971 views2 days ago
Commander
Size: 100Salt sum: 37.42
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nearfunda

971 views2 days ago
Commander
Size: 100Salt sum: 37.42

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{"ops":[{"insert":"Rule Zero — Darien, King of Kjeldor"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a resilient mono-white engine deck built around "},{"attributes":{"bold":true},"insert":"turning damage into resources"},{"insert":".\nDarien converts damage into Soldiers, and the rest of the deck converts those Soldiers into life, cards, mana, protection, and eventually overwhelming pressure. Attacking the deck can accelerate its engine, but refusing to attack gives the Kingdom time to assemble increasingly difficult board states.\nIt is "},{"attributes":{"bold":true},"insert":"not a fast combo deck"},{"insert":", although it contains repeatable loops capable of producing very large numbers of Soldiers and life. Those loops generally create resources rather than winning the game directly. The deck still has to find a way to convert what it has built into a win.\nThe deck rewards careful threat assessment because few permanents represent the entire engine. Darien matters, but removing him doesn't necessarily dismantle the Kingdom, and several apparently innocuous support pieces can become dangerous when combined.\nExpect:\nsubstantial lifegain and token production,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"strong card velocity once the engine develops,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"multiple overlapping value engines,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"repeatable or arbitrarily large resource loops,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"board wipes and protection,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and several different ways to turn a large Soldier army into a win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck is designed to be interacted with. Its strength comes from "},{"attributes":{"bold":true},"insert":"redundancy and conversion"},{"insert":", not from preventing opponents from playing.\n"},{"attributes":{"bold":true},"insert":"Expected Power:"},{"insert":" High-power casual / optimized\n"},{"attributes":{"bold":true},"insert":"Typical Win Window:"},{"insert":" Usually later-game, after the Kingdom has developed\n"},{"attributes":{"bold":true},"insert":"Primary Wins:"},{"insert":" Soldier combat, army scaling, alternate wins, and resource conversion\n"},{"attributes":{"bold":true},"insert":"Notable Finishers:"},{"insert":" Akroma's Will, Coat of Arms, Mirror Entity, Crown of Gondor, Felidar Sovereign\nThe easiest warning is:\n"},{"attributes":{"bold":true},"insert":"If the Kingdom looks harmless because it isn't attacking yet, that does not mean it isn't doing anything."},{"insert":"\n\nPrimer — The Kingdom That Punishes Assumption"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck did not begin as an attempt to build the strongest mono-white token strategy possible.\nIt began as a response.\nOver time, my decks developed a reputation for becoming dangerous if left unchecked. The side effect was that I sometimes became the default combat target regardless of the actual board state. Players would swing because it was me across the table, rather than because the deck I was piloting had actually earned that pressure.\nDarien was built to punish that kind of lazy threat assessment.\nAt its core, the deck originally asked a simple question:\n"},{"attributes":{"bold":true},"insert":"“Are you attacking because it is strategically correct, or because attacking has become habitual?”"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"That question still defines the deck.\nBut the Kingdom has grown considerably since then.\nBuilding the Kingdom"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Darien is the commander, but he is not supposed to be the entire deck.\nIdeally, the Kingdom exists "},{"attributes":{"bold":true},"insert":"before the King arrives"},{"insert":".\nMana develops. Lifegain pieces appear. Card engines come online. Protection is established. Utility artifacts and creatures begin accumulating. Only then does Darien enter and connect systems that were already functioning independently.\nThat distinction matters.\nRemoving Darien can be important, but the deck is deliberately built so that doing so does not necessarily reduce the battlefield to a pile of useless cards. Soul Sisters still gain life. Wedding Ring and Well of Lost Dreams still generate cards. Smothering Tithe still generates mana. Tokens and creatures still have uses.\nDarien is the piece that makes all of those systems interact with incoming damage.\nOnce he arrives:\n"},{"attributes":{"bold":true},"insert":"Damage becomes Soldiers."},{"insert":"\nAnd Soldiers are the raw material of the Kingdom.\nThe Conversion Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck increasingly operates through conversions rather than individual card effects.\nDamage becomes Soldiers.\nSoldiers entering become life.\nLifegain becomes cards through Well of Lost Dreams.\nLifegain can become still more creatures through Germinate Recruits.\nTokens can become Treasures through Orcrist.\nA large population can become enormous combat power through Coat of Arms, Mirror Entity, Crown of Gondor, Guiding Hydra, or other finishers.\nEven losing creatures can have value. Daxos can gain life from their deaths, Skullclamp can turn expendable bodies into cards, and recursion can recover important pieces afterward.\nThe result is that seemingly ordinary actions can begin cascading through several systems.\nA single point of damage may not remain a single point of damage for very long.\nThe King Is an Engagement Gear"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Darien does not need to be cast as soon as six mana becomes available.\nOften, that is actively undesirable.\nThe better sequence is usually to establish enough infrastructure that when Darien enters, damage immediately becomes profitable.\nThat means the deck can spend several turns looking relatively passive. It may have some creatures, artifacts and enchantments but little interest in attacking.\nThat is not inactivity.\nIt is construction.\nOnce the Kingdom is ready, Darien engages machinery that has been assembled around him.\nThe Combat Problem"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Attacking Darien presents an unusual problem.\nIf the attack is too small, it may accomplish very little while creating Soldiers and triggering lifegain.\nIf the attack is large but nonlethal, it may create an enormous army.\nIf nobody attacks at all, the Kingdom gets additional turns to develop its card engines and find ways to manufacture damage itself through cards such as Angel's Trumpet, Jade Monolith, Jinxed Idol, Dingus Staff, or Sorcerer's Wand.\nThat does "},{"attributes":{"bold":true},"insert":"not"},{"insert":" mean the correct answer is simply “never attack Darien.”\nSometimes attacking is absolutely correct.\nThe question is whether the consequences of that attack have actually been considered.\nThat is the original lesson of the deck, and it remains intact.\nThe Wand Machinery"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sorcerer's Wand introduced one of the stranger developments in the Kingdom.\nWith Darien on the battlefield, the Wand can allow one of my own creatures to deal damage to me intentionally.\nFamished Paladin can untap when I gain life.\nMidnight Guard can untap when another creature enters.\nCombined with the appropriate supporting pieces, either can create a repeatable cycle:\n"},{"attributes":{"bold":true},"insert":"Wand → damage me → Darien creates Soldier → trigger untaps creature → repeat."},{"insert":"\nThe important part is what this loop "},{"attributes":{"bold":true},"insert":"doesn't"},{"insert":" do.\nIt doesn't inherently kill anyone.\nIt manufactures resources.\nDepending on the board, the result may be dozens of Soldiers, enormous amounts of life, additional cards, or some combination of them. The deck must still decide how those resources become a victory.\nThat is intentional.\nThe loop accelerates the Kingdom toward an end state without determining what that end state has to be.\nHow the Kingdom Actually Wins"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There is no single prescribed ending.\nSometimes "},{"attributes":{"bold":true},"insert":"Coat of Arms"},{"insert":" turns thirty Soldiers into an immediate military catastrophe.\nSometimes "},{"attributes":{"bold":true},"insert":"Mirror Entity"},{"insert":" turns a harmless-looking collection of bodies into lethal attackers.\nSometimes "},{"attributes":{"bold":true},"insert":"Crown of Gondor"},{"insert":" concentrates an entire Kingdom behind one enormous creature.\nSometimes "},{"attributes":{"bold":true},"insert":"Guiding Hydra"},{"insert":" spends several turns permanently growing an army that was already difficult to contain.\nSometimes "},{"attributes":{"bold":true},"insert":"Akroma's Will"},{"insert":" creates the combat step that ends the game.\nSometimes the Kingdom simply produces more creatures and life than the table can reasonably overcome.\nAnd sometimes "},{"attributes":{"bold":true},"insert":"Felidar Sovereign"},{"insert":" asks an entirely different question.\nThat variety is important. The deck is not trying to assemble the same three cards every game and demonstrate the same deterministic ending.\nIt wants to build an absurd machine and then discover "},{"attributes":{"bold":true},"insert":"what that particular machine can do this time"},{"insert":".\nDestroying the Kingdom"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is resilient, but it is not invulnerable.\nEarly pressure matters. Mana development matters. Commander damage can bypass an enormous life total. Graveyard exile can undermine recovery. Well-timed removal can interrupt a developing engine before its redundancy takes over.\nBoard wipes can be excellent against the deck, although timing them matters. Destroying twenty Soldiers after the Kingdom has already extracted cards, life or other resources from them may solve the battlefield without solving the underlying engine.\nThe strongest interaction is therefore usually "},{"attributes":{"bold":true},"insert":"proactive and informed"},{"insert":", rather than simply waiting until the board becomes enormous.\nAnd that returns to the reason Darien was built in the first place.\nThe Lesson of Kjeldor"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Darien began as a response to assumed threat assessment.\nYears of development have made the deck considerably stronger, but they have not changed that principle.\nDo not attack someone merely because you always attack them.\nDo not leave someone alone merely because they haven't attacked you.\nLook at what the board is actually doing.\nUnderstand what resources are being accumulated.\nRecognize when several harmless-looking permanents have quietly become an engine.\nThen make the decision.\nBecause the Kingdom does not particularly care whether you attack it or leave it alone.\n"},{"attributes":{"bold":true},"insert":"It cares whether you understood what would happen when you chose."},{"insert":"\n \n"},{"attributes":{"header":2},"insert":"\n"}]}

Commander

Qty: 1 Price: $2.49
Darien, King of Kjeldor
Whenever you're dealt damage, you may create that many 1/1 white Soldier creature tokens.
Legendary Creature - Human Soldier
Darien, King of Kjeldor (sld) 7135

Commander

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Artifact

Qty: 21 Price: $129.41
Angel's Trumpet
All creatures have vigilance.
At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. This artifact deals damage to the player equal to the number of creatures tapped this way.
Artifact
Angel's Trumpet (plst) ULG-121
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (m3c) 283
Coat of Arms
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
Artifact
Coat of Arms (sld) 2682
Crown of Gondor
Equipped creature gets +1/+1 for each creature you control.
When a legendary creature you control enters, if there is no monarch, you become the monarch.
Equip
. This ability costs
less to activate if you're the monarch.
Legendary Artifact - Equipment
Crown of Gondor (ltc) 75
Dingus Staff
Whenever a creature dies, this artifact deals 2 damage to that creature's controller.
Artifact
Dingus Staff (plst) WTH-149
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
Jade Monolith
: The next time a source of your choice would deal damage to target creature this turn, that source deals that damage to you instead.
Artifact
Jade Monolith (2ed) 253
Jinxed Idol
At the beginning of your upkeep, this artifact deals 2 damage to you.
Sacrifice a creature: Target opponent gains control of this artifact.
Artifact
Jinxed Idol (m11) 208
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (cmm) 398
Marble Diamond
This artifact enters tapped.
: Add
.
Artifact
Marble Diamond (6ed) 298
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (pw21) 5
Orcrist, Goblin-cleaver
Equipped creature gets +2/+2 and has trample.
Whenever equipped creature deals combat damage to a player, choose a creature type. Create a Treasure token for each creature you control of that type.
Equip
Legendary Artifact - Equipment
Orcrist, Goblin-cleaver (hob) 177
Pearl Medallion
White spells you cast cost
less to cast.
Artifact
Pearl Medallion (mh3) 294
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (cma) 230
Sol Ring
: Add
.
Artifact
Sol Ring (mkc) 237
Sorcerer's Wand
Equipped creature has "
: This creature deals 1 damage to target player or planeswalker. If this creature is a Wizard, it deals 2 damage instead."
Equip
Artifact - Equipment
Sorcerer's Wand (plst) DOM-231
Throne of Eldraine
As Throne of Eldraine enters, choose a color.
: Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color.
,
: Draw two cards. Spend only mana of the chosen color to activate this ability.
Legendary Artifact
Throne of Eldraine (woc) 28
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 (scd) 287
Wedding Ring
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Artifact
Wedding Ring (who) 213
Well of Lost Dreams
Whenever you gain life, you may pay
, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Artifact
Well of Lost Dreams (ltc) 291
World Map
,
, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
World Map (fin) 270

Artifact

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Creature

Qty: 23 Price: $94.95
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.
Legendary Creature - Human Knight
Adeline, Resplendent Cathar (tdc) 108
Belladonna Took
Whenever a token you control enters, you gain 1 life if this is the first time this ability has resolved this turn. If it's the second time, draw a card. If it's the third time, put a +1/+1 counter on each creature you control.
Legendary Creature - Citizen Halfling
Belladonna Took (hob) 4
Captain Marvel, Earth's Protector
Flash
Flying, lifelink
Power-up —
: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Legendary Creature - Human Hero Kree
Captain Marvel, Earth's Protector (msh) 342
Daxos, Blessed by the Sun
Daxos's toughness is equal to your devotion to white. (Each
in the mana costs of permanents you control counts toward your devotion to white.)
Whenever another creature you control enters or dies, you gain 1 life.
Legendary Creature Enchantment - Demigod
Daxos, Blessed by the Sun (plst) THB-9
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
Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
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 - Wizard Angel
Exalted Sunborn (eoe) 15
Famished Paladin
This creature doesn't untap during your untap step.
Whenever you gain life, untap this creature.
Creature - Knight Vampire
Famished Paladin (plst) RIX-8
Felidar Sovereign
Vigilance (Attacking doesn't cause this creature to tap.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
At the beginning of your upkeep, if you have 40 or more life, you win the game.
Creature - Beast Cat
Felidar Sovereign (j25) 198
Guiding Hydra
This creature enters with X +1/+1 counters on it.
At the beginning of combat on your turn, you may remove a +1/+1 counter from this creature. If you do, put a +1/+1 counter on each other creature you control.
Creature - Horror Hydra
Guiding Hydra (fra) 11
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.)
Legendary Creature - Human Soldier
Haliya, Guided by Light (eoe) 19
Healer of the Pride
Whenever another creature you control enters, you gain 2 life.
Creature - Cleric Cat
Healer of the Pride (plst) M13-19
Hinterland Sanctifier
Whenever another creature you control enters, you gain 1 life.
Creature - Cleric Rabbit
Hinterland Sanctifier (j25) 5
Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Human Soldier
Keeper of the Accord (pip) 164
Liliana the Faultless
Whenever another creature or planeswalker you control enters, you gain 1 life.
,
, Discard a card: Another target creature or planeswalker you control gains hexproof until end of turn.
Legendary Creature - Human Cleric
Liliana the Faultless (fra) 200
Mangara, the Diplomat
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Legendary Creature - Human Cleric
Mangara, the Diplomat (blc) 145
Midnight Guard
Whenever another creature enters, untap this creature.
Creature - Human Soldier
Midnight Guard (m15) 20
Mirror Entity
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Creature - Shapeshifter
Mirror Entity (otc) 83
Rumor Gatherer
Alliance — Whenever another creature you control enters, scry 1. If this is the second time this ability has resolved this turn, draw a card instead.
Creature - Wizard Elf
Rumor Gatherer (clb) 705
Seraph of the Sword
Flying
Prevent all combat damage that would be dealt to this creature.
Creature - Angel
Seraph of the Sword (m14) 31
Soul Warden
Whenever another creature enters, you gain 1 life.
Creature - Human Cleric
Soul Warden (plst) MM3-24
Soul's Attendant
Whenever another creature enters, you may gain 1 life.
Creature - Human Cleric
Soul's Attendant (plst) ROE-44
Suture Priest
Whenever another creature you control enters, you may gain 1 life.
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
Creature - Cleric Phyrexian
Suture Priest (moc) 210
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 (tdc) 140

Creature

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Enchantment

Qty: 4 Price: $104.26
Ajani's Welcome
Whenever a creature you control enters, you gain 1 life.
Enchantment
Ajani's Welcome (plst) M19-6
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 (cmm) 37
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (wot) 13
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 (tdc) 135

Enchantment

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Instant

Qty: 12 Price: $123.00
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (m3c) 165
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
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (blc) 106
Germinate Recruits
Create X 2/2 colorless Wizard Soldier creature tokens named Cadet, where X is the amount of life you gained this turn.
Instant
Germinate Recruits (fra) 9
Kabira Takedown
Kabira Takedown deals damage equal to the number of creatures you control to target creature or planeswalker.
Instant
Kabira Takedown // Kabira Plateau (znr) 19Kabira Takedown // Kabira Plateau (znr) 19
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 (ecc) 65
Razorgrass Ambush
Razorgrass Ambush deals 3 damage to target attacking or blocking creature.
Instant
Razorgrass Ambush // Razorgrass Field (mh3) 238Razorgrass Ambush // Razorgrass Field (mh3) 238
Sejiri Shelter
Target creature you control gains protection from the color of your choice until end of turn.
Instant
Sejiri Shelter // Sejiri Glacier (znr) 37Sejiri Shelter // Sejiri Glacier (znr) 37
Stroke of Midnight
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Instant
Stroke of Midnight (tdc) 132
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (sta) 10
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (sta) 11
Unbreakable Formation
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
Instant
Unbreakable Formation (rvr) 32

Instant

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Land

Qty: 33 (38 w/ MDFC)Price: $65.97
Hall of Echoes
: Add
.
: This land becomes a copy of target creature you control until end of turn. The "legend rule" doesn't apply to permanents you control this turn.
Land
Hall of Echoes (fra) 379
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
Maze of Ith (dmr) 250
Nomad Stadium
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: You gain 4 life. Activate only if there are seven or more cards in your graveyard.
Land
Nomad Stadium (ody) 322
Plains
(
: Add
.)
Basic Land - Plains
Plains (2xm) 373
Plains
(
: Add
.)
Basic Land - Plains
Plains (2xm) 374
Plains
(
: Add
.)
Basic Land - Plains
Plains (snc) 272
Plains
(
: Add
.)
Basic Land - Plains
Plains (snc) 273
Plains
(
: Add
.)
Basic Land - Plains
Plains (dmu) 277
Plains
(
: Add
.)
Basic Land - Plains
Plains (unf) 235
Plains
(
: Add
.)
Basic Land - Plains
Plains (bro) 278
Plains
(
: Add
.)
Basic Land - Plains
Plains (bro) 279
Plains
(
: Add
.)
Basic Land - Plains
Plains (one) 262
Plains
(
: Add
.)
Basic Land - Plains
Plains (mom) 283
Plains
(
: Add
.)
Basic Land - Plains
Plains (woe) 262
Plains
(
: Add
.)
Basic Land - Plains
Plains (mkm) 272
Plains
(
: Add
.)
Basic Land - Plains
Plains (otj) 272
Plains
(
: Add
.)
Basic Land - Plains
Plains (acr) 102
Plains
(
: Add
.)
Basic Land - Plains
Plains (blb) 262
Plains
(
: Add
.)
Basic Land - Plains
Plains (blb) 263
Plains
(
: Add
.)
Basic Land - Plains
Plains (fdn) 283
Plains
(
: Add
.)
Basic Land - Plains
Plains (dft) 272
Plains
(
: Add
.)
Basic Land - Plains
Plains (fin) 294
Plains
(
: Add
.)
Basic Land - Plains
Plains (fin) 296
Plains
(
: Add
.)
Basic Land - Plains
Plains (eoe) 262
Plains
(
: Add
.)
Basic Land - Plains
Plains (tla) 292
Plains
(
: Add
.)
Basic Land - Plains
Plains (sos) 267
Plains
(
: Add
.)
Basic Land - Plains
Plains (msh) 277
Plains
(
: Add
.)
Basic Land - Plains
Plains (msh) 278
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 194
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 317
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 318
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 319
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 320

Land

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Sorcery

Qty: 6 Price: $4.26
Makindi Stampede
Creatures you control get +2/+2 until end of turn.
Sorcery
Makindi Stampede // Makindi Mesas (znr) 26Makindi Stampede // Makindi Mesas (znr) 26
Martial Coup
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
Sorcery
Martial Coup (blc) 146
Ondu Inversion
Destroy all nonland permanents.
Sorcery
Ondu Inversion // Ondu Skyruins (znr) 30Ondu Inversion // Ondu Skyruins (znr) 30
Requisition Raid
Spree (Choose one or more additional costs.)
+
— Destroy target artifact.
+
— Destroy target enchantment.
+
— Put a +1/+1 counter on each creature target player controls.
Sorcery
Requisition Raid (soa) 10
Return to the Ranks
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.)
Return X target creature cards with mana value 2 or less from your graveyard to the battlefield.
Sorcery
Return to the Ranks (soa) 11
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

Sorcery

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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

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Ajani Resolute
Whenever you gain life, put a loyalty counter on Ajani.
0: You gain 1 life.
−4: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
−10: You get an emblem with "Creatures you control get +2/+2."
Legendary Planeswalker - Ajani
Ajani Resolute (fra) 195
Ajani Steadfast
+1: Until end of turn, up to one target creature gets +1/+1 and gains first strike, vigilance, and lifelink.
−2: Put a +1/+1 counter on each creature you control and a loyalty counter on each other planeswalker you control.
−7: You get an emblem with "If a source would deal damage to you or a planeswalker you control, prevent all but 1 of that damage."
Legendary Planeswalker - Ajani
Ajani Steadfast (cmm) 813
Angelic Exaltation
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Enchantment
Angelic Exaltation (rvr) 2
Ankh of Mishra
Whenever a land enters, this artifact deals 2 damage to that land's controller.
Artifact
Ankh of Mishra (3ed) 233
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact
Archaeomancer's Map (fic) 230
Cathars' Crusade
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
Enchantment
Cathars' Crusade (inr) 17
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (tmc) 62
Crusader of Odric
Crusader of Odric's power and toughness are each equal to the number of creatures you control.
Creature - Human Soldier
Crusader of Odric (inr) 18
Curse of Vitality
Enchant player
Whenever enchanted player is attacked, you gain 2 life. Each opponent attacking that player does the same.
Enchantment - Aura Curse
Curse of Vitality (c17) 3
Day of Judgment
Destroy all creatures.
Sorcery
Day of Judgment (fdn) 140
Daydream
Exile target creature you control, then return that card to the battlefield under its owner's control with a +1/+1 counter on it.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Daydream (sos) 9
Doctor Strange, Surgeon
Lifelink
If you would gain life, you gain twice that much life instead.
At the beginning of each combat, if you have at least 10 life more than your starting life total, creatures you control get +2/+2 and gain vigilance until end of turn.
Legendary Creature - Human Hero Doctor
Doctor Strange, Surgeon (msc) 591
Finale of Glory
Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.
Sorcery
Finale of Glory (clu) 61
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
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (tdc) 319
Impassioned Orator
Whenever another creature you control enters, you gain 1 life.
Creature - Human Cleric
Impassioned Orator (pip) 162
Intangible Virtue
Creature tokens you control get +1/+1 and have vigilance.
Enchantment
Intangible Virtue (wot) 6
Linden, the Steadfast Queen
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever a white creature you control attacks, you gain 1 life.
Legendary Creature - Human Noble
Linden, the Steadfast Queen (fdn) 577
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 (inr) 345
Mondrak, Glory Dominus
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. (
can be paid with either
or 2 life.)
Legendary Creature - Horror Phyrexian
Mondrak, Glory Dominus (one) 23
Moonshaker Cavalry
Flying
When this creature enters, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Knight Spirit
Moonshaker Cavalry (soc) 110
Myrel, Shield of Argive
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Legendary Creature - Human Soldier
Myrel, Shield of Argive (bro) 18
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
Reconnaissance
: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)
Enchantment
Reconnaissance (acr) 82
Rootborn Defenses
Populate. Creatures you control gain indestructible until end of turn. (To populate, create a token that's a copy of a creature token you control.)
Instant
Rootborn Defenses (clu) 71
Slate of Ancestry
,
, Discard your hand: Draw a card for each creature you control.
Artifact
Slate of Ancestry (scd) 275
Stirring Hopesinger
Flying, lifelink
Repartee — Whenever you cast an instant or sorcery spell that targets a creature, put a +1/+1 counter on each creature you control.
Creature - Bird Bard
Stirring Hopesinger (sos) 35
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (fdn) 355
Tarnished Citadel
: Add
.
: Add one mana of any color. This land deals 3 damage to you.
Land
Tarnished Citadel (ody) 329
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
Unexplained Absence (mkc) 17
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422
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 (ltc) 183

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Deck Info

Deck stats

60 pips - 47 cards
43 mana - 40 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
4 mana - 3 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Rule Zero — Darien, King of Kjeldor"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a resilient mono-white engine deck built around "},{"attributes":{"bold":true},"insert":"turning damage into resources"},{"insert":".\nDarien converts damage into Soldiers, and the rest of the deck converts those Soldiers into life, cards, mana, protection, and eventually overwhelming pressure. Attacking the deck can accelerate its engine, but refusing to attack gives the Kingdom time to assemble increasingly difficult board states.\nIt is "},{"attributes":{"bold":true},"insert":"not a fast combo deck"},{"insert":", although it contains repeatable loops capable of producing very large numbers of Soldiers and life. Those loops generally create resources rather than winning the game directly. The deck still has to find a way to convert what it has built into a win.\nThe deck rewards careful threat assessment because few permanents represent the entire engine. Darien matters, but removing him doesn't necessarily dismantle the Kingdom, and several apparently innocuous support pieces can become dangerous when combined.\nExpect:\nsubstantial lifegain and token production,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"strong card velocity once the engine develops,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"multiple overlapping value engines,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"repeatable or arbitrarily large resource loops,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"board wipes and protection,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and several different ways to turn a large Soldier army into a win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck is designed to be interacted with. Its strength comes from "},{"attributes":{"bold":true},"insert":"redundancy and conversion"},{"insert":", not from preventing opponents from playing.\n"},{"attributes":{"bold":true},"insert":"Expected Power:"},{"insert":" High-power casual / optimized\n"},{"attributes":{"bold":true},"insert":"Typical Win Window:"},{"insert":" Usually later-game, after the Kingdom has developed\n"},{"attributes":{"bold":true},"insert":"Primary Wins:"},{"insert":" Soldier combat, army scaling, alternate wins, and resource conversion\n"},{"attributes":{"bold":true},"insert":"Notable Finishers:"},{"insert":" Akroma's Will, Coat of Arms, Mirror Entity, Crown of Gondor, Felidar Sovereign\nThe easiest warning is:\n"},{"attributes":{"bold":true},"insert":"If the Kingdom looks harmless because it isn't attacking yet, that does not mean it isn't doing anything."},{"insert":"\n\nPrimer — The Kingdom That Punishes Assumption"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck did not begin as an attempt to build the strongest mono-white token strategy possible.\nIt began as a response.\nOver time, my decks developed a reputation for becoming dangerous if left unchecked. The side effect was that I sometimes became the default combat target regardless of the actual board state. Players would swing because it was me across the table, rather than because the deck I was piloting had actually earned that pressure.\nDarien was built to punish that kind of lazy threat assessment.\nAt its core, the deck originally asked a simple question:\n"},{"attributes":{"bold":true},"insert":"“Are you attacking because it is strategically correct, or because attacking has become habitual?”"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"That question still defines the deck.\nBut the Kingdom has grown considerably since then.\nBuilding the Kingdom"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Darien is the commander, but he is not supposed to be the entire deck.\nIdeally, the Kingdom exists "},{"attributes":{"bold":true},"insert":"before the King arrives"},{"insert":".\nMana develops. Lifegain pieces appear. Card engines come online. Protection is established. Utility artifacts and creatures begin accumulating. Only then does Darien enter and connect systems that were already functioning independently.\nThat distinction matters.\nRemoving Darien can be important, but the deck is deliberately built so that doing so does not necessarily reduce the battlefield to a pile of useless cards. Soul Sisters still gain life. Wedding Ring and Well of Lost Dreams still generate cards. Smothering Tithe still generates mana. Tokens and creatures still have uses.\nDarien is the piece that makes all of those systems interact with incoming damage.\nOnce he arrives:\n"},{"attributes":{"bold":true},"insert":"Damage becomes Soldiers."},{"insert":"\nAnd Soldiers are the raw material of the Kingdom.\nThe Conversion Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck increasingly operates through conversions rather than individual card effects.\nDamage becomes Soldiers.\nSoldiers entering become life.\nLifegain becomes cards through Well of Lost Dreams.\nLifegain can become still more creatures through Germinate Recruits.\nTokens can become Treasures through Orcrist.\nA large population can become enormous combat power through Coat of Arms, Mirror Entity, Crown of Gondor, Guiding Hydra, or other finishers.\nEven losing creatures can have value. Daxos can gain life from their deaths, Skullclamp can turn expendable bodies into cards, and recursion can recover important pieces afterward.\nThe result is that seemingly ordinary actions can begin cascading through several systems.\nA single point of damage may not remain a single point of damage for very long.\nThe King Is an Engagement Gear"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Darien does not need to be cast as soon as six mana becomes available.\nOften, that is actively undesirable.\nThe better sequence is usually to establish enough infrastructure that when Darien enters, damage immediately becomes profitable.\nThat means the deck can spend several turns looking relatively passive. It may have some creatures, artifacts and enchantments but little interest in attacking.\nThat is not inactivity.\nIt is construction.\nOnce the Kingdom is ready, Darien engages machinery that has been assembled around him.\nThe Combat Problem"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Attacking Darien presents an unusual problem.\nIf the attack is too small, it may accomplish very little while creating Soldiers and triggering lifegain.\nIf the attack is large but nonlethal, it may create an enormous army.\nIf nobody attacks at all, the Kingdom gets additional turns to develop its card engines and find ways to manufacture damage itself through cards such as Angel's Trumpet, Jade Monolith, Jinxed Idol, Dingus Staff, or Sorcerer's Wand.\nThat does "},{"attributes":{"bold":true},"insert":"not"},{"insert":" mean the correct answer is simply “never attack Darien.”\nSometimes attacking is absolutely correct.\nThe question is whether the consequences of that attack have actually been considered.\nThat is the original lesson of the deck, and it remains intact.\nThe Wand Machinery"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sorcerer's Wand introduced one of the stranger developments in the Kingdom.\nWith Darien on the battlefield, the Wand can allow one of my own creatures to deal damage to me intentionally.\nFamished Paladin can untap when I gain life.\nMidnight Guard can untap when another creature enters.\nCombined with the appropriate supporting pieces, either can create a repeatable cycle:\n"},{"attributes":{"bold":true},"insert":"Wand → damage me → Darien creates Soldier → trigger untaps creature → repeat."},{"insert":"\nThe important part is what this loop "},{"attributes":{"bold":true},"insert":"doesn't"},{"insert":" do.\nIt doesn't inherently kill anyone.\nIt manufactures resources.\nDepending on the board, the result may be dozens of Soldiers, enormous amounts of life, additional cards, or some combination of them. The deck must still decide how those resources become a victory.\nThat is intentional.\nThe loop accelerates the Kingdom toward an end state without determining what that end state has to be.\nHow the Kingdom Actually Wins"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There is no single prescribed ending.\nSometimes "},{"attributes":{"bold":true},"insert":"Coat of Arms"},{"insert":" turns thirty Soldiers into an immediate military catastrophe.\nSometimes "},{"attributes":{"bold":true},"insert":"Mirror Entity"},{"insert":" turns a harmless-looking collection of bodies into lethal attackers.\nSometimes "},{"attributes":{"bold":true},"insert":"Crown of Gondor"},{"insert":" concentrates an entire Kingdom behind one enormous creature.\nSometimes "},{"attributes":{"bold":true},"insert":"Guiding Hydra"},{"insert":" spends several turns permanently growing an army that was already difficult to contain.\nSometimes "},{"attributes":{"bold":true},"insert":"Akroma's Will"},{"insert":" creates the combat step that ends the game.\nSometimes the Kingdom simply produces more creatures and life than the table can reasonably overcome.\nAnd sometimes "},{"attributes":{"bold":true},"insert":"Felidar Sovereign"},{"insert":" asks an entirely different question.\nThat variety is important. The deck is not trying to assemble the same three cards every game and demonstrate the same deterministic ending.\nIt wants to build an absurd machine and then discover "},{"attributes":{"bold":true},"insert":"what that particular machine can do this time"},{"insert":".\nDestroying the Kingdom"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is resilient, but it is not invulnerable.\nEarly pressure matters. Mana development matters. Commander damage can bypass an enormous life total. Graveyard exile can undermine recovery. Well-timed removal can interrupt a developing engine before its redundancy takes over.\nBoard wipes can be excellent against the deck, although timing them matters. Destroying twenty Soldiers after the Kingdom has already extracted cards, life or other resources from them may solve the battlefield without solving the underlying engine.\nThe strongest interaction is therefore usually "},{"attributes":{"bold":true},"insert":"proactive and informed"},{"insert":", rather than simply waiting until the board becomes enormous.\nAnd that returns to the reason Darien was built in the first place.\nThe Lesson of Kjeldor"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Darien began as a response to assumed threat assessment.\nYears of development have made the deck considerably stronger, but they have not changed that principle.\nDo not attack someone merely because you always attack them.\nDo not leave someone alone merely because they haven't attacked you.\nLook at what the board is actually doing.\nUnderstand what resources are being accumulated.\nRecognize when several harmless-looking permanents have quietly become an engine.\nThen make the decision.\nBecause the Kingdom does not particularly care whether you attack it or leave it alone.\n"},{"attributes":{"bold":true},"insert":"It cares whether you understood what would happen when you chose."},{"insert":"\n \n"},{"attributes":{"header":2},"insert":"\n"}]}
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