1.7k views58 mins ago
Commander
Size: 100Salt sum: 32.73
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BengisBongis

1.7k views58 mins ago
Commander
Size: 100Salt sum: 32.73

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{"ops":[{"insert":"\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Given how much I love this deck, I figured I ought to do it justice and write an actual primer. Here's what this deck does and how to play it, down to the nitty gritty."},{"insert":"\n\tI would recommend viewing this deck with the Categories (Multiple) option. It will give you the most complete picture of each card's role as well as my density for each effect in the deck.\n\tI'll talk about each category below, save for Lifegain. That category is primarily here to show that my density of Lifegain isn't high enough to get consistent synergy out of it.\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Apologies if you're reading this on mobile. This primer is lengthy, and will be less obstructive on desktop."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Win Condition"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This deck wins by going wide with tokens, as seen in the Tokens + Gideons category. I want to play a few planeswalkers that make tokens, defend them for several turns as I amass a board, and then set my army on my opponents to win the game."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Some MVPs in this department include the commander [Worzel, the Protector], [Elspeth, Sun's Champion], and [Elspeth, Storm Slayer]."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Worzel's Cat tokens are indispensable in accelerating my strategy. Not only are blockers a must-have, but the additional loyalty helps offset chip damage and even reach some surprise ultimates. On top of that, Worzel can help me dig for action and has an ultimate that applies additional game-winning pressure. I wouldn't expect Worzel to win a game by himself, but ten 1/1 fliers go a long way."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sun's Champion wraths the board, offers the most tokens per activation, and builds to an excellent ult. Said ult is one of the best ways to turn a board of dinky 1/1s into a lethal attack."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Storm Slayer amplifies the impact of every other token producer in the deck. If I'm ready to swing for lethal and I failed to reach the Sun's Champion <-7>, then Storm Slayer's <0> is a great plan B. It also doubles as a way to halt all aerial aggression."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I'll confess the Gideons part of this category is stretching the definition of my gameplan somewhat. Many of the Gideons in this deck are good, but I rarely find myself attacking with them. Gideon is my favorite Magic character, so his inclusion is partly in the capacity of pet cards. I still feel the Gids serve their purpose well, and they can add to my offensive pressure when needed. "},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Some might find it surprising that ulting a planeswalker is not my primary way to win the game. Turns out, a lot of white planeswalker ults make it harder for you to die, but not easier for you to win. Look at cards like [Ajani Steadfast], [Elspeth, Knight-Errant], and [Serra the Benevolent] to see examples of what I mean. Others have ults that just don't do anything in my deck. [Ajani, Outland Chapperone] and [Archangel Elspeth] have a very annoying mana value 3 restriction, as my key mana value is 4. At best, these cards get me a bunch of mana rocks, and at worst, they do nothing."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"That being said, I do have a few cards with game-winning ults. The two only real examples are [Elspeth, Resplendent] and [Ugin, the Spirit Dragon]. The former is an army-in-a-can a la Worzel, but with more immediate stats and an easier time reaching that <-7>. The latter represents such a huge resource swing that it becomes very difficult for me to lose from that position (but not guaranteed by any means)."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"[Halo Fountain] is a recent inclusion. Small sample size, but I feel it's a relevant alt wincon, just not one I can find every game."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"The Rollout"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Having a default hard cap of one loyalty ability per planeswalker per turn is a restriction other decks don't have to worry about. To get more activations, I can either play more planeswalkers or take more turns. But since I'm a mono-white deck in bracket 2, I can't take extra turns, and people are expecting the game to last for approximately 9 turns. Sometimes a particularly grindy game will last a bit longer, but otherwise my best bet is to start my plan as soon as possible."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I built this deck to have a very high density of mana value 2 ramp, with the goal of ramping on turn 2 and playing Worzel or one of my many other mana value 4 planeswalkers on turn 3."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"[Gideon's Memorial] is the most laser-targeted card I've received in this deck. Because of my curve, I don't play cards like [Gatewatch Beacon] that are otherwise staples in this type of strategy. But not only does the Memorial ramp me into my commander, not only does it pump tokens and give them vigilance, but it also serves as removal if I draw it late."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"For similar late-game reasons, I quite enjoy [Everflowing Chalice]. Given that Worzel costs 1WWW, I want my colorless sources to be worth the effort. Having a mana rock to dump excess mana into seems worth it to me. I may have a lot of White pips, but I also have a high average mana value. Ultimately, all mana is welcome."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"For every other rock in the deck, my goal was for them to have two of entering untapped, adding white mana, or offering some sort of utility."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I'll also shout out [Walking Atlas] and [PuPu UFO]. I honestly feel my land count is a little low to make the best use out of this effect, but I really only need to cheat one land into play (and hit all of my subsequent land drops) in order for these to meet the reasonable floor of any other mana rock. But that ceiling? Hoo boy."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Tutors and Niche Categories"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"A great perk of playing a planeswalker deck with White is getting access to the lion's share of planeswalker tutors. These go a long way in helping tie the deck together— so much so that I used to have a tutor in the command zone so that this was a core part of the deck."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Nowadays, I've decided that the 5-mana tutors are too slow for this already slow deck. Fortunately, that still leaves me with three very cheap tutors. [Search For Glory] is by far the one I most want to see in a game. Getting any legendary card opens up so many more tutor hits, almost anything I could ask for. This card is the entire reason I'm playing [Snow-Covered Plains], both for the lifegain and in case I want to Search for a basic land. Not particularly likely given I have legendary lands that enter untapped and add White, but theoretically relevant if I'm scared of nonbasic hate."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Overall, Tutors go a long way in finding effects I don't have a lot of, but still want to see in certain games. For example, Anthems are key to turning my tokens into real threats, but I'm not so stacked with Anthems that I'm guaranteed to draw one every game."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This also applies to the More Loyalty and Activations category. A lot of other commander decks boil down to what I call B Cards— Play Card A, and then play Card B to enhance the impact of Card A. I don't always like this play pattern though. Why play Card B when I can just play more of Card A? This is especially true in this particular deck, and it's why I'm not playing any token doublers that aren't already planeswalkers. When your cards are only making one token a turn, playing a second planeswalker has the same impact as playing a token doubler."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Although, sometimes a little Card B can be nice, especially if it's not occupying too much of your deck. [The Chain Veil] is an auto-include in any planeswalker deck, although I confess it feels a little slow these days. Still, any way to break your inherent one-per-turn limit is welcome."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"[Ajani Steadfast] combines the Anthems and More Loyalty categories into one concise package. It helps me reach ultimates one turn sooner than my opponents were expecting and/or helps me empower my token army into a bigger and bigger problem."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Removal and Draw"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"My restrictive theme means that my synergistic options for staple effects are narrow. This manifests in both a reliance on Planeswalkers to do things as well as a lack of other colors to lean on. Fortunately, my options only get better over time, so I enjoy my current selection."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"[Teyo, Geometric Tactician] is one of my favorite draw engines in this deck. Some players are hesitant to give free resources to their opponents, but there's a lot of power to be found there as well. I can't recall a time anyone chose to attack Teyo, especially since he comes with a free flying blocker. So you can make some friends, treat your opponents equally or equitably, and then in the late game that <-2> makes you even harder to attack. And with Worzel, you can easily accrue over a dozen loyalty on Teyo, so he can easily <-2> for the rest of the game."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I won't comment on every other card advantage option in the deck, but I enjoy the synergies or raw efficiency for each of them."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"A reason why this deck best works in bracket 2: my interaction suite is highly sorcery speed and high mana on average. It goes without saying that a lot of my planeswalkers help me remove things from play, so I'd rather focus on the non-planeswalker cards I'm playing and why."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I've seen some mixed opinions on cards like [Generous Gift] and [Stroke of Midnight], some claiming that's too much mana to hold up and others claiming they're staples that everyone should play. Personally, I'm someone who wants to be able to address as many card types as possible. 3 mana is a commitment, but you will always find a target for that 3 mana. Gift's ability to hit lands is a nice bonus, and is why I'm also playing [Demolition Field]. I like being able to answer powerful utility lands like the back side of [Growing Rites of Itlimoc] or the Planets like [Uthros, Titanic Godcore]."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I'll also draw attention to [Lapse of Certainty] and [Bilbo's Gambit]. I was initially quite high on White's counterspells, but I've recently begun to re-evaluate them. I enjoy the ability to stop removal while also having the flexibility of being removal themselves. Plus, no one ever sees the mono-white counterspell coming, and the reaction they elicit is always fun."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"That being said, I chose to cut [Reprieve] because it doesn't always do what I want. I had a game where I couldn't stop a card because the opponent had the mana to replay it. To that end, I chose to prioritize the two effects that better guarantee that a spell is not resolving on that same turn. Even so, my slow strategy means that I'm not always in a place to capitalize on the time bought by these turns. I'm keeping these for now, but I've got my eye on them."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Lands"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" A nice perk of playing a mono-color deck is having extra room for playing utility lands. I used to have even more, but cut a lot of colorless lands in order to better facilitate reaching three White mana by turn 3."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" In spite of that, I've still got a good utility land package supported by [Search for Glory] and [Urza's Cave]."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" Given the choice of any legendary land in my deck, [Nykthos, Shrine to Nyx], [Abstergo Entertainment], and [Minas Tirith] are all prime candidates. Needless to say, Nykthos is capable of generating oodles of mana. Abstergo is a great role-player, given that it can exile graveyards while also being one of my few recursion options. And finally, Minas Tirith isn't the most glamorous option, but it still offers card advantage at a reasonable rate."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" If I can get any land, legendary or otherwise, my mana base offers some of my Anthem options. Looking at [Abandoned Air Temple] next to [Shefet Dunes] makes me feel kind of bad for the desert, but both do their job of turning ten bodies into +10 power."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" They're not tutorable, but the modal dual-faced lands are always a welcome inclusion in any deck. I chose to prioritize the one that enter untapped in order to not interfere with my rollout."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Weakness: Attacks"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Planeswalkers are a notoriously difficult card type to defend in Commander. You have to worry about both attacks and removal."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This is in part why token-making planeswalkers are so valuable. They make disposable blockers, which often dissuades foes from attacking at all if they can't get through to the planeswalkers."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Blockers aren't always enough though, so I've curated a selection of pillow fort effects in the Anti-Aggro and Mass Disruption categories. Unfortunately, the big names like [Ghostly Prison] were made before planeswalkers existed. Still, I have some useful options. [Onakke Oathkeeper] and [Archangel of Tithes] pull double duty in different ways. Oathkeeper is the cheapest pillow fort effect, blocks well, and is also one of the few sources of recursion in the deck. Meanwhile, Archangel shines when it's time to turn creatures sideways. I'll also highlight [Baird, Steward of Argive] as another card findable off of [Search for Glory]."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Another great way to stop attacks: just kill all the creatures. My choice of theme makes wraths a bit of a forgone conclusion. A number of planeswalkers offer potential wraths on an ultimate, but I want to draw attention to my on-demand wraths. In addition to the aforementioned [Elspeth, Sun's Champion], I'll give [The Eternal Wanderer] and [Ugin, the Spirit Dragon] their flowers. Wanderer's <-4> is backbreaking. Not only does mass sacrifice bypass indestructible protection, but I'm the one that chooses what remains. All of that on top of strong tokens and a highly versatile blink ability. Meanwhile, Ugin is the \"nuke them from orbit\" option. Usually, the appeal of wraths in a planeswalker deck is sparing your trademarked card type, but Ugin's hands are rated E for everyone (unless you're Karn. Or Ugin. Or most mana rocks. Or an artifact token). You're either going to do X=3 to sweep most tokens and utility cards, or you're going as high as possible to hit everything."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I will note that this deck's categories take some inspiration from Command Zone podcast's theory of deckbuilding. This is to say that wraths are classified as Mass Disruption, but so is mass graveyard exile and pillow fort effects. If they do something inconvenient to my opponents and they apply to more than 3 cards, they're Mass Disruption."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Weakness: Removal (plus general weaknesses)"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"But like I said, attacks aren't the only thing I need to worry about. Fortunately, my Protection category is tailored to shielding planeswalkers from enemy spells. In particular, I love showing off the trifecta of [Faith's Shield], [Angelic Intervention], and [Razor Barrier]. These three cards are the only effects that can give a planeswalker protection from a color. Not only can this blank removal, but they also contribute to halting combat damage."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Despite all my precautions, disruption persists as the biggest weakness of this deck. When I get set back, I have a hard time recovering. Recursion effects are few and far between. I could run more, but I don't like having situational cards to that degree. Building up over time is the nature of this strategy. In games where I fail, it's usually because someone else was faster or I drew too much heat from the table. In games where I succeed, it's because I got a solid start, kept a low profile, held up interaction, and built to an inevitable endgame."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Putting it unflatteringly, sometimes playing this deck feels like Luigi Wins by Doing Absolutely Nothing. Putting it more positively, this deck benefits a lot from being in second place. If someone else is The Problem, people are more likely to overlook the second biggest problem until it's too late. I suppose this classifies as a weakness: that my success often feels outside of my control."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"But the nice thing about problems is that they give me something to work on. Having a deck project I'm always excited to work on is another reason why I love this deck so much."},{"insert":"\n"}]}
Worzel, the Protector
0: Create a 1/1 white Cat creature token with "
: Put a loyalty counter on each planeswalker you control."
−1: Look at the top six cards of your library. You may reveal a planeswalker or basic Plains card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
−8: Create ten Scryb Sprites tokens. (They're
1/1 Faerie creatures with flying.)
Worzel, the Protector can be your commander.
Legendary Planeswalker - Worzel
Worzel, the Protector (mbc) 5

Commander

(Ctrl to add secondary)
Archangel of Tithes
Flying
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays
for each of those creatures.
Creature - Angel
Archangel of Tithes (ori) 4
Baird, Steward of Argive
Vigilance
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures.
Legendary Creature - Human Soldier
Baird, Steward of Argive (blc) 135
Gideon Jura
+2: During target opponent's next turn, creatures that player controls attack Gideon Jura if able.
−2: Destroy target tapped creature.
0: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
Legendary Planeswalker - Gideon
Gideon Jura (ss2) 1
Onakke Oathkeeper
Creatures can't attack planeswalkers you control unless their controller pays
for each creature they control that's attacking a planeswalker you control.
, Exile this card from your graveyard: Return target planeswalker card from your graveyard to the battlefield.
Creature - Spirit Ogre
Onakke Oathkeeper (cmm) 722
Tomik, Orzhov Lawmage
Flying
Planeswalkers you control have "No more than one creature can attack this planeswalker each combat."
: Target creature with a +1/+1 counter on it gains flying until end of turn.
Legendary Creature - Human Advisor
Tomik, Orzhov Lawmage (fra) 206

Anti-Aggro

(Ctrl to add secondary)
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class
Caretaker's Talent (blb) 6
Halo Fountain
,
, Untap a tapped creature you control: Create a 1/1 green and white Citizen creature token.
,
, Untap two tapped creatures you control: Draw a card.
,
, Untap fifteen tapped creatures you control: You win the game.
Artifact
Halo Fountain (snc) 15
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 token gets +1/+1 for each artifact you control."
Legendary Planeswalker - Karn
Karn, Scion of Urza (dom) 1
Staff of Compleation
, Pay 1 life: Destroy target permanent you own.
, Pay 2 life: Add one mana of any color.
, Pay 3 life: Proliferate.
, Pay 4 life: Draw a card.
: Untap this artifact.
Artifact
Staff of Compleation (one) 242
Teyo, Geometric Tactician
When Teyo enters, create a 0/4 white Wall creature token with defender and flying.
+1: You and target opponent each draw a card.
−2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
Legendary Planeswalker - Teyo
Teyo, Geometric Tactician (cmm) 725
Trouble in Pairs
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Enchantment
Trouble in Pairs (mkc) 15
Way of the Healer
When Way of the Healer enters, empower Jace 5. (Put five loyalty counters on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")
Planeswalkers you control have "[−2]: Create a 2/2 colorless Wizard Soldier creature token named Cadet. Surveil 1."
Legendary Enchantment
Way of the Healer (fra) 207

Card Advantage

(Ctrl to add secondary)
Bilbo's Gambit
Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Return target spell to its owner's hand. If the gift was promised, players can't cast spells this turn.
Instant
Bilbo's Gambit (hob) 285
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (cmm) 26
Lapse of Certainty
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Instant
Lapse of Certainty (con) 9
Stroke of Midnight
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Instant
Stroke of Midnight (fca) 26
The Wandering Emperor
Flash
As long as The Wandering Emperor entered this turn, you may activate her loyalty abilities any time you could cast an instant.
+1: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn.
−1: Create a 2/2 white Samurai creature token with vigilance.
−2: Exile target tapped creature. You gain 2 life.
Legendary Planeswalker
The Wandering Emperor (neo) 42
Ugin, Eye of the Storms
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add
.
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Legendary Planeswalker - Ugin
Ugin, Eye of the Storms (tdm) 1
Ugin, the Ineffable
Colorless spells you cast cost
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.
Legendary Planeswalker - Ugin
Ugin, the Ineffable (cmm) 811

Disruption

(Ctrl to add secondary)
Abandoned Air Temple
This land enters tapped unless you control a basic land.
: Add
.
,
: Put a +1/+1 counter on each creature you control.
Land
Abandoned Air Temple (tla) 263
Abstergo Entertainment
: Add
.
,
: Add one mana of any color.
,
, Exile Abstergo Entertainment: Return up to one target historic card from your graveyard to your hand, then exile all graveyards. (Artifacts, legendaries, and Sagas are historic.)
Legendary Land
Abstergo Entertainment (acr) 79
Demolition Field
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Demolition Field (bro) 260
Desert of the True
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land - Desert
Desert of the True (hou) 174
Drifting Meadow
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Drifting Meadow (dmr) 245
Eiganjo Castle
: Add
.
,
: Prevent the next 2 damage that would be dealt to target legendary creature this turn.
Legendary Land
Eiganjo Castle (chk) 275
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Emeria's Call
Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn.
Sorcery
Emeria's Call // Emeria, Shattered Skyclave (znr) 12Emeria's Call // Emeria, Shattered Skyclave (znr) 12
Minas Tirith
Minas Tirith enters tapped unless you control a legendary creature.
: Add
.
,
: Draw a card. Activate only if you attacked with two or more creatures this turn.
Legendary Land
Minas Tirith (ltr) 256
Monumental Henge
This land enters tapped unless you control a Plains.
: Add
.
,
: Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land
Monumental Henge (mh3) 222
Nykthos, Shrine to Nyx
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Legendary Land
Nykthos, Shrine to Nyx (plst) THS-223
Razorgrass Ambush
Razorgrass Ambush deals 3 damage to target attacking or blocking creature.
Instant
Razorgrass Ambush // Razorgrass Field (mh3) 238Razorgrass Ambush // Razorgrass Field (mh3) 238
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (hou) 182
Secluded Steppe
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Secluded Steppe (mh1) 245
Shefet Dunes
: Add
.
, Pay 1 life: Add
.
,
, Sacrifice a Desert: Creatures you control get +1/+1 until end of turn. Activate only as a sorcery.
Land - Desert
Shefet Dunes (hou) 183
Snow-Covered Plains
(
: Add
.)
Basic Snow Land - Plains
Snow-Covered Plains (mh1) 250
Urza's Cave
: Add
.
,
, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Land - Urza's Cave
Urza's Cave (mh3) 234
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Land

(Ctrl to add secondary)
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."
Legendary Planeswalker - Elspeth
Elspeth, Sun's Champion (ths) 9
The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker
The Eternal Wanderer (one) 11
Ugin, the Spirit Dragon
+2: Ugin 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.
Legendary Planeswalker - Ugin
Ugin, the Spirit Dragon (m21) 279

Mass Disruption

(Ctrl to add secondary)
Ajani Steadfast
+1: Until end of turn, up to one target creature gets +1/+1 and gains first strike, vigilance, and lifelink.
−2: Put a +1/+1 counter on each creature you control and a loyalty counter on each other planeswalker you control.
−7: You get an emblem with "If a source would deal damage to you or a planeswalker you control, prevent all but 1 of that damage."
Legendary Planeswalker - Ajani
Ajani Steadfast (sld) 87
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.
,
: 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.
Legendary Artifact
The Chain Veil (m15) 215
Urza Assembles the Titans
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — Scry 4, then you may reveal the top card of your library. If a planeswalker card is revealed this way, put it into your hand.
II — You may put a planeswalker card with mana value 6 or less from your hand onto the battlefield.
III — You may activate the loyalty abilities of planeswalkers you control twice this turn rather than only once.
Enchantment - Saga
Urza Assembles the Titans (dmu) 37

More Loyalty & More Activations

(Ctrl to add secondary)
Angelic Intervention
Target creature or planeswalker you control gains protection from colorless or from the color of your choice until end of turn. If it's a creature, put a +1/+1 counter on it. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with that quality.)
Instant
Angelic Intervention (mom) 5
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (fic) 236
Faith's Shield
Target permanent you control gains protection from the color of your choice until end of turn.
Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
Instant
Faith's Shield (dka) 7
Liliana the Faultless
Whenever another creature or planeswalker you control enters, you gain 1 life.
,
, Discard a card: Another target creature or planeswalker you control gains hexproof until end of turn.
Legendary Creature - Human Cleric
Liliana the Faultless (fra) 200
Razor Barrier
Target permanent you control gains protection from artifacts or from the color of your choice until end of turn.
Instant
Razor Barrier (mrd) 17
Teyo, Lightshield Expert
Flash
When Teyo enters, target permanent you control gains hexproof until end of turn. Put a +1/+1 counter on it if it's a creature. Put a loyalty counter on it if it's a planeswalker. (It can't be the target of spells or abilities your opponents control.)
Legendary Creature - Human Cleric
Teyo, Lightshield Expert (fra) 204

Protection

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (cmm) 367
Coldsteel Heart
This artifact enters tapped.
As this artifact enters, choose a color.
: Add one mana of the chosen color.
Snow Artifact
Coldsteel Heart (2x2) 301
Everflowing Chalice
Multikicker
(You may pay an additional
any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
: Add
for each charge counter on this artifact.
Artifact
Everflowing Chalice (mm2) 212
Gideon's Memorial
Creature tokens you control get +1/+0 and have vigilance.
: Add one mana of any color. Spend this mana only to cast a planeswalker spell.
, Discard this card: It deals 4 damage to target attacking or blocking creature.
Legendary Artifact
Gideon's Memorial (fra) 198
Marble Diamond
This artifact enters tapped.
: Add
.
Artifact
Marble Diamond (fdc) 267
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (c14) 250
Pearl Medallion
White spells you cast cost
less to cast.
Artifact
Pearl Medallion (mh3) 347
Planar Atlas
This artifact enters tapped.
When this artifact enters, you may look at the top four cards of your library. If you do, reveal up to one land card from among them, then put that card on top of your library and the rest on the bottom in a random order.
: Add
.
Artifact
Planar Atlas (plst) J22-51
PuPu UFO
Flying
: You may put a land card from your hand onto the battlefield.
: Until end of turn, this creature's base power becomes equal to the number of Towns you control.
Creature Artifact - Construct Alien
PuPu UFO (fin) 266
Sol Ring
: Add
.
Artifact
Sol Ring (ltc) 284
Star Compass
This artifact enters tapped.
: Add one mana of any color that a basic land you control could produce.
Artifact
Star Compass (ima) 229
The Mind Stone
Indestructible
: Add
.
,
: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone
The Mind Stone (msh) 21
Walking Atlas
: You may put a land card from your hand onto the battlefield.
Creature Artifact - Construct
Walking Atlas (wwk) 131

Ramp

(Ctrl to add secondary)
Ajani, Outland Chaperone
+1: Create a 1/1 green and white Kithkin creature token.
−2: Ajani deals 4 damage to target tapped creature.
−8: Look at the top X cards of your library, where X is your life total. You may put any number of nonland permanent cards with mana value 3 or less from among them onto the battlefield. Then shuffle.
Legendary Planeswalker - Ajani
Ajani, Outland Chaperone (ecl) 4
Ajani, Strength of the Pride
+1: You gain life equal to the number of creatures you control plus the number of planeswalkers you control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
Legendary Planeswalker - Ajani
Ajani, Strength of the Pride (j22) 141
Archangel Elspeth
+1: Create a 1/1 white Soldier creature token with lifelink.
−2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying.
−6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.
Legendary Planeswalker - Elspeth
Archangel Elspeth (mom) 6
Elspeth Tirel
+2: You gain 1 life for each creature you control.
−2: Create three 1/1 white Soldier creature tokens.
−5: Destroy all other permanents except for lands and tokens.
Legendary Planeswalker - Elspeth
Elspeth Tirel (som) 6
Elspeth, Knight-Errant
+1: Create a 1/1 white Soldier creature token.
+1: Target creature gets +3/+3 and gains flying until end of turn.
−8: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."
Legendary Planeswalker - Elspeth
Elspeth, Knight-Errant (sld) 1001
Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth
Elspeth, Storm Slayer (tdm) 11
Elspeth, Sun's Nemesis
−1: Up to two target creatures you control each get +2/+1 until end of turn.
−2: Create two 1/1 white Human Soldier creature tokens.
−3: You gain 5 life.
Escape—
, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Planeswalker - Elspeth
Elspeth, Sun's Nemesis (thb) 14
Gideon of the Trials
+1: Until your next turn, prevent all damage target permanent would deal.
0: Until end of turn, Gideon becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: You get an emblem with "As long as you control a Gideon planeswalker, you can't lose the game and your opponents can't win the game."
Legendary Planeswalker - Gideon
Gideon of the Trials (ps18) 14
Gideon, Ally of Zendikar
+1: Until end of turn, Gideon becomes a 5/5 Human Soldier Ally creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: Create a 2/2 white Knight Ally creature token.
−4: You get an emblem with "Creatures you control get +1/+1."
Legendary Planeswalker - Gideon
Gideon, Ally of Zendikar (prcq) 1
Serra the Benevolent
+2: Creatures you control with flying get +1/+1 until end of turn.
−3: Create a 4/4 white Angel creature token with flying and vigilance.
−6: You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead."
Legendary Planeswalker - Serra
Serra the Benevolent (sld) 1252

Tokens (+ Gideons)

(Ctrl to add secondary)
Call the Gatewatch
Search your library for a planeswalker card, reveal it, put it into your hand, then shuffle.
Sorcery
Call the Gatewatch (ogw) 16
Loyal Tutor
Search your library for a planeswalker card, reveal it, then shuffle and put that card on top.
Instant
Loyal Tutor (fra) 14
Search for Glory
Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each
spent to cast this spell. (
is mana from a snow source.)
Snow Sorcery
Search for Glory (khm) 27

Tutor

(Ctrl to add secondary)
Elspeth Resplendent
+1: Choose up to one target creature. Put a +1/+1 counter and a counter from among flying, first strike, lifelink, or vigilance on it.
−3: Look at the top seven cards of your library. You may put a permanent card with mana value 3 or less from among them onto the battlefield with a shield counter on it. Put the rest on the bottom of your library in a random order.
−7: Create five 3/3 white Angel creature tokens with flying.
Legendary Planeswalker - Elspeth
Elspeth Resplendent (snc) 341

Wincons

(Ctrl to add secondary)
Ajani, Caller of the Pride
+1: Put a +1/+1 counter on up to one target creature.
−3: Target creature gains flying and double strike until end of turn.
−8: Create X 2/2 white Cat creature tokens, where X is your life total.
Legendary Planeswalker - Ajani
Ajani, Caller of the Pride (fdn) 134
Archon of Absolution
Flying
Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.)
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures.
Creature - Archon
Archon of Absolution (plst) ELD-3
Arena Rector
When this creature dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.
Creature - Human Cleric
Arena Rector (bbd) 23
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (mkc) 56
Comeuppance
Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
Instant
Comeuppance (mkc) 58
Court of Grace
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.
Enchantment
Court of Grace (onc) 62
Cut a Deal
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
Sorcery
Cut a Deal (clb) 14
Dawn Charm
Choose one —
• Prevent all combat damage that would be dealt this turn.
• Regenerate target creature.
• Counter target spell that targets you.
Instant
Dawn Charm (uma) 13
Deification
As this enchantment enters, choose a planeswalker type.
Planeswalkers you control of the chosen type have hexproof.
As long as you control a creature, if damage dealt to a planeswalker you control of the chosen type would result in all loyalty counters on it being removed, instead all but one of those counters are removed.
Enchantment
Deification (mat) 2
Eight-and-a-Half-Tails
: Target permanent you control gains protection from white until end of turn.
: Target spell or permanent becomes white until end of turn.
Legendary Creature - Cleric Fox
Eight-and-a-Half-Tails (clb) 692
Elspeth Conquers Death
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost
more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment - Saga
Elspeth Conquers Death (plst) THB-13
Elspeth's Talent
Enchant planeswalker
Enchanted planeswalker has "[+1]: Create three 1/1 white Soldier creature tokens."
Whenever you activate a loyalty ability of enchanted planeswalker, creatures you control get +2/+2 and gain vigilance until end of turn.
Enchantment - Aura
Elspeth's Talent (moc) 72
Gideon Blackblade
During your turn, Gideon Blackblade is a 4/4 Human Soldier creature with indestructible that's still a planeswalker.
Prevent all damage that would be dealt to Gideon Blackblade during your turn.
+1: Up to one other target creature you control gains your choice of vigilance, lifelink, or indestructible until end of turn.
−6: Exile target nonland permanent.
Legendary Planeswalker - Gideon
Gideon Blackblade (war) 13★
Gideon, Martial Paragon
+2: Untap all creatures you control. Those creatures get +1/+1 until end of turn.
0: Until end of turn, Gideon 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.
Legendary Planeswalker - Gideon
Gideon, Martial Paragon (akh) 270
Grateful Apparition
Flying
Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Spirit
Grateful Apparition (cmm) 824
Hour of Reckoning
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Destroy all nontoken creatures.
Sorcery
Hour of Reckoning (tdc) 120
Invoke Justice
Return target permanent card from your graveyard to the battlefield, then distribute four +1/+1 counters among any number of creatures and/or Vehicles target player controls.
Sorcery
Invoke Justice (neo) 21
Kabira Takedown
Kabira Takedown deals damage equal to the number of creatures you control to target creature or planeswalker.
Instant
Kabira Takedown // Kabira Plateau (znr) 19Kabira Takedown // Kabira Plateau (znr) 19
Kor Haven
: Add
.
,
: Prevent all combat damage that would be dealt by target attacking creature this turn.
Legendary Land
Kor Haven (nem) 141
Lae'zel, Vlaakith's Champion
If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Warrior Gith
Lae'zel, Vlaakith's Champion (clb) 29
Makindi Stampede
Creatures you control get +2/+2 until end of turn.
Sorcery
Makindi Stampede // Makindi Mesas (znr) 26Makindi Stampede // Makindi Mesas (znr) 26
Mangara, the Diplomat
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Legendary Creature - Human Cleric
Mangara, the Diplomat (blc) 145
Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant
Perch Protection (blc) 11
Proud Pack-Rhino
When this creature enters, choose one —
• Put a shield counter on target permanent. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Rhino
Proud Pack-Rhino (mh3) 41
Reprieve
Return target spell to its owner's hand.
Draw a card.
Instant
Reprieve (ltr) 26
Requisition Raid
Spree (Choose one or more additional costs.)
+
— Destroy target artifact.
+
— Destroy target enchantment.
+
— Put a +1/+1 counter on each creature target player controls.
Sorcery
Requisition Raid (otj) 26
Resourceful Defense
Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control.
: Move any number of counters from target permanent you control onto a second target permanent you control.
Enchantment
Resourceful Defense (ncc) 19
Scholar of New Horizons
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
Creature - Human Scout
Scholar of New Horizons (brc) 6
Secret Rendezvous
You and target opponent each draw three cards.
Sorcery
Secret Rendezvous (blc) 152
Semester's End
Exile any number of target creatures and/or planeswalkers you control. At the beginning of the next end step, return each of them to the battlefield under its owner's control. Each of them enters with an additional +1/+1 counter on it if it's a creature and an additional loyalty counter on it if it's a planeswalker.
Instant
Semester's End (cmm) 834
Soul Snare
, Sacrifice this enchantment: Exile target creature that's attacking you or a planeswalker you control.
Enchantment
Soul Snare (mkc) 85
Staff of the Storyteller
When this artifact enters, create a 1/1 white Spirit creature token with flying.
Whenever you create one or more creature tokens, put a story counter on this artifact.
,
, Remove a story counter from this artifact: Draw a card.
Artifact
Staff of the Storyteller (soc) 111
Test of Conviction
Choose one —
• Battle Stations — Put a +1/+1 counter on each creature you control.
• Begin Negotiations — Target opponent draws a card. You draw two cards.
Sorcery
Test of Conviction (trk) 39
The Wanderer
Prevent all noncombat damage that would be dealt to you and other permanents you control.
−2: Exile target creature with power 4 or greater.
Legendary Planeswalker
The Wanderer (war) 37★
Venat, Heart of Hydaelyn
Whenever you cast a legendary spell, draw a card. This ability triggers only once each turn.
Hero's Sundering —
,
: Exile target nonland permanent. Transform Venat. Activate only as a sorcery.
Legendary Creature - Wizard Elder
Venat, Heart of Hydaelyn // Hydaelyn, the Mothercrystal (fin) 329Venat, Heart of Hydaelyn // Hydaelyn, the Mothercrystal (fin) 329

Maybeboard

(Ctrl to add secondary)

Deck Info

Deck stats

70 pips - 45 cards
46 mana - 46 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
14 mana - 11 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Given how much I love this deck, I figured I ought to do it justice and write an actual primer. Here's what this deck does and how to play it, down to the nitty gritty."},{"insert":"\n\tI would recommend viewing this deck with the Categories (Multiple) option. It will give you the most complete picture of each card's role as well as my density for each effect in the deck.\n\tI'll talk about each category below, save for Lifegain. That category is primarily here to show that my density of Lifegain isn't high enough to get consistent synergy out of it.\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Apologies if you're reading this on mobile. This primer is lengthy, and will be less obstructive on desktop."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Win Condition"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This deck wins by going wide with tokens, as seen in the Tokens + Gideons category. I want to play a few planeswalkers that make tokens, defend them for several turns as I amass a board, and then set my army on my opponents to win the game."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Some MVPs in this department include the commander [Worzel, the Protector], [Elspeth, Sun's Champion], and [Elspeth, Storm Slayer]."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Worzel's Cat tokens are indispensable in accelerating my strategy. Not only are blockers a must-have, but the additional loyalty helps offset chip damage and even reach some surprise ultimates. On top of that, Worzel can help me dig for action and has an ultimate that applies additional game-winning pressure. I wouldn't expect Worzel to win a game by himself, but ten 1/1 fliers go a long way."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Sun's Champion wraths the board, offers the most tokens per activation, and builds to an excellent ult. Said ult is one of the best ways to turn a board of dinky 1/1s into a lethal attack."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Storm Slayer amplifies the impact of every other token producer in the deck. If I'm ready to swing for lethal and I failed to reach the Sun's Champion <-7>, then Storm Slayer's <0> is a great plan B. It also doubles as a way to halt all aerial aggression."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I'll confess the Gideons part of this category is stretching the definition of my gameplan somewhat. Many of the Gideons in this deck are good, but I rarely find myself attacking with them. Gideon is my favorite Magic character, so his inclusion is partly in the capacity of pet cards. I still feel the Gids serve their purpose well, and they can add to my offensive pressure when needed. "},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Some might find it surprising that ulting a planeswalker is not my primary way to win the game. Turns out, a lot of white planeswalker ults make it harder for you to die, but not easier for you to win. Look at cards like [Ajani Steadfast], [Elspeth, Knight-Errant], and [Serra the Benevolent] to see examples of what I mean. Others have ults that just don't do anything in my deck. [Ajani, Outland Chapperone] and [Archangel Elspeth] have a very annoying mana value 3 restriction, as my key mana value is 4. At best, these cards get me a bunch of mana rocks, and at worst, they do nothing."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"That being said, I do have a few cards with game-winning ults. The two only real examples are [Elspeth, Resplendent] and [Ugin, the Spirit Dragon]. The former is an army-in-a-can a la Worzel, but with more immediate stats and an easier time reaching that <-7>. The latter represents such a huge resource swing that it becomes very difficult for me to lose from that position (but not guaranteed by any means)."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"[Halo Fountain] is a recent inclusion. Small sample size, but I feel it's a relevant alt wincon, just not one I can find every game."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"The Rollout"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Having a default hard cap of one loyalty ability per planeswalker per turn is a restriction other decks don't have to worry about. To get more activations, I can either play more planeswalkers or take more turns. But since I'm a mono-white deck in bracket 2, I can't take extra turns, and people are expecting the game to last for approximately 9 turns. Sometimes a particularly grindy game will last a bit longer, but otherwise my best bet is to start my plan as soon as possible."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I built this deck to have a very high density of mana value 2 ramp, with the goal of ramping on turn 2 and playing Worzel or one of my many other mana value 4 planeswalkers on turn 3."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"[Gideon's Memorial] is the most laser-targeted card I've received in this deck. Because of my curve, I don't play cards like [Gatewatch Beacon] that are otherwise staples in this type of strategy. But not only does the Memorial ramp me into my commander, not only does it pump tokens and give them vigilance, but it also serves as removal if I draw it late."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"For similar late-game reasons, I quite enjoy [Everflowing Chalice]. Given that Worzel costs 1WWW, I want my colorless sources to be worth the effort. Having a mana rock to dump excess mana into seems worth it to me. I may have a lot of White pips, but I also have a high average mana value. Ultimately, all mana is welcome."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"For every other rock in the deck, my goal was for them to have two of entering untapped, adding white mana, or offering some sort of utility."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I'll also shout out [Walking Atlas] and [PuPu UFO]. I honestly feel my land count is a little low to make the best use out of this effect, but I really only need to cheat one land into play (and hit all of my subsequent land drops) in order for these to meet the reasonable floor of any other mana rock. But that ceiling? Hoo boy."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Tutors and Niche Categories"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"A great perk of playing a planeswalker deck with White is getting access to the lion's share of planeswalker tutors. These go a long way in helping tie the deck together— so much so that I used to have a tutor in the command zone so that this was a core part of the deck."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Nowadays, I've decided that the 5-mana tutors are too slow for this already slow deck. Fortunately, that still leaves me with three very cheap tutors. [Search For Glory] is by far the one I most want to see in a game. Getting any legendary card opens up so many more tutor hits, almost anything I could ask for. This card is the entire reason I'm playing [Snow-Covered Plains], both for the lifegain and in case I want to Search for a basic land. Not particularly likely given I have legendary lands that enter untapped and add White, but theoretically relevant if I'm scared of nonbasic hate."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Overall, Tutors go a long way in finding effects I don't have a lot of, but still want to see in certain games. For example, Anthems are key to turning my tokens into real threats, but I'm not so stacked with Anthems that I'm guaranteed to draw one every game."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This also applies to the More Loyalty and Activations category. A lot of other commander decks boil down to what I call B Cards— Play Card A, and then play Card B to enhance the impact of Card A. I don't always like this play pattern though. Why play Card B when I can just play more of Card A? This is especially true in this particular deck, and it's why I'm not playing any token doublers that aren't already planeswalkers. When your cards are only making one token a turn, playing a second planeswalker has the same impact as playing a token doubler."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Although, sometimes a little Card B can be nice, especially if it's not occupying too much of your deck. [The Chain Veil] is an auto-include in any planeswalker deck, although I confess it feels a little slow these days. Still, any way to break your inherent one-per-turn limit is welcome."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"[Ajani Steadfast] combines the Anthems and More Loyalty categories into one concise package. It helps me reach ultimates one turn sooner than my opponents were expecting and/or helps me empower my token army into a bigger and bigger problem."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Removal and Draw"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"My restrictive theme means that my synergistic options for staple effects are narrow. This manifests in both a reliance on Planeswalkers to do things as well as a lack of other colors to lean on. Fortunately, my options only get better over time, so I enjoy my current selection."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"[Teyo, Geometric Tactician] is one of my favorite draw engines in this deck. Some players are hesitant to give free resources to their opponents, but there's a lot of power to be found there as well. I can't recall a time anyone chose to attack Teyo, especially since he comes with a free flying blocker. So you can make some friends, treat your opponents equally or equitably, and then in the late game that <-2> makes you even harder to attack. And with Worzel, you can easily accrue over a dozen loyalty on Teyo, so he can easily <-2> for the rest of the game."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I won't comment on every other card advantage option in the deck, but I enjoy the synergies or raw efficiency for each of them."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"A reason why this deck best works in bracket 2: my interaction suite is highly sorcery speed and high mana on average. It goes without saying that a lot of my planeswalkers help me remove things from play, so I'd rather focus on the non-planeswalker cards I'm playing and why."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I've seen some mixed opinions on cards like [Generous Gift] and [Stroke of Midnight], some claiming that's too much mana to hold up and others claiming they're staples that everyone should play. Personally, I'm someone who wants to be able to address as many card types as possible. 3 mana is a commitment, but you will always find a target for that 3 mana. Gift's ability to hit lands is a nice bonus, and is why I'm also playing [Demolition Field]. I like being able to answer powerful utility lands like the back side of [Growing Rites of Itlimoc] or the Planets like [Uthros, Titanic Godcore]."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I'll also draw attention to [Lapse of Certainty] and [Bilbo's Gambit]. I was initially quite high on White's counterspells, but I've recently begun to re-evaluate them. I enjoy the ability to stop removal while also having the flexibility of being removal themselves. Plus, no one ever sees the mono-white counterspell coming, and the reaction they elicit is always fun."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"That being said, I chose to cut [Reprieve] because it doesn't always do what I want. I had a game where I couldn't stop a card because the opponent had the mana to replay it. To that end, I chose to prioritize the two effects that better guarantee that a spell is not resolving on that same turn. Even so, my slow strategy means that I'm not always in a place to capitalize on the time bought by these turns. I'm keeping these for now, but I've got my eye on them."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Lands"},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" A nice perk of playing a mono-color deck is having extra room for playing utility lands. I used to have even more, but cut a lot of colorless lands in order to better facilitate reaching three White mana by turn 3."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" In spite of that, I've still got a good utility land package supported by [Search for Glory] and [Urza's Cave]."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" Given the choice of any legendary land in my deck, [Nykthos, Shrine to Nyx], [Abstergo Entertainment], and [Minas Tirith] are all prime candidates. Needless to say, Nykthos is capable of generating oodles of mana. Abstergo is a great role-player, given that it can exile graveyards while also being one of my few recursion options. And finally, Minas Tirith isn't the most glamorous option, but it still offers card advantage at a reasonable rate."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" If I can get any land, legendary or otherwise, my mana base offers some of my Anthem options. Looking at [Abandoned Air Temple] next to [Shefet Dunes] makes me feel kind of bad for the desert, but both do their job of turning ten bodies into +10 power."},{"insert":"\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" They're not tutorable, but the modal dual-faced lands are always a welcome inclusion in any deck. I chose to prioritize the one that enter untapped in order to not interfere with my rollout."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Weakness: Attacks"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Planeswalkers are a notoriously difficult card type to defend in Commander. You have to worry about both attacks and removal."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"This is in part why token-making planeswalkers are so valuable. They make disposable blockers, which often dissuades foes from attacking at all if they can't get through to the planeswalkers."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Blockers aren't always enough though, so I've curated a selection of pillow fort effects in the Anti-Aggro and Mass Disruption categories. Unfortunately, the big names like [Ghostly Prison] were made before planeswalkers existed. Still, I have some useful options. [Onakke Oathkeeper] and [Archangel of Tithes] pull double duty in different ways. Oathkeeper is the cheapest pillow fort effect, blocks well, and is also one of the few sources of recursion in the deck. Meanwhile, Archangel shines when it's time to turn creatures sideways. I'll also highlight [Baird, Steward of Argive] as another card findable off of [Search for Glory]."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Another great way to stop attacks: just kill all the creatures. My choice of theme makes wraths a bit of a forgone conclusion. A number of planeswalkers offer potential wraths on an ultimate, but I want to draw attention to my on-demand wraths. In addition to the aforementioned [Elspeth, Sun's Champion], I'll give [The Eternal Wanderer] and [Ugin, the Spirit Dragon] their flowers. Wanderer's <-4> is backbreaking. Not only does mass sacrifice bypass indestructible protection, but I'm the one that chooses what remains. All of that on top of strong tokens and a highly versatile blink ability. Meanwhile, Ugin is the \"nuke them from orbit\" option. Usually, the appeal of wraths in a planeswalker deck is sparing your trademarked card type, but Ugin's hands are rated E for everyone (unless you're Karn. Or Ugin. Or most mana rocks. Or an artifact token). You're either going to do X=3 to sweep most tokens and utility cards, or you're going as high as possible to hit everything."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"I will note that this deck's categories take some inspiration from Command Zone podcast's theory of deckbuilding. This is to say that wraths are classified as Mass Disruption, but so is mass graveyard exile and pillow fort effects. If they do something inconvenient to my opponents and they apply to more than 3 cards, they're Mass Disruption."},{"insert":"\n\n"},{"attributes":{"underline":true,"background":"transparent","color":"#000000","bold":true},"insert":"Weakness: Removal (plus general weaknesses)"},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"But like I said, attacks aren't the only thing I need to worry about. Fortunately, my Protection category is tailored to shielding planeswalkers from enemy spells. In particular, I love showing off the trifecta of [Faith's Shield], [Angelic Intervention], and [Razor Barrier]. These three cards are the only effects that can give a planeswalker protection from a color. Not only can this blank removal, but they also contribute to halting combat damage."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Despite all my precautions, disruption persists as the biggest weakness of this deck. When I get set back, I have a hard time recovering. Recursion effects are few and far between. I could run more, but I don't like having situational cards to that degree. Building up over time is the nature of this strategy. In games where I fail, it's usually because someone else was faster or I drew too much heat from the table. In games where I succeed, it's because I got a solid start, kept a low profile, held up interaction, and built to an inevitable endgame."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"Putting it unflatteringly, sometimes playing this deck feels like Luigi Wins by Doing Absolutely Nothing. Putting it more positively, this deck benefits a lot from being in second place. If someone else is The Problem, people are more likely to overlook the second biggest problem until it's too late. I suppose this classifies as a weakness: that my success often feels outside of my control."},{"insert":"\n\t"},{"attributes":{"background":"transparent","color":"#000000"},"insert":"But the nice thing about problems is that they give me something to work on. Having a deck project I'm always excited to work on is another reason why I love this deck so much."},{"insert":"\n"}]}
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