Varosch
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Commander
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{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Deckname:"},{"insert":" https://www.youtube.com/watch?v=hZMFIa7Pkdw\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Introduction:"},{"insert":"\n\nThis is my mono-white human token deck, with"},{"insert":{"card-link":"Apothecary White"}},{"insert":" as commander and primary token producer. This commander allows for an easy recovery after a"},{"insert":{"card-link":"Wrath of God"}},{"insert":" -style creature wipe and has little issue with drawing the wrong half of your deck so long as you are not to mana screwed.\n\nGoing (almost) full human-only for both creatures and tokens is a restriction I have placed on myself for this deck for both fun and practical reasons. The way I have built this deck you primarily need a lot of cheap creatures, where their effect is only secondary at best. To not get overwhelmed by choice paralysis, a restriction is helpful to keep the cards under consideration manageable.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplan:"},{"insert":"\n\nUse the commander to make lots of tokens and use mass-buff / mass-evasion to kill your opponents. A sufficient number of tokens will also do in a pinch.\n\n\t"},{"attributes":{"underline":true},"insert":"Early game:"},{"insert":"\nHit your land drops and play cheap creatures. The goal is to have at least two, preferably three, creatures in play before turn four. This way you can start"},{"insert":{"card-link":"Apothecary White"}},{"insert":"’s token engine as soon as she comes down the next turn. Just don’t be afraid to toss some of your creatures into your graveyard at this point, the food tokens are far more important. After that, you should activate "},{"insert":{"card-link":"Apothecary White"}},{"insert":"’s ability each turn cycle if able. Keep in mind that you can do that at instant speed, preferably just before your turn starts so that you can attack with your tokens almost immediately.\n\n\t"},{"attributes":{"underline":true},"insert":"Mid Game:"},{"insert":"\nAfter"},{"insert":{"card-link":"Apothecary White"}},{"insert":" becomes a self-sustaining token engine, she will give you game-winning board state with enough time (and preferably a good anthem). So now it becomes a matter of buying yourself the needed time. This is mostly accomplished through removing key pieces from your opponents while protecting your own, though the life gain package is also helpful in buying you a few more turns. Additionally, board wipes which leaves your commander in play are very helpful in setting your opponents back while keeping your own pace intact as long as you can activate "},{"insert":{"card-link":"Apothecary White"}},{"insert":" afterwards.\n\n\t"},{"attributes":{"underline":true},"insert":"Late Game:"},{"insert":"\nIf selective removal doesn’t cut it, you can also start to consider player removal. The advantage of likely having the widest board is, that you can always push at least some damage through. By now your commander should give you 10+ human tokens each turn cycle, so losing most of them through blockers doesn’t really hurt. Especially the players who may have mass artefact removal should be removed quickly from the game. Of course, with a card like "},{"insert":{"card-link":"Goldnight Commander"}},{"insert":"killing all your opponents at once also becomes an option.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Categories:"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Removal"},{"insert":": This deck is secretly somewhat of a control/tempo deck. With your commander being a one card value engine, you need to ensure that she gets the time to give you a massive board. As such most of the deck is dedicated to keep your opponents from getting to far ahead.\n\n"},{"attributes":{"underline":true},"insert":"Protection"},{"insert":": Of course, with almost everything hinging on your commander, protecting her becomes just as important. "},{"insert":{"card-link":"Inspiring Statuary"}},{"insert":" is in this category because she can keep an increasing commander tax affordable despite running no ramp.\n\n"},{"attributes":{"underline":true},"insert":"Lands"},{"insert":": As running ramp serves next to no purpose in a deck with almost 40 mana value 3 or less creatures, hitting your land drops becomes all the ramp you need. Thus, the high land count and presence of several cantrips. The bouncelands are especially helpful in this regard, being two land drops for the price of one, but their colourless pips restrain the amount of other colourless utility lands can be run before problems occur. Additionally, tap lands can be very painful when the early gameplan consists of curving out to the best of your ability.\n\n"},{"attributes":{"underline":true},"insert":"Finisher"},{"insert":": Thanks to "},{"insert":{"card-link":"Apothecary White"}},{"insert":"’s ability to repeatably flood your board with tokens, Valor in Akros-style cards are something of a budget Craterhoof in this deck. Note that the same happens with Brotherhood Scribe if Guide of Souls is in play.\n\n"},{"attributes":{"underline":true},"insert":"Draw"},{"insert":": While drawing cards is generally White’s weakness, this deck is at times more concerned with card selection. A frequent occurrence in the mid- to late-game is that you are digging through your deck for an anthem or removal piece. As such cards like"},{"insert":{"card-link":"Path of Ancestry"}},{"insert":" or "},{"insert":{"card-link":"Warden of the Inner Sky"}},{"insert":" can also be crucial to winning you the game. Do not be afraid to tutor for them with "},{"insert":{"card-link":"Weathered Wayfarer"}},{"insert":"and "},{"insert":{"card-link":"Ranger of Eos"}},{"insert":" .\n\n"},{"attributes":{"underline":true},"insert":"Politics"},{"insert":": Some cards greatly benefit from making deals with your opponent."},{"insert":{"card-link":"Farrel's Zealot"}},{"insert":", "},{"insert":{"card-link":"Savior of Ollenbock"}},{"insert":"and "},{"insert":{"card-link":"Hopeful Initiate"}},{"insert":"are great if your opponent agrees to not block them in exchange for (exclusively if necessary) targeting the other opponents with them. Activated removal like "},{"insert":{"card-link":"Cathar Commando"}},{"insert":"can help discourage an opponent by threatening a key piece of theirs. In the case of "},{"insert":{"card-link":"Argent Dais"}},{"insert":"especially you do not want to actually remove your opponents’ stuff if necessary. "},{"insert":{"card-link":"Argent Dais"}},{"insert":"should, whenever possible, target an unimportant token of yours to draw you cards. It may not be obvious but giving your opponent these cards can be more dangerous than the threat you are removing. But the potential of removal can allow you to squeeze some concessions out of your opponent.\n"}]}
Commander
Apothecary White
Vigilance
Whenever you attack, you create a Food token for each player being attacked. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
, , Tap X untapped Foods you control: Create X 1/1 white Human creature tokens.
Whenever you attack, you create a Food token for each player being attacked. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
, , Tap X untapped Foods you control: Create X 1/1 white Human creature tokens.
Legendary Creature - Human Cleric

Commander
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Anthem
Anthem
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Draw - Advantage
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.
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

Champions from Beyond
When this enchantment enters, create X 1/1 colorless Hero creature tokens.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Enchantment

Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Human Soldier

Water Tribe Rallier
Waterbend : Look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Creature - Human Soldier Ally

Weatherlight Compleated
Flying
As long as Weatherlight Compleated has four or more phyresis counters on it, it's a Phyrexian creature in addition to its other types.
Whenever a creature you control dies, put a phyresis counter on Weatherlight Compleated. Then draw a card if it has seven or more phyresis counters on it. If it doesn't, scry 1.
As long as Weatherlight Compleated has four or more phyresis counters on it, it's a Phyrexian creature in addition to its other types.
Whenever a creature you control dies, put a phyresis counter on Weatherlight Compleated. Then draw a card if it has seven or more phyresis counters on it. If it doesn't, scry 1.
Legendary Artifact - Vehicle

Wedding Announcement
At the beginning of your end step, put an invitation counter on this enchantment. If you attacked with two or more creatures this turn, draw a card. Otherwise, create a 1/1 white Human creature token. Then if this enchantment has three or more invitation counters on it, transform it.
Enchantment


Draw - Advantage
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Draw - Filter
Guardian of New Benalia
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Whenever this creature enlists a creature, scry 2.
Discard a card: This creature gains indestructible until end of turn. Tap it.
Whenever this creature enlists a creature, scry 2.
Discard a card: This creature gains indestructible until end of turn. Tap it.
Creature - Human Soldier

Pyre of Heroes
, , Sacrifice a creature: Search your library for a creature card that shares a creature type with the sacrificed creature and has mana value equal to 1 plus that creature's mana value. Put that card onto the battlefield, then shuffle. Activate only as a sorcery.
Artifact

Draw - Filter
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Finisher
Finisher
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Land
Diamond City
This land enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
: Add .
: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
: Add .
: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Sand Scout
When this creature enters, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle.
Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
Creature - Human Scout

Land
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Lifegain
Guide of Souls
Whenever another creature you control enters, you gain 1 life and get (an energy counter).
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric

Lifegain
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Protection
Gilraen, Dúnedain Protector
, : Exile another target creature you control. You may return that card to the battlefield under its owner's control. If you don't, at the beginning of the next end step, return that card to the battlefield under its owner's control with a vigilance counter and a lifelink counter on it.
Legendary Creature - Human Noble

The Seriema
When The Seriema enters, search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Other tapped legendary creatures you control have indestructible.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Other tapped legendary creatures you control have indestructible.
Legendary Artifact - Spacecraft

Protection
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Recursion
Custodi Soulcaller
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever this creature attacks, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the number of players you attacked this combat.
Whenever this creature attacks, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the number of players you attacked this combat.
Creature - Human Cleric

Recursion
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Removal
Fraying Line
When this artifact enters, put a rope counter on target creature you control.
At the beginning of each player's upkeep, that player may pay . If they do, they put a rope counter on a creature they control. Otherwise, exile this artifact and each creature without a rope counter on it, then remove all rope counters from all creatures.
At the beginning of each player's upkeep, that player may pay . If they do, they put a rope counter on a creature they control. Otherwise, exile this artifact and each creature without a rope counter on it, then remove all rope counters from all creatures.
Artifact

Prowl, Stoic Strategist
More Than Meets the Eye (You may cast this card converted for .)
Whenever Prowl attacks, exile up to one other target tapped creature or Vehicle. For as long as that card remains exiled, its owner may play it.
Whenever a player plays a card exiled with Prowl, you draw a card and convert Prowl.
Whenever Prowl attacks, exile up to one other target tapped creature or Vehicle. For as long as that card remains exiled, its owner may play it.
Whenever a player plays a card exiled with Prowl, you draw a card and convert Prowl.
Legendary Creature Artifact - Robot


Savior of Ollenbock
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard.
When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard.
When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
Creature - Human Soldier

Removal
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Stax
Stax
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Tokens
Tokens
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Sideboard
Adeline, Resplendent Cathar
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Legendary Creature - Human Knight

Astrid Peth
Whenever Astrid Peth enters or attacks, create a Food token.
Brand-new Sky — Whenever you sacrifice a Clue or Food, Astrid Peth explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Brand-new Sky — Whenever you sacrifice a Clue or Food, Astrid Peth explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Legendary Creature - Human

Case of the Gateway Express
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
Enchantment - Case

Case of the Uneaten Feast
Whenever a creature you control enters, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Enchantment - Case

Court of Ardenvale
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
At the beginning of your upkeep, return target permanent card with mana value 3 or less from your graveyard to your hand. If you're the monarch, return that permanent card to the battlefield instead.
Enchantment

Discerning Financier
At the beginning of your upkeep, if an opponent controls more lands than you, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
: Choose another player. That player gains control of target Treasure you control. You draw a card.
: Choose another player. That player gains control of target Treasure you control. You draw a card.
Creature - Human Noble

Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

Reluctant Role Model
Survival — At the beginning of your second main phase, if this creature is tapped, put a flying, lifelink, or +1/+1 counter on it.
Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
Whenever this creature or another creature you control dies, if it had counters on it, put those counters on up to one target creature.
Creature - Human Survivor

Roads Go Ever, Ever On
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Search your library for up to two basic Plains cards, exile them, then shuffle. You gain 2 life.
II, III — Put a card exiled with this Saga into its owner's hand.
IV — Whenever you attack this turn, target creature you control gets +1/+1 until end of turn for each Plains you control.
I — Search your library for up to two basic Plains cards, exile them, then shuffle. You gain 2 life.
II, III — Put a card exiled with this Saga into its owner's hand.
IV — Whenever you attack this turn, target creature you control gets +1/+1 until end of turn for each Plains you control.
Enchantment - Saga

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.
, 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

Warrior's Resolve
Creatures you control have training. (Whenever a creature you control attacks with another creature with greater power, put a +1/+1 counter on the creature with lesser power.)
At the beginning of your end step, if you control a creature with a +1/+1 counter on it that attacked this turn, draw a card.
At the beginning of your end step, if you control a creature with a +1/+1 counter on it that attacked this turn, draw a card.
Enchantment

Sideboard
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Adding
Repurposed Enforcer
Whenever this creature attacks, empower Jace X, where X is the number of creatures you control. (Put that many 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.")
Creature - Human Soldier

Adding
(CTRL to add secondary)
Consider - Card advantage
Aradesh, the Founder
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
Legendary Creature - Human Soldier

Dawn of a New Age
This enchantment enters with a hope counter on it for each creature you control.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.
Enchantment

Ellyn Harbreeze, Busybody
: Look at the top X cards of your library, where X is the number of tokens you created this turn. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Peasant

Harper Recruiter
Flying
Whenever this creature attacks, look at the top four cards of your library. You may reveal a Cleric card, a Rogue card, a Warrior card, and/or a Wizard card from among them and put those cards into your hand. Put the rest on the bottom of your library in a random order.
Whenever this creature attacks, look at the top four cards of your library. You may reveal a Cleric card, a Rogue card, a Warrior card, and/or a Wizard card from among them and put those cards into your hand. Put the rest on the bottom of your library in a random order.
Creature - Human Warrior

Knight-Errant of Eos
Convoke
When this creature enters, look at the top six cards of your library. You may reveal up to two creature cards with mana value X or less from among them, where X is the number of creatures that convoked this creature. Put the revealed cards into your hand, then shuffle.
When this creature enters, look at the top six cards of your library. You may reveal up to two creature cards with mana value X or less from among them, where X is the number of creatures that convoked this creature. Put the revealed cards into your hand, then shuffle.
Creature - Human Knight

Mighty Servant of Leuk-o
Trample
Ward—Discard a card.
Whenever this Vehicle becomes crewed for the first time each turn, if it was crewed by exactly two creatures, it gains "Whenever this creature deals combat damage to a player, draw two cards" until end of turn.
Crew 4
Ward—Discard a card.
Whenever this Vehicle becomes crewed for the first time each turn, if it was crewed by exactly two creatures, it gains "Whenever this creature deals combat damage to a player, draw two cards" until end of turn.
Crew 4
Artifact - Vehicle

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.)
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 - Human Scout Ranger

Consider - Card advantage
(CTRL to add secondary)
Consider - Protection
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.)
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

Ephemeral Shields
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.)
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant

Invasion of Gobakhan
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
When this Siege enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Battle - Siege


Tenth District Hero
, Collect evidence 2: This creature becomes a Human Detective with base power and toughness 4/4 and gains vigilance.
, Collect evidence 4: If this creature is a Detective, it becomes a legendary creature named Mileva, the Stalwart, it has base power and toughness 5/5, and it gains "Other creatures you control have indestructible."
, Collect evidence 4: If this creature is a Detective, it becomes a legendary creature named Mileva, the Stalwart, it has base power and toughness 5/5, and it gains "Other creatures you control have indestructible."
Creature - Human

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.)
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

Consider - Protection
(CTRL to add secondary)
Consider - Removal
Celebrate the Mountain-king
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield.
When this enchantment enters, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
When this enchantment enters, recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Enchantment

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.
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

Unexplained Absence
For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
Instant

Consider - Removal
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Deckname:"},{"insert":" https://www.youtube.com/watch?v=hZMFIa7Pkdw\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Introduction:"},{"insert":"\n\nThis is my mono-white human token deck, with"},{"insert":{"card-link":"Apothecary White"}},{"insert":" as commander and primary token producer. This commander allows for an easy recovery after a"},{"insert":{"card-link":"Wrath of God"}},{"insert":" -style creature wipe and has little issue with drawing the wrong half of your deck so long as you are not to mana screwed.\n\nGoing (almost) full human-only for both creatures and tokens is a restriction I have placed on myself for this deck for both fun and practical reasons. The way I have built this deck you primarily need a lot of cheap creatures, where their effect is only secondary at best. To not get overwhelmed by choice paralysis, a restriction is helpful to keep the cards under consideration manageable.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplan:"},{"insert":"\n\nUse the commander to make lots of tokens and use mass-buff / mass-evasion to kill your opponents. A sufficient number of tokens will also do in a pinch.\n\n\t"},{"attributes":{"underline":true},"insert":"Early game:"},{"insert":"\nHit your land drops and play cheap creatures. The goal is to have at least two, preferably three, creatures in play before turn four. This way you can start"},{"insert":{"card-link":"Apothecary White"}},{"insert":"’s token engine as soon as she comes down the next turn. Just don’t be afraid to toss some of your creatures into your graveyard at this point, the food tokens are far more important. After that, you should activate "},{"insert":{"card-link":"Apothecary White"}},{"insert":"’s ability each turn cycle if able. Keep in mind that you can do that at instant speed, preferably just before your turn starts so that you can attack with your tokens almost immediately.\n\n\t"},{"attributes":{"underline":true},"insert":"Mid Game:"},{"insert":"\nAfter"},{"insert":{"card-link":"Apothecary White"}},{"insert":" becomes a self-sustaining token engine, she will give you game-winning board state with enough time (and preferably a good anthem). So now it becomes a matter of buying yourself the needed time. This is mostly accomplished through removing key pieces from your opponents while protecting your own, though the life gain package is also helpful in buying you a few more turns. Additionally, board wipes which leaves your commander in play are very helpful in setting your opponents back while keeping your own pace intact as long as you can activate "},{"insert":{"card-link":"Apothecary White"}},{"insert":" afterwards.\n\n\t"},{"attributes":{"underline":true},"insert":"Late Game:"},{"insert":"\nIf selective removal doesn’t cut it, you can also start to consider player removal. The advantage of likely having the widest board is, that you can always push at least some damage through. By now your commander should give you 10+ human tokens each turn cycle, so losing most of them through blockers doesn’t really hurt. Especially the players who may have mass artefact removal should be removed quickly from the game. Of course, with a card like "},{"insert":{"card-link":"Goldnight Commander"}},{"insert":"killing all your opponents at once also becomes an option.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Categories:"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Removal"},{"insert":": This deck is secretly somewhat of a control/tempo deck. With your commander being a one card value engine, you need to ensure that she gets the time to give you a massive board. As such most of the deck is dedicated to keep your opponents from getting to far ahead.\n\n"},{"attributes":{"underline":true},"insert":"Protection"},{"insert":": Of course, with almost everything hinging on your commander, protecting her becomes just as important. "},{"insert":{"card-link":"Inspiring Statuary"}},{"insert":" is in this category because she can keep an increasing commander tax affordable despite running no ramp.\n\n"},{"attributes":{"underline":true},"insert":"Lands"},{"insert":": As running ramp serves next to no purpose in a deck with almost 40 mana value 3 or less creatures, hitting your land drops becomes all the ramp you need. Thus, the high land count and presence of several cantrips. The bouncelands are especially helpful in this regard, being two land drops for the price of one, but their colourless pips restrain the amount of other colourless utility lands can be run before problems occur. Additionally, tap lands can be very painful when the early gameplan consists of curving out to the best of your ability.\n\n"},{"attributes":{"underline":true},"insert":"Finisher"},{"insert":": Thanks to "},{"insert":{"card-link":"Apothecary White"}},{"insert":"’s ability to repeatably flood your board with tokens, Valor in Akros-style cards are something of a budget Craterhoof in this deck. Note that the same happens with Brotherhood Scribe if Guide of Souls is in play.\n\n"},{"attributes":{"underline":true},"insert":"Draw"},{"insert":": While drawing cards is generally White’s weakness, this deck is at times more concerned with card selection. A frequent occurrence in the mid- to late-game is that you are digging through your deck for an anthem or removal piece. As such cards like"},{"insert":{"card-link":"Path of Ancestry"}},{"insert":" or "},{"insert":{"card-link":"Warden of the Inner Sky"}},{"insert":" can also be crucial to winning you the game. Do not be afraid to tutor for them with "},{"insert":{"card-link":"Weathered Wayfarer"}},{"insert":"and "},{"insert":{"card-link":"Ranger of Eos"}},{"insert":" .\n\n"},{"attributes":{"underline":true},"insert":"Politics"},{"insert":": Some cards greatly benefit from making deals with your opponent."},{"insert":{"card-link":"Farrel's Zealot"}},{"insert":", "},{"insert":{"card-link":"Savior of Ollenbock"}},{"insert":"and "},{"insert":{"card-link":"Hopeful Initiate"}},{"insert":"are great if your opponent agrees to not block them in exchange for (exclusively if necessary) targeting the other opponents with them. Activated removal like "},{"insert":{"card-link":"Cathar Commando"}},{"insert":"can help discourage an opponent by threatening a key piece of theirs. In the case of "},{"insert":{"card-link":"Argent Dais"}},{"insert":"especially you do not want to actually remove your opponents’ stuff if necessary. "},{"insert":{"card-link":"Argent Dais"}},{"insert":"should, whenever possible, target an unimportant token of yours to draw you cards. It may not be obvious but giving your opponent these cards can be more dangerous than the threat you are removing. But the potential of removal can allow you to squeeze some concessions out of your opponent.\n"}]}

















































































































