"attributes":{"bold":true},"insert":"Chain Veil Gideon: "},{"insert":"Our primarary wincon is generating infinite mana, infinite untaps and infinite power and toughness using \t "},{"attributes":{"background":"#ffffff","link":"http://i.imgur.com/4EMYGV9.png"},"insert":"Gideon, Sexual Paragon"},{"insert":"' s +2 in conjunction with one of our Karns and "},{"insert":{"card-link":"The Chain Veil"}},{"insert":". Here's how we break it down:\n\t\tWith manlands and mana dorks that can produce at least 4 mana, "},{"insert":{"card-link":"The Chain Veil"}},{"insert":", and "},{"insert":{"card-link":"Gideon, Martial Paragon"}},{"insert":" on board as well as either "},{"insert":{"card-link":"Karn, Silver Golem"}},{"insert":" or "},{"insert":{"card-link":"Karn, the Great Creator"}},{"insert":" in and able to use their ability you can begin the combo.\n\t\t\t1.) Turn the Veil into a creature\n\t\t\t2.) +2 "},{"attributes":{"link":"https://media.wizards.com/images/magic/daily/ld/ld136_gideon.jpg"},"insert":"The Incredible Hunk"},{"insert":" \n\t\t\t3.) In response, animate all your manlands and float mana from your dorks. Lands like "},{"insert":{"card-link":"Mutavault"}},{"insert":" can activate themselves when they tap. \n\t\t\t4.) Spend 4 mana from your manlands and dorks to activate The Veil. Tap all the creatures you can and use any other walker abilities.\n\t\t\t5.) Activate "},{"attributes":{"background":"#ffffff","link":"https://i.pinimg.com/originals/87/46/13/874613883ce4dd66a25a50ec2eac44ee.jpg"},"insert":"Tap Me Daddy"},{"insert":" once more and begin your loop. Once you have achieved"},{"attributes":{"link":"https://i.imgur.com/njXCipM.png"},"insert":" I N F I N I T E G I D E O N"},{"insert":" you can end the loop any time by ulting "},{"attributes":{"link":"https://www.youtube.com/watch?v=XUvgO_uYdeY"},"insert":"The Mighty Martyr Man"},{"insert":" and blowing out your opponents with creatures the size of "},{"attributes":{"link":"https://img.scryfall.com/cards/large/front/1/6/16acf619-0f45-4985-a8ec-074a4ec33fa7.jpg?1562008659"},"insert":"Gideon's ego"},{"insert":" right before his friends died and his spark ignited. You could also mill to death with an animated "},{"insert":{"card-link":"Codex Shredder"}},{"insert":", draw your library with one of our many draw artifacts, burn people out with "},{"insert":{"card-link":"Ugin, the Spirit Dragon"}},{"insert":", gain infinite life with "},{"insert":{"card-link":"Trading Post"}},{"insert":" or loop any spell you want using our draw engines, "},{"insert":{"card-link":"Codex Shredder"}},{"insert":" and "},{"insert":{"card-link":"Trading Post"}},{"insert":" or just by Awakening "},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" or "},{"insert":{"card-link":"Conqueror's Galleon // Conqueror's Foothold"}},{"insert":". \n\t"},{"attributes":{"bold":true},"insert":"White Sun's Zenith: "},{"insert":{"card-link":"White Sun's Zenith"}},{"insert":" is rather self explanatory as wincons go. We ramp a lot and have quite a few anthems. Zenith allows us to blow people out with 20+ power worth of cats, plus it shuffles itself back in so we can just throw it out whenever we have the mana leftover if we so desire. \n\t"},{"attributes":{"bold":true},"insert":"Attacking with Creatures and Lands: "},{"insert":"We should be incrementally whittling our opponents down every chance we get and in the late game we can sometimes just eliminate players one by one without having to blow anyone out if we can keep our responses up and enough bulk on board. We flood the board pretty often in the late game with "},{"insert":{"card-link":"Thraben Doomsayer"}},{"insert":", "},{"insert":{"card-link":"Elspeth, Sun's Champion"}},{"insert":", "},{"insert":{"card-link":"Field of the Dead"}},{"insert":", and our manlands so attacking in with anthemed up creatures often is the way to go. Oh yeah, and we have an "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":". \n\t"},{"attributes":{"bold":true},"insert":"Infect: "},{"insert":"Yeah you read that right. We can buff our "},{"insert":{"card-link":"Plague Myr"}},{"insert":" or "},{"insert":{"card-link":"Inkmoth Nexus"}},{"insert":" and kill people in 1-2 swings. We can awaken the Inkmoth to put counters on it and then pay 1 to give infect. Hilarious. \n\t"},{"attributes":{"bold":true},"insert":"Conquering the Competition: "},{"insert":"We also have our good friend "},{"insert":{"card-link":"Conqueror's Galleon // Conqueror's Foothold"}},{"insert":" to fall back on if things get rough. This bad boy is a draw enabler as well as a way to recycle our cards and loop spells like "},{"insert":{"card-link":"Planar Outburst"}},{"insert":" every turn.\n\n\n"},{"insert":{"image":"https://i.imgur.com/njXCipM.png"}},{"insert":"\n\nYeah, I'd Tap That (Manlands and Mana Dorks)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Blinkmoth Nexus"}},{"insert":": Not only does it only cost one to activate but it can also buff our "},{"insert":{"card-link":"Inkmoth Nexus"}},{"insert":" for better blocks or some zesty infect kills. \n"},{"insert":{"card-link":"Forbidding Watchtower"}},{"insert":": Enters tapped which feels bad but taps for white which feels good. Great blocker that people forget about.\n"},{"insert":{"card-link":"Frostwalk Bastion"}},{"insert":": The sole reason we run snow lands and well worth it. This card slaps. A+ blocker and intimidating attacker. \n"},{"insert":{"card-link":"Inkmoth Nexus"}},{"insert":": This one will kill ya. Also a flying blocker. \n"},{"insert":{"card-link":"Mishra's Factory"}},{"insert":": Another cheap one that can be tapped to activate itself. It can also buff itself if we are untapping it. \n"},{"insert":{"card-link":"Mobilized District"}},{"insert":": A big beefy 3/3 that is sometimes free. \n"},{"insert":{"card-link":"Mutavault"}},{"insert":": Cheap land to activate. Counts as a Gideon? (It doesn't)\n"},{"insert":{"card-link":"Thespian's Stage"}},{"insert":": I just use this guy to copy manlands mostly.\n"},{"insert":{"card-link":"Encircling Fissure"}},{"insert":": A little pricey as a 5 mana fog but its one sided so our blockers and new land friend can get some kills. Also works for attacking into blockers.\n"},{"insert":{"card-link":"Planar Outburst"}},{"insert":": Just your friendly neighborhood boardwipe leaving behind all our manlands and a 4/4. \n"},{"insert":{"card-link":"Sheer Drop"}},{"insert":": Passable removal with a landtastic upside. \n"},{"insert":{"card-link":"Ondu Rising"}},{"insert":": Not a super great card on its own. It can mitigate our Mana Crypt I guess. Paying 5 mana to put 4 counters on a land is just awesome though. The Awaken effect alone makes this card super worth it. \n"},{"insert":{"card-link":"Wall of Resurgence"}},{"insert":": Great blocker and makes a beefy land.\n"},{"insert":{"card-link":"Gold Myr"}},{"insert":": One of our best dorks. Produces white for 2 mana.\n"},{"insert":{"card-link":"Hedron Crawler"}},{"insert":": Not remarkable but he's cheap.\n"},{"insert":{"card-link":"Manakin"}},{"insert":": Better than Hedron Crawler.\n"},{"insert":{"card-link":"Metalworker"}},{"insert":": Our best dork. Big mana. Huuuuuuge.\n"},{"insert":{"card-link":"Palladium Myr"}},{"insert":": Poor man's Metalworker\n"},{"insert":{"card-link":"Plague Myr"}},{"insert":": We attack with this guy sometimes. \n\nPlaying our Value Engines"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t\n\tIn the creation of this deck I elected to focus on value engines as a pose to clunky tutors such as "},{"insert":{"card-link":"Ring of Three Wishes"}},{"insert":" which can easily be destroyed by effects or locked out by stax. As such card combinations such as "},{"insert":{"card-link":"Mentor of the Meek"}},{"insert":" and "},{"insert":{"card-link":"Ugin, the Ineffable"}},{"insert":", or "},{"insert":{"card-link":"Trading Post"}},{"insert":" and "},{"insert":{"card-link":"Junk Diver"}},{"insert":" (two examples of many) are our main ways to get our wincons online through draws. Drawing cards should be your top priority from the second you slam Djeru \"I wish there was a better way to tutor out Gideon\" with Eyes Open to the very end of the game. \n\nLand Synergies"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\tThese cards make up the \"motif\" of the deck. They are broken down into two categories. Ways to play extra lands and ways to build synergies from lands entering and being on the board. \n\n"},{"insert":{"card-link":"Retreat to Emeria"}},{"insert":": This card can produce blockers/help flood the board or anthem up our creatures on the turns we choose to attack. I was thinking it would be kinda alright when I added it but it is actually surprisingly sweet, especially with "},{"insert":{"card-link":"Sword of the Animist"}},{"insert":".\n"},{"insert":{"card-link":"Sword of the Animist"}},{"insert":": Speaking of which, this is one of our best ramp cards and a way to get extra landfall triggers. Great on "},{"attributes":{"link":"https://66.media.tumblr.com/0d5952f04bb500448eaaba97ea64e6e6/tumblr_os6dif5WjC1qia2dho1_1280.jpg"},"insert":"Big D."},{"insert":" Be careful with this because we have fetches and only 12 basic lands. I would make sure you leave a few in your library just in case. \n"},{"insert":{"card-link":"Seer's Sundial"}},{"insert":": Great draw engine. \n"},{"insert":{"card-link":"Expedition Map"}},{"insert":": An excellent repeatable tutor for whatever land we may need at the moment. \n"},{"insert":{"card-link":"Weathered Wayfarer"}},{"insert":": An excellent repeatable tutor for whatever land we may need at the moment. \n"},{"insert":{"card-link":"Walking Atlas"}},{"insert":": One of the few ways we can sneak in extra land drops. Tutorable with "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":"\n"},{"insert":{"card-link":"Ghirapur Orrery"}},{"insert":": Another way to sneak in extra land drops. Be careful with this one, If at any point you can't use it you should sac or kill it. Giving opponents lands can help with "},{"insert":{"card-link":"Knight of the White Orchid"}},{"insert":" and friends but isn't the best thing to do still. \n"},{"insert":{"card-link":"Tomik, Distinguished Advokist"}},{"insert":": Keeps our lands safe and hoses enemy land decks. Could also be a silly alternate commander. \n"},{"insert":{"card-link":"Sun Titan"}},{"insert":": Returns fetches. Also Codex Shredder. \n"},{"insert":{"card-link":"Knight of the White Orchid"}},{"insert":": Pretty good ramp. Pretty good blocker. \n"},{"insert":{"card-link":"Kor Cartographer"}},{"insert":": Another ramp guy, but not conditional on us being behind, \n"},{"insert":{"card-link":"Emeria Shepherd"}},{"insert":": A landfall abuser and a doozy at that. Can return planeswalkers. \n"},{"insert":{"card-link":"Emeria Angel"}},{"insert":": Birds seem good. \n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":": Is it really a lands deck without Crucible of Worlds? I mean I guess but it would be a bad one. \n"},{"insert":{"card-link":"Eight-and-a-Half-Tails"}},{"insert":": Can protect lands similarly to Tomik and can also protect our other stuff too. Also you can do silly things like make your opponents unable to target their own creatures, or wiping lands with Ugin. \n\nUtility lands and You"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"link":"https://mtg.gamepedia.com/Fetch_land"},"insert":"The Fetches"},{"insert":": These get us extra landfall triggers on "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" and our Emeria ladies. Can also grab our two special plains. or be returned from grave with "},{"insert":{"card-link":"Sun Titan"}},{"insert":".\n"},{"insert":{"card-link":"Buried Ruin"}},{"insert":": Does fun things with Sun Titan, can return The Veil.\n"},{"insert":{"card-link":"Castle Ardenvale"}},{"insert":"/ "},{"insert":{"card-link":"Legion's Landing // Adanto, the First Fort"}},{"insert":": Can draw a card with "},{"insert":{"card-link":"Mentor of the Meek"}},{"insert":" or simply generate blockers.\n"},{"insert":{"card-link":"Field of the Dead"}},{"insert":": One of the ways we can flood the board. Real good with fetches. Also the reason we run both regular and snow covered plains. Big brain. \n"},{"insert":{"card-link":"Idyllic Grange"}},{"insert":": Put counters on lands with this one. Entering tapped sometimes hurts but its tutorable with fetches which makes for some fun combat tricks. \n"},{"insert":{"card-link":"Inventors' Fair"}},{"insert":": I like the lifegain but y'all already know this is just here to get "},{"insert":{"card-link":"The Chain Veil"}},{"insert":".\n"},{"insert":{"card-link":"Mistveil Plains"}},{"insert":": One of the ways to recycle planeswalkers.\n"},{"insert":{"card-link":"Ancient Den"}},{"insert":": So many ways to cycle this and get extra landfall triggers.\n"},{"insert":{"card-link":"Karn's Bastion"}},{"insert":": We have lots of +1 +1 counters and loyalty counters. \n"},{"insert":{"card-link":"Thespian's Stage"}},{"insert":": Two "},{"insert":{"card-link":"Field of the Dead"}},{"insert":"? I've even used this to cheekily copy "},{"insert":{"card-link":"Myriad Landscape"}},{"insert":" or other fetches. \n"},{"insert":{"card-link":"Karoo"}},{"insert":": Slow but enables landfall. Funny with the Grange.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"What's our Power Level? "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\n\tThis is a casual deck. It is not going to win at a competitive table because it doesn't have enough instant speed interaction, can't combo fast enough, and has a clunky strategy. This deck sits firmly in the realm of highly optimized jank, right where I am most comfortable. This deck plays nice at kitchen tables and card shops alike and is capable of winning against much stronger decks if they don't see our strategy coming. Sleeve up Chain Veil Gideon if you want to play varied games against casual players or challenging games against stronger players. Don't sleeve up CVG if you want to pubstomp (I hear therapy can help with that) or compete at the highest level of play. \n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Conclusion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\t\n\tOverall Chain Veil Gideon is a fun, silly casual combo deck that can be adapted for many environments. Heck if you wanted to power down you could even swap Djeru out for Tomik. It grinds out wins using value engines and can flood the board in the late game with creatures and anthems. While our boi Gideon is not alive to witness what this deck has become, I am sure he would approve of what it is now. Rest easy now, brother. \n\n"},{"insert":{"image":"http://static1.squarespace.com/static/5356aa98e4b0e10db1993391/5984aa12e6f2e1810040a5db/5cb8f8d615fcc091f744a78b/1558916577347/Heartwarming_Redemption+Lyon.jpg"}},{"insert":"\n"},{"attributes":{"italic":true},"insert":"-In memorium of Gideon Jura, if only he could grant me invulnerability from these bad feels"},{"insert":"\n\n\nBudget Considerations"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Here's a swap for everything over ten dollars. These are reccomendations, a budget list shouldn't look to simply supplant the expensive cards with worse versions but perhaps work around that weakness by focusing more on other aspects of the deck like tokens or dorks. "},{"insert":"\n\nFetchlands: Evolving Wilds, Terramorphic Expanse, Panoramas. \nMutavault, Inkmoth Nexus: Stalking Stones, Dread Statuary, Hostile Desert\nFlagstones of Trokair: Snow Covered Plains\nField of the Dead: Legions's Landing\nAncient Tomb: Temple of the False God\nRecruiter of the Guard: I'm about to cut this myself so do yourself a favor and just add more removal. \nMetalworker: Palladium Myr since that's usually what he taps for anyways. Its not a big hit for the deck. \nKarn Silver Golem: Toymaker\nElesh Norn: Any anthem you want. I like Always Watching for vigilance on the manlands. \nEnlightened Tutor: More removal or ramp, if you are feeling risky you can add Ring of Three Wishes or Tamiyo's Journal\nSmothering Tithe: Another mana dork or rock\nThe Chain Veil: You kinda need this one unless you wanna ditch the Gideon package and go full on landfall. \nMana Vault: Literally any mana rock\nCrucible of Worlds: Faith's Reward isn't a bad swap here. \nUgin the Spirit Dragon: He's just a boardwipe I can fetch so any boardwipe will do. \nElspeth Sun's Champion: Another fetchable wipe to be replaced by a non-fetchable wipe. \n\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Change Log"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n11/14/19 Removed Arcane Encyclopedia for Skullclamp and removed Temple of the False God for Lotus Field\n\n11/30/19 Removed Paradise Mantle for Eight and a Half Tails. 8.5 is a really good mana sink, can protect my lands similarly to Tomik, and can also do some additional shenanigans such as allowing me to exile lands using Ugin the Spirit Dragon -X at X=0. There are many advantages to making lands into colored permanents it seems. The Mantle was my weakest “dork” effect and I often never bothered to equip it. \n\n12/8/19 Removed Stalking Stones for Karoo. I never used the ability and Karoo enables landfall.\n\n12/26/19 Cut Codex Shredder for Conquerer's Galleon. Galleon provides more draw and does basically the same thing as the shredder.\n\n1/10/20 Finally got this is paper!!! Been playing it against my playgroup and I am now considering swapping Endbringer, Eight and a Half Tails and Staff of Nin for Armageddon, Faith's Reward, and Brought Back. Armageddon is strong in this deck with its ability to ramp and also play lands from grave with Crucible and Sun Titan. Persistent token generators means this deck often has a dominant boardstate and because of that is also benefits from resource denial. TLDR I can break parity. Faiths Reward and Brought Back help me do this and also synergize with cards like Lotus Field and my fetches. \n\n1/15 So Faith's Reward and Brought Back perform really well with this deck, and while Armageddon did lead to a blowout win with Crucible on board, it was still slow and painful for my opponents. I don't think that level of bullshit is appropriate for a casual deck that likely sits at like a 4 on the power scale so I am removing Armageddon for Codex Shredder. Conquerer's Galleon is excellent but also a massive removal target which makes it an unreliable recursion engine. I am going to keep it in the deck but will be adding the shredder for redundancy.\n\n1/16 Making some general updates for Theros. Swapping Return to Dust for Heliod’s Intervention and also swapping Thot Vessel for Legion’s Landing. Landing gives us another land that makes tokens and seems easy enough to flip. Thot Vessel was just a boring rock.\n\n2/16/20 Swapped Thousand Year Elixer for Luminarch Ascension because I like winning and the elixer didn't help as much as I wanted it to. Also ditched some of the janky creature tutors.\n\n4/5/20 VERGE RANGERS YOU SO FINE, YOU SO FINE YOU BLOW MY MIND. VERGE RANGERS! VERGE RANGERS! Cut Luminarch Ascension for these bad bois. I can’t believe wizards actually printed mono white land support. I’m fucking giddy. THEY ALSO PRINTED MANASCAPE REFRACTOR WTF. This deck is getting so many cool new toys. Gilded Lotus is out. Manascape Refractor (which is a bonkers good card) is in. They also printed Cartographer’s Hawk. Jesus fuck it’s like someone from WOTC read my primer and decided to build this deck themselves. Faiths Reward out, Hawk In. I was going to consolidate this update into something more concise but I’m leaving my initial reactions here as history. \n\n4/10 Karn’s Bastion is out for Bonder’s Enclave. \n\n6/4 Added Mangara. Cya Trading Post.\n\n8/26 In VERY giddy preparation for more white “catch up” ramp spells I have cut Scrap Trawler for Winds of Abandon. \n\n9/23 I fucking love Zendikar. Felidar Retreat is in and Gideon's Resolve is finally out. We also swapped Legion's Landing, Snow Covered Plains, Plains, and Ondu Rising for Ondu Inversion, Emeria's Call, Crawling Barrens, and Kabira Takedown. All hail Field of the Dead may it get ever more targets. I also love how these modular lands help when i flood out on mana. \n\n10/31 It is finally time to add Keeper of the Accord. Thraben Doomsayer gets the cut here as I much prefer the lands focus to the tokens one and this guy does both. \n\n11/26 Guildless commons in for Karoo\n\n2/12 Cut Hedron Crawler and added Faceless Haven.\n\n5/26 Big overhaul of the deck. Added Zuran Orb, Faiths Reward, Cosmic Intervention, Stoic Farmer, Sword of Hearth and Home, Prowling Felidar, Settle the Wreckage, Armageddon, Archaeomancer’s Arena, and Sunstone. Removed Comeuppance, Heliod’s Intervention, Elesh Norn, Mana Vault, Mangara the Diplomat, White Sun's Zenith, Gideon Ally of Zendikar and Karn Silver Golem\n\nBuilding decks on Moxfield has spoiled me and I constantly forget that Archidekt doesn't have a \"history\" tab. I no longer update changelogs for my Archidekt lists. If you want to know what the most recent tech is for one of my decks, @ me in my discord server: https://discord.gg/jhd69j6v4K\n"}]}
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