2.7k views40 hrs ago
Commander
Size: 100Salt sum: 45.92
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Tyondai

2.7k views40 hrs ago
Commander
Size: 100Salt sum: 45.92

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{"ops":[{"insert":"This deck is a commander version of my modern & legacy mono white Death and Taxes deck (DnT). While some DnT classics like "},{"insert":{"card-link":"Leonin Arbiter"}},{"insert":" and "},{"insert":{"card-link":"Batterskull"}},{"insert":" are missing from the deck, i've tried to keep the deck true to the spirit of DnT "},{"attributes":{"strike":true},"insert":"so it doesn't become a mono white Rule of Law stax deck."},{"insert":" \n\nIt has become a Rule of Law deck...\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Pre-game talk to introduce the deck: "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is a bracket 3 mono white blink deck that wins on combat damage and it runs no combo's. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why "},{"attributes":{"underline":true,"bold":true},"insert":{"card-link":"Gilraen, Dúnedain Protector"}},{"attributes":{"underline":true,"bold":true},"insert":" ?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nGilraen is the only commander, perhaps even the only card, that offers both a \"fast flicker\" and a \"slow flicker\". This is very important because both types of flickers have their uses. A slow flicker can act as protection to boardwipes by returning the creature at the end of turn, while a fast flicker can re-use interaction at instant speed, like "},{"insert":{"card-link":"Aven Interrupter"}},{"insert":" , a card that is completelly useless when \"slow flickered\". \n\nIt's unfortunate that you have to tap gilraen, i would love to see her ability costed like "},{"insert":{"card-link":"Abuelo, Ancestral Echo"}},{"insert":", however, 2 mana is a lot cheaper than 3 and we have ways to activate her more than once each turn cycle. \n\nWhy not "},{"insert":{"card-link":"Phelia, Exuberant Shepherd"}},{"insert":" ? (or other blink commanders)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe first version of this deck did run phelia as the commander. However, as i am an \"island-go\" control player, i don't want to flicker 1 thing during my turn on an attack trigger. I want to flicker things in response. Phelia is just another kind of blink deck, more value focused instead of interaction based. You'll see no "},{"insert":{"card-link":"Spirited Companion"}},{"insert":" -like cards in gilraen, i prefer to save my blink activation for my "},{"insert":{"card-link":"Skyclave Apparition"}},{"insert":" .\n\nHow strong is this deck?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is a bracket 3 deck. It's on the higher scale of the bracket 3 spectrum and can be very oppressive, especially if the other decks at the table are low on interaction and/or experience. The deck CAN be oppresive, but it doesn't have to be. With 8 tutors you can adjust to match powerlevels. Where the deck truelly shines is when there's clearly one \"technically bracket 3\" deck at the table. You know, the \"casual bracket 3 edgar markov\" players. The deck has the tools to deal with that and focus on players with a power discrepancy. (They won't like that, but they could have picked another deck)\n\nI would feel comfortable playing it at bracket 4, but it's not built for bracket 4. For that, it would need some additional hatebears. \n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Card discussion. Not all cards will be discussed, no need to explain why "},{"insert":{"card-link":"Path to Exile"}},{"insert":" and "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" are in a deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Protection:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGilraen offers protection to most of your other creatures, so having things to protect gilraen is key. The deck runs 2 kinds of protection:\nSingle target: "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" ,"},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":", "},{"insert":{"card-link":"Giver of Runes"}},{"insert":" and "},{"insert":{"card-link":"Devoted Caretaker"}},{"insert":" (the last one isn't limited to targetting creatures, which is sometimes very relevant)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board protection: either giving your permanents indestructible with cards like "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" or "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" or slow flicker your creatures it with "},{"insert":{"card-link":"Ghostway"}},{"insert":" or "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nNotable exclusion: i dislike "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" and i don't want my permanents phased out for a full turn cycle. This deck also doesn't really have the 'punching power' to cast it in response of a boardwipe and then hit back really hard in your next turn. At least "},{"insert":{"card-link":"Ghostway"}},{"insert":" -like cards give you some ETB's.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp: "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nRamp is very hard in mono white. No, blinking "},{"insert":{"card-link":"Knight of the White Orchid"}},{"insert":" isn't as good as you think. This deck doesn't run catchup ramp because you want to hit a land drop each turn and past turn 3, catchup ramp fails unless you've built your manabase around it. Notable included ramp:\n\n"},{"insert":{"card-link":"Aether Vial"}},{"insert":" : this is one of the defining DnT cards. A turn 1 aether vial is very powerful (and very fun) while it's very mediocre late game. Leave it at 3 counters. Thats where the removal is and aether vial gives those cards uncounterable and flash. There are fewer things more satisfying than 'vialing in ' an "},{"insert":{"card-link":"Archon of Emeria"}},{"insert":" when someone starts a storm turn. Aether Vial is also a nice way to 'break parity'"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myriad Landscape"}},{"insert":": gets you two plains which helps with "},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"H.E.R.B.I.E. Scout Unit"}},{"insert":" and "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" : decent blink targets. I'm considering "},{"insert":{"card-link":"Kor Cartographer"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" : You can't always have "},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":" out and i dislike "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" . The card is really good, espically with the spirit out, it becomes a 3 mana draw a card or a political tool."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dauntless Scrapbot"}},{"insert":": exile graveyards and get a "},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":" ? Yes please."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":": it's probably the only non-conditional land ramp we've got in mono white."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Stax/hatebears:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI've tried to keep the amount of hatebears and stax pieces to a minimum. But, based on playing in my playgroup, i've been slowely increasing them because the deck was to \"nice\" without them. Consider cutting some of them in favor of more removal if your playgroup isn't that fond of "},{"insert":{"card-link":"Rule of Law"}},{"insert":" .\n\n"},{"insert":{"card-link":"Rule of Law"}},{"insert":", "},{"insert":{"card-link":"Eidolon of Rhetoric"}},{"insert":" , "},{"insert":{"card-link":"Archon of Emeria"}},{"insert":": Activating gilraen to flicker a removal spell is our main gameplan, so we're not to worried about only casting 1 spell per turn. I might consider "},{"insert":{"card-link":"Deafening Silence"}},{"insert":", it's cheap, but it doesn't stop those pesky elves."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Damping Sphere"}},{"insert":" (Currently not in deck): a pseudo rule of law and actually very good against spellslinger. Also, i see cradles at my bracket 3 tables... "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stone of Erech"}},{"insert":" is premium graveyard hate. It's included over "},{"insert":{"card-link":"Rest in Peace"}},{"insert":" because of it's \"tutorability\" and card draw."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" should be in every bracket 3 deck, preferably along a few tutors that can find it. This cards stops obvious things like free spells and cascade. The more \"unfair\" a deck is, the more it will suffer from a vexing bauble. It's also great at identifying \"technically bracket 3 decks\", because the player complaining about it, or trying to remove it, is probably that person who's gamechangers are "},{"insert":{"card-link":"Force of Will"}},{"insert":" , "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" and "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":". You know who."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Revoker"}},{"insert":" is a silver bullet for a lot of commanders with activated abilities. It can also stop mana abilities from nonland sources. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":" is sometimes a necesairy evil. Everybody likes to draw cards, but when somebody is disproportionally drawing more, go find this spirit. Our card draw is bad anyways and easily spread out over other turs, so we don't suffer that much from it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Thalia, Guardian of Thraben"}},{"insert":": this card used to be so good in modern, legacy and even vintage. When every non creature spell costs 0 or 1 mana, increasing that cost by 1 is a huge tax. Sadly, Thalia isn't that good in EDH and is mostly included for nostalgic reasons. However, a turn 2 Thalia when you're in a favorable seat (first or second) can really mess with people's turn 2 or 3 ramp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Aven Mindcensor"}},{"insert":": even at bracket 3, people should play more tutors and thus playing search hate is important. I have played "},{"insert":{"card-link":"Leonin Arbiter"}},{"insert":" but that card is very hard to \"enforce\" at bracket 3 because people will just try to take their action back if they can't pay 2. And I know you shouldn't allow those rewinds, but it becomes very hard to enforce. At least with mindcensor, they get to look at the top 4 and enforcing that can be funny."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Soulless Jailer"}},{"insert":" and "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":": These are great, just be carefull dropping a magistrate turn 2. Both cards have nice synergies with some of our \"cast from exile\" removal like "},{"insert":{"card-link":"Aven Interrupter"}},{"insert":", "},{"insert":{"card-link":"Soul Partition"}},{"insert":", "},{"insert":{"card-link":"Lightstall Inquisitor"}},{"insert":" and "},{"insert":{"card-link":"Aerial Extortionist"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Tutors:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTutors are important. People who say that this goes against the spirit of EDH can have that opinion at bracket 1 or 2.\n\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":": finds "},{"insert":{"card-link":"Aether Vial"}},{"insert":" , "},{"insert":{"card-link":"Stone of Erech"}},{"insert":" , "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" ,"},{"insert":{"card-link":"World Map"}},{"insert":" or just a "},{"insert":{"card-link":"Sol Ring"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":": needs no explanation, get some removal, an untapper ("},{"insert":{"card-link":"Drumbellower"}},{"insert":" ), card draw ("},{"insert":{"card-link":"Enduring Innocence"}},{"insert":" ) or just go for extra value with "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Search for Glory"}},{"insert":": It finds legendaries like "},{"insert":{"card-link":"Sting, the Glinting Dagger"}},{"insert":" , "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" , "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":" and our only saga: "},{"insert":{"card-link":"Urza's Saga"}},{"insert":" I haven't included any snow lands because you shouldn't be waisting this tutor on a land."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Pyre of Heroes"}},{"insert":": This card is an underrated value engine. The deck is constructed in such a way that you can get most things. The important creature types are human, cleric and soldier. Minor lines are phyrexian, spirit and wizard. Not all lines are \"complete\", as in, you cant always get from 1 cmc creature type X all the way to 4 cmc of the same creature type. Notably, clerics is missing a 2 cmc cleric, but remember that both "},{"insert":{"card-link":"Devoted Caretaker"}},{"insert":" and "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" have errata to include the human subtype. Use the \"Category (multiples)\" group option to visualise the lines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Untappers: "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nUntapping gilraen is key to extracting the most value out of our etb's. I used to play less of these effects and relied on equipment tutors to find Sting, but playing more means i'll find one eventually (i've cut the stoneforge - equipment package)\n\n"},{"insert":{"card-link":"Sting, the Glinting Dagger"}},{"insert":": Untap gilraen each combat, also gives her haste. Great card"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"White Plume Adventurer"}},{"insert":": Untap gilraen each upkeep, and maybe later, untap all creatures (not that relevant except for your "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" effects)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Drumbellower"}},{"insert":": Seedborn muse for creatures, i'll take it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dazzling Theater // Prop Room"}},{"insert":": Both halves could be useful, as we don't need our creatures to attack during the early/mid game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Recursion:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhite recursion is strange. It's becomming better over the last few years.\n\n"},{"insert":{"card-link":"Hall of Heliod's Generosity"}},{"insert":" : we run only a few enchantments, but they're pretty powerful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":", "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Serra Paragon"}},{"insert":": all return permanents cmc 3 or less, this includes lands and that's why i run fetches. The exile effect from paragon is a triggered ability, not a replacement effect. So you get "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":"'s card draw. Niche interaction with creatures with flash, when a reanimated creature dies during your turn, you can cast it in response to the exile trigger (for example "},{"insert":{"card-link":"Cathar Commando"}},{"insert":" ). Flicker the paragon for an additional cast from gy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Biblioplex Assistant"}},{"insert":": I'll take any "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" effect i can get, even if it only puts on top. The deck runs few instants an sorceries, and getting them back is always great value. If it's safe to do so, "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" for the assistant to get enlightened tutor back on top. This creates a nice tutor engine if you can flicker the assistant."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Leonardo, Sewer Samurai"}},{"insert":": This card is insane value. It checks power OR toughness. Around 25 cards can be recast with it and blinking with "},{"insert":{"card-link":"Gilraen, Dúnedain Protector"}},{"insert":" will remove the finality counter. If i ever need to power down this deck, i'll probably just put leonardo in the command zone."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Card Draw:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAlong with recursion, card draw is also becomming better in white. Besides "},{"insert":{"card-link":"H.E.R.B.I.E. Scout Unit"}},{"insert":" , the deck doesn't really play any of the usual ETB draw effecs. It's just not worth it to spend your only gilraen activation and thus 2 mana on a single card draw.\n\n"},{"insert":{"card-link":"War Room"}},{"insert":" , "},{"insert":{"card-link":"Monumental Henge"}},{"insert":" and "},{"insert":{"card-link":"Minas Tirith"}},{"insert":" : not the best draw options, but stapled to lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Smuggler's Share"}},{"insert":": We've got only 1 "},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":" , so we'll probably draw some cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Enduring Innocence"}},{"insert":" and "},{"insert":{"card-link":"Tocasia's Welcome"}},{"insert":" : We've got 27 creatures with power 2 or less and 25 with cmc 3 or less. I should probably run more of these effects, but it's hard to find space."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Winconditions:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThere are currently no clear winconditions in this deck other than a slow combat grind and a sometimes mass scooping \"lock\". The deck should probably run some "},{"insert":{"card-link":"Reverent Hoplite"}},{"insert":" effects. I've tried with "},{"insert":{"card-link":"Darksteel Splicer"}},{"insert":" and "},{"insert":{"card-link":"Illustrious Wanderglyph"}},{"insert":" but wasn't satisfied with those.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The "},{"attributes":{"underline":true,"bold":true},"insert":{"card-link":"Disciple of Caelus Nin"}},{"attributes":{"underline":true,"bold":true},"insert":" \"lock\":"},{"insert":"\n\nWhen disciple of caelus nin enters, everyone gets to choose 5 permanents (!!), and all other (except the disciple) phase out. Permanents can't phase in. \n\nThere are 2 \"locks\" possible with caelus nin and gilraen.\n\nPlay caelus nin and keep gilraen and enough lands to activate her. If possible, also keep a mother of runes effect. In the endstep before your turn, activate gilraen and exile caelus nin until the next endstep. You will untap with everything and at the end of your turn, everyone will have to choose 5 permanents again. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This one is more complex and requires "},{"insert":{"card-link":"Ephemerate"}},{"insert":" or an instant speed untap for gilraen ("},{"insert":{"card-link":"Halo Fountain"}},{"insert":" ). Like before, we're going to flicker caelus nin during the turn before ours. This time it doesn't has to be in the endstep. Flicker caelus nin, and in response to the etb, flicker her again. This second etb will resolve first, but because caelus nin is now a new instance, the first etb will phase it out. Because caelus nin is phased out, she and everything else will phase in during your upkeep, \"locking\" everyone else to their 5 chosen permanents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"}]}

Commander

Qty: 1 Price: $4.99
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
Gilraen, Dúnedain Protector (ltc) 415

Commander

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Draw

Qty: 11 Price: $280.39
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird
Aerial Extortionist (pncc) 11p
Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer
Enduring Innocence (dsk) 6
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 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 (pmh3) 222s
Smuggler's Share
At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.
Enchantment
Smuggler's Share (mkc) 84
The Queen of Dale
Whenever an opponent casts their first noncreature spell each turn, you recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Legendary Creature - Human Noble
The Queen of Dale (hob) 24
Tocasia's Welcome
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Enchantment
Tocasia's Welcome (bro) 30
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
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (pip) 1068
Welcoming Vampire
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Creature - Vampire
Welcoming Vampire (vow) 46

Draw

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Land

Qty: 26 (27 w/ MDFC)Price: $255.04
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
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (zen) 211
Castle Ardenvale
This land enters tapped unless you control a Plains.
: Add
.
,
: Create a 1/1 white Human creature token.
Land
Castle Ardenvale (eld) 238
Deserted Temple
: Add
.
,
: Untap target land.
Land
Deserted Temple (mh3) 301
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (ktk) 233
Ghost Quarter
: Add
.
, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Land
Ghost Quarter (dis) 173
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (zen) 219
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
Plains
(
: Add
.)
Basic Land - Plains
Plains (2xm) 374
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (ktk) 248

Land

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Protection

Qty: 8 Price: $223.92
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant
Dawn's Truce (blb) 9
Devoted Caretaker
,
: Target permanent you control gains protection from instant spells and from sorcery spells until end of turn.
Creature - Human Cleric
Devoted Caretaker (ody) 18
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant
Ephemerate (mh1) 7
Flare of Fortitude
You may sacrifice a nontoken white creature rather than pay this spell's mana cost.
Until end of turn, your life total can't change, and permanents you control gain hexproof and indestructible.
Instant
Flare of Fortitude (mh3) 321
Ghostway
Exile each creature you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant
Ghostway (rvr) 308
Giver of Runes
: Another target creature you control gains protection from colorless or from the color of your choice until end of turn.
Creature - Cleric Kor
Giver of Runes (h1r) 3
Mother of Runes
: Target creature you control gains protection from the color of your choice until end of turn.
Creature - Human Cleric
Mother of Runes (f04) 11
Skrelv, Defector Mite
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Skrelv can't block.
,
: Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. (
can be paid with either
or 2 life.)
Legendary Creature Artifact - Phyrexian Mite
Skrelv, Defector Mite (sld) 1926

Protection

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Ramp

Qty: 10 Price: $46.51
Aether Vial
At the beginning of your upkeep, you may put a charge counter on this artifact.
: You may put a creature card with mana value equal to the number of charge counters on this artifact from your hand onto the battlefield.
Artifact
Aether Vial (2x2) 391
Dauntless Scrapbot
When this creature enters, exile each opponent's graveyard. Create a Lander token. (It's an artifact with "
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Creature Artifact - Robot
Dauntless Scrapbot (eoe) 237
Gleaming Splendor
Whenever an opponent draws their second card each turn, you create a Treasure token.
: Two target players each draw a card.
Enchantment
Gleaming Splendor (hob) 15
H.E.R.B.I.E. Scout Unit
Flying
When this creature enters, draw a card, then you may put a land card from your hand onto the battlefield tapped.
Creature Artifact - Scout Robot
H.E.R.B.I.E. Scout Unit (msh) 247
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (wot) 9
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (znc) 135
Pearl Medallion
White spells you cast cost
less to cast.
Artifact
Pearl Medallion (mh3) 294
Sol Ring
: Add
.
Artifact
Sol Ring (fdc) 2
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (fdn) 257
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (hoc) 211

Ramp

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Recursion

Qty: 7 Price: $76.43
Biblioplex Assistant
Flying
When this creature enters, put up to one target instant or sorcery card from your graveyard on top of your library.
Creature Artifact - Gargoyle
Biblioplex Assistant (stx) 251
Emeria, the Sky Ruin
This land enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add
.
Land
Emeria, the Sky Ruin (sld) 1291
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
Leonardo, Sewer Samurai
Sneak

Double strike
During your turn, you may cast creature spells with power or toughness 1 or less from your graveyard. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Legendary Creature - Mutant Ninja Turtle Samurai
Leonardo, Sewer Samurai (tmt) 215
Serra Paragon
Flying
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Creature - Angel
Serra Paragon (dmu) 32
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (mh3) 267
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (fic) 254

Recursion

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Removal

Qty: 15 Price: $198.65
Aven Interrupter
Flash
Flying
When this creature enters, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.)
Spells your opponents cast from graveyards or from exile cost
more to cast.
Creature - Bird Rogue
Aven Interrupter (otj) 4
Cathar Commando
Flash
, Sacrifice this creature: Destroy target artifact or enchantment.
Creature - Human Soldier
Cathar Commando (mid) 10
Disciple of Caelus Nin
When this creature enters, starting with you, each player chooses up to five permanents they control. All permanents other than this creature that weren't chosen this way phase out.
Permanents can't phase in.
Creature - Human Wizard
Disciple of Caelus Nin (brc) 21
Emergency Eject
Destroy target nonland permanent. Its controller creates a Lander token. (It's an artifact with "
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Instant
Emergency Eject (eoe) 14
Fiend Hunter
When this creature enters, you may exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Creature - Human Cleric
Fiend Hunter (inr) 22
Loran of the Third Path
Vigilance
When Loran enters, destroy up to one target artifact or enchantment.
: You and target opponent each draw a card.
Legendary Creature - Human Artificer
Loran of the Third Path (bro) 12
March of Otherworldly Light
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs
less to cast for each card exiled this way.
Exile target artifact, creature, or enchantment with mana value X or less.
Instant
March of Otherworldly Light (neo) 28
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (dci) 24
Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor
Skyclave Apparition (gdy) 2
Solitude
Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Creature - Elemental Incarnation
Solitude (mh2) 307
Soul Partition
Exile target nonland permanent. For as long as that card remains exiled, its owner may play it. A spell cast by an opponent this way costs
more to cast.
Instant
Soul Partition (bro) 26
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (bbd) 110
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 134
Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Winds of Abandon (sld) 1817
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

Removal

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Rule of Law

Qty: 3 Price: $6.57
Archon of Emeria
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter tapped.
Creature - Archon
Archon of Emeria (znr) 4
Eidolon of Rhetoric
Each player can't cast more than one spell each turn.
Creature Enchantment - Spirit
Eidolon of Rhetoric (j22) 54
Rule of Law
Each player can't cast more than one spell each turn.
Enchantment
Rule of Law (m20) 35

Rule of Law

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Sorcery

Qty: 1 Price: $15.99
Wrath of the Skies
You get X
(energy counters), then you may pay any amount of
. Destroy each artifact, creature, and enchantment with mana value less than or equal to the amount of
paid this way.
Sorcery
Wrath of the Skies (mh3) 397

Sorcery

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Stax

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Aven Mindcensor
Flash
Flying
If an opponent would search a library, that player searches the top four cards of that library instead.
Creature - Wizard Bird
Aven Mindcensor (plg21) 1
Drannith Magistrate
Your opponents can't cast spells from anywhere other than their hands.
Creature - Human Wizard
Drannith Magistrate (tle) 2
Phyrexian Revoker
As this creature enters, choose a nonland card name.
Activated abilities of sources with the chosen name can't be activated.
Creature Artifact - Horror Phyrexian
Phyrexian Revoker (mbs) 122
Soulless Jailer
Permanent cards in graveyards can't enter the battlefield.
Players can't cast noncreature spells from graveyards or exile.
Creature Artifact - Golem Phyrexian
Soulless Jailer (one) 241
Spirit of the Labyrinth
Each player can't draw more than one card each turn.
Creature Enchantment - Spirit
Spirit of the Labyrinth (mb2) 20
Stone of Erech
If a creature an opponent controls would die, exile it instead.
,
, Sacrifice Stone of Erech: Exile target player's graveyard. Draw a card.
Legendary Artifact
Stone of Erech (ltr) 251
Vexing Bauble
Whenever a player casts a spell, if no mana was spent to cast it, counter that spell.
,
, Sacrifice this artifact: Draw a card.
Artifact
Vexing Bauble (mh3) 212

Stax

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Tutor

Qty: 7 Price: $106.73
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 263
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
Pyre of Heroes (khm) 370
Recruiter of the Guard
When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Soldier
Recruiter of the Guard (mh3) 266
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
Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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.)
Creature - Angel
Starfield Shepherd (eoe) 37
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 259
Weathered Wayfarer
,
: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Creature - Human Cleric Nomad
Weathered Wayfarer (2x2) 578

Tutor

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Untap

Qty: 4 Price: $26.46
Dazzling Theater
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for
or one mana of that creature's color.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room
Dazzling Theater // Prop Room (dsk) 334
Drumbellower
Flying
Untap all creatures you control during each other player's untap step.
Creature - Spirit
Drumbellower (nec) 6
Sting, the Glinting Dagger
Equipped creature gets +1/+1 and has haste.
At the beginning of each combat, untap equipped creature.
Equipped creature has first strike as long as it's blocking or blocked by a Goblin or Orc.
Equip
Legendary Artifact - Equipment
Sting, the Glinting Dagger (ltr) 701
White Plume Adventurer
When this creature enters, you take the initiative.
At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
Creature - Cleric Orc
White Plume Adventurer (clb) 49

Untap

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Maybeboard

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Anticausal Vestige
When this creature leaves the battlefield, draw a card, then you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped.
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.)
Creature - Eldrazi
Anticausal Vestige (eoe) 1
Containment Priest
Flash
If a nontoken creature would enter and it wasn't cast, exile it instead.
Creature - Human Cleric
Containment Priest (m21) 13
Damping Sphere
If a land is tapped for two or more mana, it produces
instead of any other type and amount.
Each spell a player casts costs
more to cast for each other spell that player has cast this turn.
Artifact
Damping Sphere (dom) 213
Delney, Streetwise Lookout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Legendary Creature - Human Scout
Delney, Streetwise Lookout (mkm) 12
Dusk
Destroy all creatures with power 3 or greater.
Sorcery
Dusk // Dawn (drc) 65
Duty Beyond Death
As an additional cost to cast this spell, sacrifice a creature.
Creatures you control gain indestructible until end of turn. Put a +1/+1 counter on each creature you control. (Damage and effects that say "destroy" don't destroy those creatures.)
Instant
Duty Beyond Death (soa) 4
Expedition Map
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
Expedition Map (fdn) 724
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
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.
Battle - Siege
Invasion of Gobakhan // Lightshield Array (mom) 22Invasion of Gobakhan // Lightshield Array (mom) 22
Lightstall Inquisitor
Vigilance
When this creature enters, each opponent exiles a card from their hand and may play that card for as long as it remains exiled. Each spell cast this way costs
more to cast. Each land played this way enters tapped.
Creature - Wizard Angel
Lightstall Inquisitor (eoe) 24
Lion Sash
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent.
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure
(
: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Cat
Lion Sash (neo) 26
Mentor of the Meek
Whenever another creature you control with power 2 or less enters, you may pay
. If you do, draw a card.
Creature - Human Soldier
Mentor of the Meek (hoc) 170
Monologue Tax
Whenever an opponent casts their second spell each turn, you create a Treasure token.
Enchantment
Monologue Tax (c21) 19
Moon-Blessed Cleric
Divine Intervention — When this creature enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Creature - Human Cleric Elf
Moon-Blessed Cleric (dsc) 69
Stonehorn Dignitary
When this creature enters, target opponent skips their next combat phase.
Creature - Soldier Rhino
Stonehorn Dignitary (m12) 37
Terrain Generator
: Add
.
,
: You may put a basic land card from your hand onto the battlefield tapped.
Land
Terrain Generator (clb) 926
The Arkenstone
Creatures you control get +1/+1.
At the beginning of your end step, draw a card.
Legendary Artifact
The Arkenstone // Seek the Heart (hob) 170
Virtue of Loyalty
At the beginning of your end step, put a +1/+1 counter on each creature you control. Untap those creatures.
Enchantment
Virtue of Loyalty // Ardenvale Fealty (woe) 38

Maybeboard

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Deck Info

Deck stats

65 pips - 52 cards
24 mana - 24 cards
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
10 mana - 9 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"This deck is a commander version of my modern & legacy mono white Death and Taxes deck (DnT). While some DnT classics like "},{"insert":{"card-link":"Leonin Arbiter"}},{"insert":" and "},{"insert":{"card-link":"Batterskull"}},{"insert":" are missing from the deck, i've tried to keep the deck true to the spirit of DnT "},{"attributes":{"strike":true},"insert":"so it doesn't become a mono white Rule of Law stax deck."},{"insert":" \n\nIt has become a Rule of Law deck...\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Pre-game talk to introduce the deck: "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is a bracket 3 mono white blink deck that wins on combat damage and it runs no combo's. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why "},{"attributes":{"underline":true,"bold":true},"insert":{"card-link":"Gilraen, Dúnedain Protector"}},{"attributes":{"underline":true,"bold":true},"insert":" ?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nGilraen is the only commander, perhaps even the only card, that offers both a \"fast flicker\" and a \"slow flicker\". This is very important because both types of flickers have their uses. A slow flicker can act as protection to boardwipes by returning the creature at the end of turn, while a fast flicker can re-use interaction at instant speed, like "},{"insert":{"card-link":"Aven Interrupter"}},{"insert":" , a card that is completelly useless when \"slow flickered\". \n\nIt's unfortunate that you have to tap gilraen, i would love to see her ability costed like "},{"insert":{"card-link":"Abuelo, Ancestral Echo"}},{"insert":", however, 2 mana is a lot cheaper than 3 and we have ways to activate her more than once each turn cycle. \n\nWhy not "},{"insert":{"card-link":"Phelia, Exuberant Shepherd"}},{"insert":" ? (or other blink commanders)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe first version of this deck did run phelia as the commander. However, as i am an \"island-go\" control player, i don't want to flicker 1 thing during my turn on an attack trigger. I want to flicker things in response. Phelia is just another kind of blink deck, more value focused instead of interaction based. You'll see no "},{"insert":{"card-link":"Spirited Companion"}},{"insert":" -like cards in gilraen, i prefer to save my blink activation for my "},{"insert":{"card-link":"Skyclave Apparition"}},{"insert":" .\n\nHow strong is this deck?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is a bracket 3 deck. It's on the higher scale of the bracket 3 spectrum and can be very oppressive, especially if the other decks at the table are low on interaction and/or experience. The deck CAN be oppresive, but it doesn't have to be. With 8 tutors you can adjust to match powerlevels. Where the deck truelly shines is when there's clearly one \"technically bracket 3\" deck at the table. You know, the \"casual bracket 3 edgar markov\" players. The deck has the tools to deal with that and focus on players with a power discrepancy. (They won't like that, but they could have picked another deck)\n\nI would feel comfortable playing it at bracket 4, but it's not built for bracket 4. For that, it would need some additional hatebears. \n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Card discussion. Not all cards will be discussed, no need to explain why "},{"insert":{"card-link":"Path to Exile"}},{"insert":" and "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" are in a deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Protection:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGilraen offers protection to most of your other creatures, so having things to protect gilraen is key. The deck runs 2 kinds of protection:\nSingle target: "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" ,"},{"insert":{"card-link":"Skrelv, Defector Mite"}},{"insert":", "},{"insert":{"card-link":"Giver of Runes"}},{"insert":" and "},{"insert":{"card-link":"Devoted Caretaker"}},{"insert":" (the last one isn't limited to targetting creatures, which is sometimes very relevant)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board protection: either giving your permanents indestructible with cards like "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" or "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" or slow flicker your creatures it with "},{"insert":{"card-link":"Ghostway"}},{"insert":" or "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nNotable exclusion: i dislike "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" and i don't want my permanents phased out for a full turn cycle. This deck also doesn't really have the 'punching power' to cast it in response of a boardwipe and then hit back really hard in your next turn. At least "},{"insert":{"card-link":"Ghostway"}},{"insert":" -like cards give you some ETB's.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp: "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nRamp is very hard in mono white. No, blinking "},{"insert":{"card-link":"Knight of the White Orchid"}},{"insert":" isn't as good as you think. This deck doesn't run catchup ramp because you want to hit a land drop each turn and past turn 3, catchup ramp fails unless you've built your manabase around it. Notable included ramp:\n\n"},{"insert":{"card-link":"Aether Vial"}},{"insert":" : this is one of the defining DnT cards. A turn 1 aether vial is very powerful (and very fun) while it's very mediocre late game. Leave it at 3 counters. Thats where the removal is and aether vial gives those cards uncounterable and flash. There are fewer things more satisfying than 'vialing in ' an "},{"insert":{"card-link":"Archon of Emeria"}},{"insert":" when someone starts a storm turn. Aether Vial is also a nice way to 'break parity'"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Myriad Landscape"}},{"insert":": gets you two plains which helps with "},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"H.E.R.B.I.E. Scout Unit"}},{"insert":" and "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" : decent blink targets. I'm considering "},{"insert":{"card-link":"Kor Cartographer"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" : You can't always have "},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":" out and i dislike "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" . The card is really good, espically with the spirit out, it becomes a 3 mana draw a card or a political tool."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dauntless Scrapbot"}},{"insert":": exile graveyards and get a "},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":" ? Yes please."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":": it's probably the only non-conditional land ramp we've got in mono white."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Stax/hatebears:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI've tried to keep the amount of hatebears and stax pieces to a minimum. But, based on playing in my playgroup, i've been slowely increasing them because the deck was to \"nice\" without them. Consider cutting some of them in favor of more removal if your playgroup isn't that fond of "},{"insert":{"card-link":"Rule of Law"}},{"insert":" .\n\n"},{"insert":{"card-link":"Rule of Law"}},{"insert":", "},{"insert":{"card-link":"Eidolon of Rhetoric"}},{"insert":" , "},{"insert":{"card-link":"Archon of Emeria"}},{"insert":": Activating gilraen to flicker a removal spell is our main gameplan, so we're not to worried about only casting 1 spell per turn. I might consider "},{"insert":{"card-link":"Deafening Silence"}},{"insert":", it's cheap, but it doesn't stop those pesky elves."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Damping Sphere"}},{"insert":" (Currently not in deck): a pseudo rule of law and actually very good against spellslinger. Also, i see cradles at my bracket 3 tables... "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Stone of Erech"}},{"insert":" is premium graveyard hate. It's included over "},{"insert":{"card-link":"Rest in Peace"}},{"insert":" because of it's \"tutorability\" and card draw."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" should be in every bracket 3 deck, preferably along a few tutors that can find it. This cards stops obvious things like free spells and cascade. The more \"unfair\" a deck is, the more it will suffer from a vexing bauble. It's also great at identifying \"technically bracket 3 decks\", because the player complaining about it, or trying to remove it, is probably that person who's gamechangers are "},{"insert":{"card-link":"Force of Will"}},{"insert":" , "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" and "},{"insert":{"card-link":"Deflecting Swat"}},{"insert":". You know who."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Revoker"}},{"insert":" is a silver bullet for a lot of commanders with activated abilities. It can also stop mana abilities from nonland sources. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":" is sometimes a necesairy evil. Everybody likes to draw cards, but when somebody is disproportionally drawing more, go find this spirit. Our card draw is bad anyways and easily spread out over other turs, so we don't suffer that much from it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Thalia, Guardian of Thraben"}},{"insert":": this card used to be so good in modern, legacy and even vintage. When every non creature spell costs 0 or 1 mana, increasing that cost by 1 is a huge tax. Sadly, Thalia isn't that good in EDH and is mostly included for nostalgic reasons. However, a turn 2 Thalia when you're in a favorable seat (first or second) can really mess with people's turn 2 or 3 ramp."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Aven Mindcensor"}},{"insert":": even at bracket 3, people should play more tutors and thus playing search hate is important. I have played "},{"insert":{"card-link":"Leonin Arbiter"}},{"insert":" but that card is very hard to \"enforce\" at bracket 3 because people will just try to take their action back if they can't pay 2. And I know you shouldn't allow those rewinds, but it becomes very hard to enforce. At least with mindcensor, they get to look at the top 4 and enforcing that can be funny."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Soulless Jailer"}},{"insert":" and "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":": These are great, just be carefull dropping a magistrate turn 2. Both cards have nice synergies with some of our \"cast from exile\" removal like "},{"insert":{"card-link":"Aven Interrupter"}},{"insert":", "},{"insert":{"card-link":"Soul Partition"}},{"insert":", "},{"insert":{"card-link":"Lightstall Inquisitor"}},{"insert":" and "},{"insert":{"card-link":"Aerial Extortionist"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Tutors:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTutors are important. People who say that this goes against the spirit of EDH can have that opinion at bracket 1 or 2.\n\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":": finds "},{"insert":{"card-link":"Aether Vial"}},{"insert":" , "},{"insert":{"card-link":"Stone of Erech"}},{"insert":" , "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" ,"},{"insert":{"card-link":"World Map"}},{"insert":" or just a "},{"insert":{"card-link":"Sol Ring"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":": needs no explanation, get some removal, an untapper ("},{"insert":{"card-link":"Drumbellower"}},{"insert":" ), card draw ("},{"insert":{"card-link":"Enduring Innocence"}},{"insert":" ) or just go for extra value with "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Search for Glory"}},{"insert":": It finds legendaries like "},{"insert":{"card-link":"Sting, the Glinting Dagger"}},{"insert":" , "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" , "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":" and our only saga: "},{"insert":{"card-link":"Urza's Saga"}},{"insert":" I haven't included any snow lands because you shouldn't be waisting this tutor on a land."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Pyre of Heroes"}},{"insert":": This card is an underrated value engine. The deck is constructed in such a way that you can get most things. The important creature types are human, cleric and soldier. Minor lines are phyrexian, spirit and wizard. Not all lines are \"complete\", as in, you cant always get from 1 cmc creature type X all the way to 4 cmc of the same creature type. Notably, clerics is missing a 2 cmc cleric, but remember that both "},{"insert":{"card-link":"Devoted Caretaker"}},{"insert":" and "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" have errata to include the human subtype. Use the \"Category (multiples)\" group option to visualise the lines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Untappers: "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nUntapping gilraen is key to extracting the most value out of our etb's. I used to play less of these effects and relied on equipment tutors to find Sting, but playing more means i'll find one eventually (i've cut the stoneforge - equipment package)\n\n"},{"insert":{"card-link":"Sting, the Glinting Dagger"}},{"insert":": Untap gilraen each combat, also gives her haste. Great card"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"White Plume Adventurer"}},{"insert":": Untap gilraen each upkeep, and maybe later, untap all creatures (not that relevant except for your "},{"insert":{"card-link":"Mother of Runes"}},{"insert":" effects)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Drumbellower"}},{"insert":": Seedborn muse for creatures, i'll take it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dazzling Theater // Prop Room"}},{"insert":": Both halves could be useful, as we don't need our creatures to attack during the early/mid game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Recursion:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhite recursion is strange. It's becomming better over the last few years.\n\n"},{"insert":{"card-link":"Hall of Heliod's Generosity"}},{"insert":" : we run only a few enchantments, but they're pretty powerful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":", "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Serra Paragon"}},{"insert":": all return permanents cmc 3 or less, this includes lands and that's why i run fetches. The exile effect from paragon is a triggered ability, not a replacement effect. So you get "},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":"'s card draw. Niche interaction with creatures with flash, when a reanimated creature dies during your turn, you can cast it in response to the exile trigger (for example "},{"insert":{"card-link":"Cathar Commando"}},{"insert":" ). Flicker the paragon for an additional cast from gy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Biblioplex Assistant"}},{"insert":": I'll take any "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" effect i can get, even if it only puts on top. The deck runs few instants an sorceries, and getting them back is always great value. If it's safe to do so, "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" for the assistant to get enlightened tutor back on top. This creates a nice tutor engine if you can flicker the assistant."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Leonardo, Sewer Samurai"}},{"insert":": This card is insane value. It checks power OR toughness. Around 25 cards can be recast with it and blinking with "},{"insert":{"card-link":"Gilraen, Dúnedain Protector"}},{"insert":" will remove the finality counter. If i ever need to power down this deck, i'll probably just put leonardo in the command zone."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Card Draw:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAlong with recursion, card draw is also becomming better in white. Besides "},{"insert":{"card-link":"H.E.R.B.I.E. Scout Unit"}},{"insert":" , the deck doesn't really play any of the usual ETB draw effecs. It's just not worth it to spend your only gilraen activation and thus 2 mana on a single card draw.\n\n"},{"insert":{"card-link":"War Room"}},{"insert":" , "},{"insert":{"card-link":"Monumental Henge"}},{"insert":" and "},{"insert":{"card-link":"Minas Tirith"}},{"insert":" : not the best draw options, but stapled to lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Smuggler's Share"}},{"insert":": We've got only 1 "},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":" , so we'll probably draw some cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Enduring Innocence"}},{"insert":" and "},{"insert":{"card-link":"Tocasia's Welcome"}},{"insert":" : We've got 27 creatures with power 2 or less and 25 with cmc 3 or less. I should probably run more of these effects, but it's hard to find space."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Winconditions:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThere are currently no clear winconditions in this deck other than a slow combat grind and a sometimes mass scooping \"lock\". The deck should probably run some "},{"insert":{"card-link":"Reverent Hoplite"}},{"insert":" effects. I've tried with "},{"insert":{"card-link":"Darksteel Splicer"}},{"insert":" and "},{"insert":{"card-link":"Illustrious Wanderglyph"}},{"insert":" but wasn't satisfied with those.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The "},{"attributes":{"underline":true,"bold":true},"insert":{"card-link":"Disciple of Caelus Nin"}},{"attributes":{"underline":true,"bold":true},"insert":" \"lock\":"},{"insert":"\n\nWhen disciple of caelus nin enters, everyone gets to choose 5 permanents (!!), and all other (except the disciple) phase out. Permanents can't phase in. \n\nThere are 2 \"locks\" possible with caelus nin and gilraen.\n\nPlay caelus nin and keep gilraen and enough lands to activate her. If possible, also keep a mother of runes effect. In the endstep before your turn, activate gilraen and exile caelus nin until the next endstep. You will untap with everything and at the end of your turn, everyone will have to choose 5 permanents again. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This one is more complex and requires "},{"insert":{"card-link":"Ephemerate"}},{"insert":" or an instant speed untap for gilraen ("},{"insert":{"card-link":"Halo Fountain"}},{"insert":" ). Like before, we're going to flicker caelus nin during the turn before ours. This time it doesn't has to be in the endstep. Flicker caelus nin, and in response to the etb, flicker her again. This second etb will resolve first, but because caelus nin is now a new instance, the first etb will phase it out. Because caelus nin is phased out, she and everything else will phase in during your upkeep, \"locking\" everyone else to their 5 chosen permanents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"}]}
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