Gwathnar
2.1k views3 years ago
Commander
Size: 115Salt sum: 60.16
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Auto Equip
Auto Equip
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Bench Warmer
Bench Warmer
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Big Kitty
Thran Power Suit
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Big Kitty
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Board Wipes
Board Wipes
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Draw
Draw
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Equipment
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.)
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

Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Equipment
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Evasion
Evasion
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Hate
Hate
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Keyword Soup
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Grafted Exoskeleton
Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent.
Equip
Whenever this Equipment becomes unattached from a permanent, sacrifice that permanent.
Equip
Artifact - Equipment

Keyword Soup
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Land
Land
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Protection
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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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.
Exile Teferi's Protection.
Instant

Protection
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Ramp
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.
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

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.
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

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

Ramp
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Recursion
Recursion
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Removal
Removal
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Stax
Stax
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Swords
Swords
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Tutor
Relic Seeker
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
When this creature becomes renowned, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
When this creature becomes renowned, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
Creature - Human Soldier

Tutor
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Utility Lands
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Utility Lands
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWelcome!\n\nI know some are reading the title of this deck and thinking WTF! Well, if there's one thing Mono White can do well it's Stax!! We make up for our lack of ramp and card draw by slowing everyone else down too.\n\nOnce the board is slowed down to our speed, "},{"insert":{"card-link":"Balan, Wandering Knight"}},{"insert":" comes in to beat some face with equipment. \n"},{"attributes":{"underline":true,"bold":true},"insert":"This is not"},{"insert":" a competitive deck by any means (anyone who knows cEDH knows that Voltron isn't viable), it simply utilizes Stax and Hate Bears to slow the game down so it can get the Commander in to bash face.\n\nThere seems to be an idea going around that Voltron isn't a good archetype. I'm here to prove that wrong with my Voltron decks. They are all 'pet decks' that I'm constantly tweaking and playing. In my local meta all my Voltron decks have a reputation for being very good and "},{"insert":{"card-link":"Balan, Wandering Knight"}},{"insert":" is no expection.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Deck History"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nI've had a form of this deck together for the past year and a half. At first it was just a mono white Voltron good stuff deck with lots of equipment, the typical mono white cards and that's about it. \nAbout 6-8 months ago I decided to add some stax pieces like "},{"insert":{"card-link":"Ethersworn Canonist"}},{"insert":", "},{"insert":{"card-link":"Apostle of Purifying Light"}},{"insert":", "},{"insert":{"card-link":"Blind Obedience"}},{"insert":", etc. These certainly helped the deck out by slowing opponents down or taking care of their more powerful threats. However it still wasn't enough.\n\nFast forward to this week (March 23, 2020) I decided to strip apart my Blood/Meta Pod deck due to the fact that I don't play it enough. The bulk of the deck has gone into other decks with most of the stax pieces and white fetch lands making it's way into this deck. I've gotten a couple reps in and some goldfishing - I'm loving how it plays so far.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Deck Strengths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nCan usually slow down the board in the first couple turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once she's got a couple weapons in paw Balan can knock out at least one player a turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can recover from Wraths since the Commander is the main creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gets around most of our stax effects."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Deck Weakness"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nReliant on the Commander (to an extent) so constant removal of her sets us back."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mono white cannot ramp. Yes, we have mana rocks but a lot of them are colorless producing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We lack card draw"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"No infinite combos (I've been eyeing the new "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":"/"},{"insert":{"card-link":"Walking Ballista"}},{"insert":" but not sure how to fit it in)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Strengths and Weaknesses "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe Stax pieces in our deck don’t effect or slow us down too much. "},{"insert":{"card-link":"Sphere of Resistance"}},{"insert":" can be a slight pain but "},{"insert":{"card-link":"Null Rod"}},{"insert":" isn’t too bad since we can still equip our Equipment to our Commander with her ability.\nOur Commander also gets Double Strike easily so we can knock out our opponents quickly.\n\nOur weaknesses are our lack of ramp and card draw. Our Commander will be removed and she already costs 4 mana so having some form of protection for her is paramount.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Strategy/Game Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nOur game plan is to drop some sort of Stax or Hate piece on turn 1 or 2. After that we should get some equipment on the field or a card draw engine (while continuing to drop Stax and Hate pieces if needed) and finally drop the Magnetic Kitty herself: "},{"insert":{"card-link":"Balan, Wandering Knight"}},{"insert":" and beat face.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Mulligans"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWe have to be careful about mulligans in this deck since we lack card draw.\n\nWe want to prioritize getting enough mana and some sort of lock piece down on turn 1 or 2 so that we can slow everyone else down.\nI really do not recommend going to 5 cards or below when doing mulligans because we can run out of steam too quickly. Thankfully the London mulligan has made things easier on us do to always drawing 7.\n\nLet’s look at a couple example hands and if we should keep them or not. Hands that are too heavy or light on mana should usually be mulligans.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Example Hand 1 "},{"insert":"\n\nPlains, Arid Mesa, Land Tax, Mana Crypt, Sphere of Resistance and Sword of Fire and Ice.\n\nThis would be a keep for sure. We’ve got some mana ramp and a Stax piece in hand. To decide the play pattern we’ve got to analyze the rest of the pod. Do we have a green player that will let us cash in off a Land Tax early? Is there a dork based deck that will be slowed down by Sphere of Resistance being dropped turn one?\nMake sure you think about the play sequence.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Example Hand 2"},{"insert":"\n\n2 Plains, Rest In Peace, Steelshaper’s Gift, Generous Gift, Sword of Light and Shadow, Sram, Senior Edificer\n\nI would probably mulligan this. There’s no mana ramp to be seen and it would be a very slow hand for us.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Example Hand 3"},{"insert":"\n\nPlains, Rogue’s Gloves, Sword of Feast and Famine, Hushbringer, Knight of the White Orchard, Champion’s Helm and Arid Mesa.\n\nThis is a keep although a slower one.\nI would probably play the plains first and then play and crack Arid Mesa for Knight of the White Orchard in turn 2.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Piloting The Deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Turns 1-4"},{"insert":"\n\nAt the start of the game we are looking to ramp and drop some Stax pieces or Hate Bears to slow the rest of the table down. We are also looking at dropping an equipment or even 2 for our Commander once she hits the field.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Turns 4-8"},{"insert":"\n\nBy now we should have slowed the game down, have "},{"insert":{"card-link":"Balan, Wandering Knight"}},{"insert":" in play along with some Equipment and be beating face against someone. I’d recommend attacking whoever is the biggest threat. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Turns 8+"},{"insert":"\n\nBy now you should have at least one (maybe even two) players knocked out of the game and maybe another on the ropes. Just finish the game out by applying pressure and removing any threats.\n\nHowever if our Commander has been removed once or even multiple times or someone has destroyed our equipment then we will have to patiently rebuild and keep attacking with whatever creatures we have.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Commander"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"image":"https://i.imgur.com/uiO7G9h.jpg"}},{"insert":"\n\n"},{"insert":{"card-link":"Balan, Wandering Knight"}},{"insert":" is a "},{"attributes":{"bold":true},"insert":"3/3 Legendary Creature - Cat Knight "},{"insert":"for 2WW that reads:\n"},{"attributes":{"italic":true,"bold":true},"insert":"First Strike"},{"attributes":{"blockquote":true},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"~ has double strike as long as two or more equipment are attached to it."},{"attributes":{"blockquote":true},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"1W: Attach all equipment you control to Balan, Wandering Knight."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nOur commander wants equipment attached to her so we can get the double strike key word. This means we've got to play equipment and oh boy do we have the equipment package. \nThe icing on the cake here is her activated ability. First off it gets around any "},{"insert":{"card-link":"Null Rod"}},{"insert":" effects and it's instant speed. You can attack without equipment and then active her ability so everything magnetically attaches to her.\n\nWith that out of the way, let's analyze and break down the deck."},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Bench Warmers"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nAny good Voltron deck needs back up beaters in case our Commander is out for the count. \nOur dedicated bench warmer is:\n\n"},{"insert":{"card-link":"Heavenly Blademaster"}},{"insert":"\n \nFor 5W we get an "},{"attributes":{"bold":true},"insert":"Angel "},{"insert":"which reads:\n\n"},{"attributes":{"italic":true,"bold":true},"insert":"Flying"},{"attributes":{"blockquote":true},"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"When ~ enters the battlefield attach all equipment you control to it."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nBesides the Angel we also have "},{"insert":{"card-link":"Batterskull"}},{"insert":" and "},{"insert":{"card-link":"Cataclysmic Gearhulk"}},{"insert":" (which is more for protecting Balan) which can do in a pinch.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Lands"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nNext let's go over the mana base. I'll break it down into lands and utility lands.\n\nWe are running all the white fetch lands mainly for the shuffle effect (getting mana flooded sucks). Those fetches are: "},{"insert":{"card-link":"Arid Mesa"}},{"insert":", "},{"insert":{"card-link":"Flooded Strand"}},{"insert":" and "},{"insert":{"card-link":"Marsh Flats"}},{"insert":" .\n\nNext we have:\n\n"},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" - Pay 2 life for 2 colorless mana is worth it.\n\n"},{"insert":{"card-link":"Command Beacon"}},{"insert":" - Sometimes Balan is hated out thus making the Commander Tax too high. This will let us get around Commander Tax.\n\n"},{"insert":{"card-link":"Plains"}},{"insert":" - 18 of them because we are a mono color deck.\n\n"},{"attributes":{"underline":true},"insert":"Utility Lands"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Buried Ruin"}},{"insert":" - gets back an artifact should it be removed.\n\n"},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" - allows us to get creatures back once we have 7 plains.\n\n"},{"insert":{"card-link":"Field of Ruin"}},{"insert":" - should be a strip mine but gets rid of problem lands.\n \n"},{"insert":{"card-link":"Inventors' Fair"}},{"insert":" - tutors for an artifact.\n\n"},{"insert":{"card-link":"Kor Haven"}},{"insert":" - should be a "},{"insert":{"card-link":"Maze of Ith"}},{"insert":" .\n \n"},{"insert":{"card-link":"Mikokoro, Center of the Sea"}},{"insert":" - card draw all around.\n \n"},{"insert":{"card-link":"Mistveil Plains"}},{"insert":" - gets anything back into our library for us to tutor up, \n\n"},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" - makes our Commander unblockable.\n \n"},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":" - more Graveyard hate. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Stax and Hate"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nNow it's the time you've all been waiting for, discussing our Stax and Hate pieces. These will be some of the first cards we play and they will usually slow our opponents down considerably. These will also draw us hate once our opponents get running so beware the crack back!\n\n"},{"insert":{"card-link":"Blind Obedience"}},{"insert":" - opponents artifacts and creatures enter tapped. This is one sided so it's great at slowing everyone else down. The "},{"attributes":{"italic":true,"bold":true},"insert":"Extort "},{"insert":"mechanic can gain us some life too if we've got some extra mana.\n\n"},{"insert":{"card-link":"Ethersworn Canonist"}},{"insert":" - sort of one sided since we play a lot of artifacts.\n \n"},{"insert":{"card-link":"Sphere of Resistance"}},{"insert":" - makes all spells cost 2 more.\n \n"},{"insert":{"card-link":"Rule of Law"}},{"insert":" - only 1 spell per player per turn.\n\n"},{"insert":{"card-link":"Apostle of Purifying Light"}},{"insert":" /"},{"insert":{"card-link":"Rest in Peace"}},{"insert":" /"},{"insert":{"card-link":"Samurai of the Pale Curtain"}},{"insert":" - graveyard hate is "},{"attributes":{"bold":true},"insert":"VERY "},{"insert":"important in Commander. These cards can out right shut some decks completely off.\n\n"},{"insert":{"card-link":"Null Rod"}},{"insert":" - Shuts off artifacts with activated abilities. Yes, this will shut off our mana rocks so be care when playing it. This includeds shutting off equip abilities but don't worry, "},{"insert":{"card-link":"Balan, Wandering Knight"}},{"insert":" activated ability gets around this.\n\n"},{"insert":{"card-link":"Hushbringer"}},{"insert":" - Everyone plays creatures with ETBs, this shuts that off. It can be annoying for us but we don't have mana creatures with ETBs.\n \n"},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":" - force those blue players to play on our level only drawing 1 card per turn.\n\n"},{"insert":{"card-link":"Aven Mindcensor"}},{"insert":" - great response to someone tutoring something. One sided so we can still get our stuff.\n\n"},{"insert":{"card-link":"Linvala, Keeper of Silence"}},{"insert":" - Turns off activated abilities on our opponents creatures.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ramp"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nNow for our ramp package. Between mana rocks, equipment and enchantments we have 9 pieces of ramp. This should be enough to keep up. Let's analyze what we've got.\n\n"},{"insert":{"card-link":"Mox Diamond"}},{"insert":"/"},{"insert":{"card-link":"Mana Crypt"}},{"insert":" -the best 0 CMC rocks in the format, if you can afford them. Thankfully I've had mine for a while.\n\n"},{"insert":{"card-link":"Sol Ring"}},{"insert":" - because Sol Ring.\n \n"},{"insert":{"card-link":"Mind Stone"}},{"insert":" - It's ok and can be card draw if/when it's needed.\n \n"},{"insert":{"card-link":"Weathered Wayfarer"}},{"insert":" - costs a white and has to tap so it's got to sit around for a turn. It's a shuffle effect which is nice at times.\n\n"},{"insert":{"card-link":"Knight of the White Orchid"}},{"insert":" - ETB you MAY search for a Plains if an opponent controls more lands.\n\n"},{"insert":{"card-link":"Sword of the Animist"}},{"insert":" - Once equiped to a creature this will allow us to get lands out of our deck when said creature attacks. \n\n"},{"insert":{"card-link":"Land Tax"}},{"insert":" - everyone knows this card. Great turn 1 play and remember it is a may ability.\n\n"},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" - Man is this card good, it's even better if someone is drawing multiple cards a turn. No one ever pays the 2 in my experience. It's becoming a kill on sight card in my meta. Hopefully you've gotten some treasures before someone nukes it.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Protection"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nRemoval is going to be pointed our way weither it's against our Commander or us. We can protect our Commander with some of the following cards.\n\n"},{"insert":{"card-link":"Mother of Runes"}},{"insert":" - Grants protection from a color.\n\n"},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" - This is great protection on our turn only. A great drop if we can KO someone.\n\n"},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" - Haste and Hexproof.\n\n"},{"insert":{"card-link":"Champion's Helm"}},{"insert":" - A buff and Hexproof.\n\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" - Great way to avoid getting blown out.\n\n"},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":" - Ensures our Commander gets through.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Tutors"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWe've got the best tutors in our color. We might not have a lot of card draw the cards but we can find them through other means.\n\n"},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" - Puts an artifact or enchantment on top of our library at instant speed.\n\n"},{"insert":{"card-link":"Expedition Map"}},{"insert":" - 3 mana to get a land of our choice to hand.\n\n"},{"insert":{"card-link":"Steelshaper's Gift"}},{"insert":"/"},{"insert":{"card-link":"Open the Armory"}},{"insert":" - Gets our best equipment to our hand.\n\n"},{"insert":{"card-link":"Relic Seeker"}},{"insert":" - Tutor for an equipment on a body. Has to connect to get the trigger. \n\n"},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" - I don't thin this card needs an introduction. Whole archetypes are built around it in Legacy (and now Modern). Can cheat some of our more expensive CMC equipment into play.\n \n"},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":" - Fetches out any of our hate bears to our hand. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Card Draw"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWe've got a very small card draw package sadly.\n\n"},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" - Pseudo card draw but allows us to arrange the top 3 cards.\n\n"},{"insert":{"card-link":"Rogue's Gloves"}},{"insert":" - New addition. With our Commander's double strike activated we draw 2 cards.\n \n"},{"insert":{"card-link":"Sram, Senior Edificer"}},{"insert":" - Usually draws us a good number of cards.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Recursion"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" come in the C19 pre cons and it's a solid include that can get a lot of our good card back. Plus it has flash back and copies itself.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Removal"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nSomethings have to be answered.\n\n"},{"insert":{"card-link":"Path to Exile"}},{"insert":" - Usually whatever we are getting rid of is worse then the land they get. Plus I've got the super sweet promo.\n\n"},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" - If you're playing white you should be playing this.\n \n"},{"insert":{"card-link":"Heliod's Intervention"}},{"insert":" - Seems good to get rid of annoying enchantments or artifacts. If we've been singled out then this will let us gain some life.\n \n"},{"insert":{"card-link":"Generous Gift"}},{"insert":" - The white "},{"insert":{"card-link":"Krosan Grip"}},{"insert":" .\n\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" - Removes the most dangerous thing from each opponent. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Auto Equip"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWhat's better then paying 2 to equip, paying zero.\n\n"},{"insert":{"card-link":"Sigarda's Aid"}},{"insert":" - Allows us to cast equipment at instant speed. Coupled with our Commander's ability this can be dangerous for our opponents to leave around.\n\n"},{"insert":{"card-link":"Puresteel Paladin"}},{"insert":" - More card draw and reduces equip costs to zero.\n\n"},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" - Let's us auto equip our equipment. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Equipment"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nNow we get into our equipment package and we've got some good ones.\n\n"},{"insert":{"card-link":"Bloodforged Battle-Axe"}},{"insert":" - Such a great card in this deck. When our Commander's Double Strike is active we can activate her ability to attach the token copy before the second damage happens. I love this card.\n\n"},{"insert":{"card-link":"Colossus Hammer"}},{"insert":" - This card would be a meme if we didn't have a way to cheat the equip cost. If our Commander has double strike then it's lights out for someone.\n\n"},{"insert":{"card-link":"Blackblade Reforged"}},{"insert":" - We do play a decent amount of lands.\n\n"},{"insert":{"card-link":"Umezawa's Jitte"}},{"insert":" - Such a great card and double strike doubles the counters. Can buff, remove blockers or other troublesome creatures or gain us some life. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Evasion"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Neurok Hoversail"}},{"insert":" offers us some needed evasion by giving our Commander flying.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Keyword Soup"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Basilisk Collar"}},{"insert":" - Both keywords are relevant and it’s a 1 drop.\n\n"},{"insert":{"card-link":"Shadowspear"}},{"insert":" - Has become an auto include since it’s ra lease in a lot of Commander decks. Very good if there is a lot of hexproof running around your meta.\n\n"},{"insert":{"card-link":"Loxodon Warhammer"}},{"insert":" - More keywords and buffs.\n\n"},{"insert":{"card-link":"Strata Scythe"}},{"insert":" - Usually offers a good buff and plucks the card from our deck rather then making us sack a land.\n\n"},{"insert":{"card-link":"Sword of Vengeance"}},{"insert":" - Keyword soup!\n\n"},{"insert":{"card-link":"Grafted Exoskeleton"}},{"insert":" - Yup, I’m that guy playing infect. Why? Because 10 is less then 21.\n\n"},{"insert":{"card-link":"Batterskull"}},{"insert":" - Good back up beater and Vigilance means it can stay up as a blocker.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Swords"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nI’ll admit that not all of these are the greatest includes but I wanted somewhere to play my Inventions and Balan wielding a few of these is pretty powerful. Plus makes here very hard to remove due to the protection.\n\n"},{"insert":{"card-link":"Sword of Feast and Famine"}},{"insert":" - Untaps our lands so we can cast more stuff on the second main. Certainly needed in Mono White.\n\n"},{"insert":{"card-link":"Sword of Fire and Ice"}},{"insert":" - Potential spot removal or extra damage against a player plus card draw.\n\n"},{"insert":{"card-link":"Sword of Light and Shadow"}},{"insert":" - This one is definitely a meh inclusion. Some life and gets a creature back from the yard, which can be welcome.\n\n"},{"insert":{"card-link":"Sword of Sinew and Steel"}},{"insert":" - Another meh since we can just attack Planeswalkers but maybe it’s a troublesome Planeswalker that has to go.\n\n"},{"insert":{"card-link":"Sword of Truth and Justice"}},{"insert":" - The last kinda meh sword but we can proliferate poison or +1/+1 counters.\n\n\n"},{"insert":{"card-link":"Sword of War and Peace"}},{"insert":" - Good when directed against that blue player drawing all those cards.\n\n"},{"attributes":{"underline":true},"insert":"Conclusion"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThank you for reading this primer. I usually look at each set to evaluate if something will be added to the deck.\nCheck back for any updates as new sets release.\n"}]}


















































































