2.2k
5/5/2024
Lae'zel, Vlaakith's Champion / Noble Heritage
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $765.16
Salt Sum: 41.61
2.2k
5/5/2024
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Commander

Quantity: 2Price: $3.08
Lae'zel, Vlaakith's Champion

If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead. Choose a Background (You can have a Background as a second commander.)

Creature
Lae'zel, Vlaakith's Champion (clb) 29
1
Noble Heritage

Commander creatures you own have "When this creature enters the battlefield and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)

Enchantment
Noble Heritage (clb) 35
1

Artifact

Quantity: 14Price: $282.52
Archaeomancer's Map

When Archaeomancer's Map enters the battlefield, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land enters the battlefield under an opponent's control, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

Artifact
Archaeomancer's Map (c21) 12
1
Barrow-Blade

Equipped creature gets +1/+1. Whenever equipped creature blocks or becomes blocked by a creature, that creature loses all abilities until end of turn. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Barrow-Blade (ltr) 237
1
Commander's Plate

Equipped creature gets +3/+3 and has protection from each color that's not in your commander's color identity. Equip commander {3} Equip {5}

Artifact
Commander's Plate (cmr) 305
1
Gatewatch Beacon

Gatewatch Beacon enters the battlefield with three loyalty counters on it. {T}: Add {W}. Whenever a planeswalker enters the battlefield under your control, if Gatewatch Beacon has loyalty counters on it, you may move a loyalty counter from Gatewatch Beacon onto that planeswalker.

Artifact
Gatewatch Beacon (cmm) 721
1
Luxior, Giada's Gift

Equipped creature gets +1/+1 for each counter on it. Equipped permanent isn't a planeswalker and is a creature in addition to its other types. (Loyalty abilities can still be activated.) Equip planeswalker {1} Equip {3}

Artifact
Luxior, Giada's Gift (snc) 240
1
Mithril Coat

Flash Indestructible When Mithril Coat enters the battlefield, attach it to target legendary creature you control. Equipped creature has indestructible. Equip {3}

Artifact
Mithril Coat (ltr) 245
1
Pearl Medallion

White spells you cast cost {1} less to cast.

Artifact
Pearl Medallion (c14) 260
1
Shadowspear

Equipped creature gets +1/+1 and has trample and lifelink. {1}: Permanents your opponents control lose hexproof and indestructible until end of turn. Equip {2}

Artifact
Shadowspear (sld) 1505
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (moc) 381
1
Staff of Compleation

{T}, Pay 1 life: Destroy target permanent you own. {T}, Pay 2 life: Add one mana of any color. {T}, Pay 3 life: Proliferate. {T}, Pay 4 life: Draw a card. {5}: Untap Staff of Compleation.

Artifact
Staff of Compleation (one) 242
1
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.) Equip {1}

Artifact
Swiftfoot Boots (pw22) 4
1
The One Ring

Indestructible When The One Ring enters the battlefield, if you cast it, you gain protection from everything until your next turn. At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.

Artifact
The One Ring (ltr) 451
1
The Ozolith

Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith. At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.

Artifact
The Ozolith (iko) 237
1
Throne of Eldraine

As Throne of Eldraine enters the battlefield, choose a color. {T}: Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color. {3}, {T}: Draw two cards. Spend only mana of the chosen color to activate this ability.

Artifact
Throne of Eldraine (woc) 28
1

Creature

Quantity: 12Price: $83.78
Archangel of Tithes

Flying As long as Archangel of Tithes is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures. As long as Archangel of Tithes is attacking, creatures can't block unless their controller pays {1} for each of those creatures.

Creature
Archangel of Tithes (ori) 4
1
Archivist of Oghma

Flash Whenever an opponent searches their library, you gain 1 life and draw a card.

Creature
Archivist of Oghma (clb) 4
1
Archon of Absolution

Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.

Creature
Archon of Absolution (eld) 3
1
Baird, Steward of Argive

Vigilance Creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.

Creature
Baird, Steward of Argive (cmm) 15
1
Defiler of Faith

Vigilance As an additional cost to cast white permanent spells, you may pay 2 life. Those spells cost {W} less to cast if you paid life this way. This effect reduces only the amount of white mana you pay. Whenever you cast a white permanent spell, create a 1/1 white Soldier creature token.

Creature
Defiler of Faith (pdmu) 16s
1
Djeru, With Eyes Open

Vigilance When Djeru, With Eyes Open enters the battlefield, you may search your library for a planeswalker card, reveal it, put it into your hand, then shuffle. If a source would deal damage to a planeswalker you control, prevent 1 of that damage.

Creature
Djeru, With Eyes Open (hou) 10
1
Esper Sentinel

Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is Esper Sentinel's power.

Creature Artifact
Esper Sentinel (mh2) 12
1
Grand Abolisher

During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.

Creature
Grand Abolisher (big) 2
1
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
Keeper of the Accord (cmr) 27
1
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.

Creature
Mangara, the Diplomat (m21) 27
1
Mother of Runes

{T}: Target creature you control gains protection from the color of your choice until end of turn.

Creature
Mother of Runes (ulg) 14
1
Silent Arbiter

No more than one creature can attack each combat. No more than one creature can block each combat.

Creature Artifact
Silent Arbiter (cmm) 972
1

Enchantment

Quantity: 5Price: $70.55
Authority of the Consuls

Creatures your opponents control enter the battlefield tapped. Whenever a creature enters the battlefield under an opponent's control, you gain 1 life.

Enchantment
Authority of the Consuls (kld) 5
1
Blind Obedience

Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Artifacts and creatures your opponents control enter the battlefield tapped.

Enchantment
Blind Obedience (wot) 1
1
Elspeth's Talent

Enchant planeswalker Enchanted planeswalker has "[+1]: Create three 1/1 white Soldier creature tokens." Whenever you activate a loyalty ability of enchanted planeswalker, creatures you control get +2/+2 and gain vigilance until end of turn.

Enchantment
Elspeth's Talent (moc) 80
1
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
1
Smothering Tithe

Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")

Enchantment
Smothering Tithe (2x2) 31
1

Instant

Quantity: 10Price: $116.00
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) 412
1
Excise the Imperfect

Exile target nonland permanent. Its controller incubates X, where X is its mana value. (They create an Incubator token with X +1/+1 counters on it and "{2}: Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.)

Instant
Excise the Imperfect (moc) 14
1
Galadriel's Dismissal

Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)

Instant
Galadriel's Dismissal (ltc) 500
1
Generous Gift

Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

Instant
Generous Gift (onc) 70
1
Get Lost

Destroy target creature, enchantment, or planeswalker. Its controller creates two Map tokens. (They're artifacts with "{1}, {T}, Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")

Instant
Get Lost (lci) 333
1
Ignite the Beacon

Search your library for up to two planeswalker cards, reveal them, put them into your hand, then shuffle.

Instant
Ignite the Beacon (war) 18
1
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 (cmm) 626
1
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (sta) 10
1
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
1
Your Temple Is Under Attack

Choose one — • Pray for Protection — Creatures you control gain indestructible until end of turn. • Strike a Deal — You and target opponent each draw two cards.

Instant
Your Temple Is Under Attack (clb) 52
1

Land

Quantity: 36Price: $103.94
Eiganjo, Seat of the Empire

{T}: Add {W}. Channel — {2}{W}, Discard Eiganjo, Seat of the Empire: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.

Land
Eiganjo, Seat of the Empire (neo) 268
1
Emeria, the Sky Ruin

Emeria, the Sky Ruin enters the battlefield 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. {T}: Add {W}.

Land
Emeria, the Sky Ruin (c14) 293
1
Karn's Bastion

{T}: Add {C}. {4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Land
Karn's Bastion (moc) 409
1
Nesting Grounds

{T}: Add {C}. {1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.

Land
Nesting Grounds (ncc) 418
1
Nykthos, Shrine to Nyx

{T}: Add {C}. {2}, {T}: 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.)

Land
Nykthos, Shrine to Nyx (ths) 223
1
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (moc) 421
1
Snow-Covered Plains

({T}: Add {W}.)

Land
Snow-Covered Plains (csp) 151
29
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (clb) 929
1

Planeswalker

Quantity: 14Price: $77.56
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."

Planeswalker
Ajani Steadfast (m15) 1
1
Ajani, Adversary of Tyrants

+1: Put a +1/+1 counter on each of up to two target creatures. −2: Return target creature card with mana value 2 or less from your graveyard to the battlefield. −7: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."

Planeswalker
Ajani, Adversary of Tyrants (m19) 3
1
Ajani, Caller of the Pride

+1: Put a +1/+1 counter on up to one target creature. −3: Target creature gains flying and double strike until end of turn. −8: Create X 2/2 white Cat creature tokens, where X is your life total.

Planeswalker
Ajani, Caller of the Pride (scd) 6
1
Archangel Elspeth

+1: Create a 1/1 white Soldier creature token with lifelink. −2: Put two +1/+1 counters on target creature. It becomes an Angel in addition to its other types and gains flying. −6: Return all nonland permanent cards with mana value 3 or less from your graveyard to the battlefield.

Planeswalker
Archangel Elspeth (mom) 320
1
Basri Ket

+1: Put a +1/+1 counter on up to one target creature. It gains indestructible until end of turn. −2: Whenever one or more nontoken creatures attack this turn, create that many 1/1 white Soldier creature tokens that are tapped and attacking. −6: You get an emblem with "At the beginning of combat on your turn, create a 1/1 white Soldier creature token, then put a +1/+1 counter on each creature you control."

Planeswalker
Basri Ket (m21) 7
1
Elspeth Resplendent

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

Planeswalker
Elspeth Resplendent (snc) 11
1
Elspeth, Knight-Errant

+1: Create a 1/1 white Soldier creature token. +1: Target creature gets +3/+3 and gains flying until end of turn. −8: You get an emblem with "Artifacts, creatures, enchantments, and lands you control have indestructible."

Planeswalker
Elspeth, Knight-Errant (mma) 13
1
Elspeth, Sun's Champion

+1: Create three 1/1 white Soldier creature tokens. −3: Destroy all creatures with power 4 or greater. −7: You get an emblem with "Creatures you control get +2/+2 and have flying."

Planeswalker
Elspeth, Sun's Champion (ddo) 1
1
Gideon Blackblade

As long as it's your turn, Gideon Blackblade is a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to Gideon Blackblade during your turn. +1: Up to one other target creature you control gains your choice of vigilance, lifelink, or indestructible until end of turn. −6: Exile target nonland permanent.

Planeswalker
Gideon Blackblade (war) 13
1
Teyo, Geometric Tactician

When Teyo, Geometric Tactician enters the battlefield, create a 0/4 white Wall creature token with defender and flying. +1: You and target opponent each draw a card. −2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.

Planeswalker
Teyo, Geometric Tactician (cmm) 725
1
The Eternal Wanderer

No more than one creature can attack The Eternal Wanderer each combat. +1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step. 0: Create a 2/2 white Samurai creature token with double strike. −4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.

Planeswalker
The Eternal Wanderer (one) 11
1
The Wanderer

Prevent all noncombat damage that would be dealt to you and other permanents you control. −2: Exile target creature with power 4 or greater.

Planeswalker
The Wanderer (plst) WAR-37
1
The Wandering Emperor

Flash As long as The Wandering Emperor entered the battlefield this turn, you may activate her loyalty abilities any time you could cast an instant. +1: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn. −1: Create a 2/2 white Samurai creature token with vigilance. −2: Exile target tapped creature. You gain 2 life.

Planeswalker
The Wandering Emperor (neo) 42
1
Ugin, the Ineffable

Colorless spells you cast cost {2} less to cast. +1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand. −3: Destroy target permanent that's one or more colors.

Planeswalker
Ugin, the Ineffable (war) 2
1

Sorcery

Quantity: 7Price: $27.73
Ascend from Avernus

Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.

Sorcery
Ascend from Avernus (clb) 5
1
Call the Gatewatch

Search your library for a planeswalker card, reveal it, put it into your hand, then shuffle.

Sorcery
Call the Gatewatch (ogw) 16
1
Farewell

Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards.

Sorcery
Farewell (neo) 365
1
Open the Armory

Search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.

Sorcery
Open the Armory (cmr) 34
1
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 {S} spent to cast this spell. ({S} is mana from a snow source.)

Sorcery
Search for Glory (khm) 27
1
Secret Rendezvous

You and target opponent each draw three cards.

Sorcery
Secret Rendezvous (stx) 26
1
Urza's Ruinous Blast

(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Exile all nonland permanents that aren't legendary.

Sorcery
Urza's Ruinous Blast (cmm) 842
1

Deck Stats

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Description

{"ops":[{"insert":"Date: Sometime Late 2023\nMono-White Walkers was the third deck I ever built, and has gone through many changes/updates. It stands as the deck I have put the most money, time, and effort in too, hoping to make the best it could be.\n\nThe original philosopy behind this list was \"ultimates are powerful, but planeswalkers need creatures to protect them on the way there.\" So, I curated a set of creature token generating walkers with solid ultimates/emblems (which happened to be in white), and planned to use Lae'zel, Vlaakith's Champion paired with the Inspiring Leader background to speed up ultimate timelines and buff creature tokens. As for why this deck is mono-colored, I was (and still am) intrigued by mono strategies and the tools they provide, such as Throne of Eldraine and Nykthos, Shrine to Nyx. The first draft worked to a decent degree of success, as in the summer of 2023, I'd say I won more games than I lost when piloting this list. However, I think that success was due, in most part, to my playgroup not having an understanding of how quickly emblems could be acquired, as well as not having perfect knolwedge of each loyalty ability I had access to. After a while, my playgroup could properly understand what core synergy pieces to hit/when to start worrying about a walker, and the viablity took a nosedive.\n\nHappy that I had made my friends respect planeswalkers, but unhappy with the deck's lose streak, I set out to find a solution. I quickly landed on cards that operate similar to Ghostly Prison/Propoganda, but for planeswalkers. I figured that if I could assemble a board that made it difficult to hit walkers, I could pillowfort until I was comfortable with playing one, and then safely sit around until ultimate time. But this alone wasn't enough, as there were very few cards that did this at the time, so I introduced Fog-like cards as extra insurance plans. I even threw Maze of Ith in there! In theory, all I needed to do was leave one mana up for a Holy Day or Ethereal Haze and I could bait opponent into thinking they could kill a walker and potentially leave them exposed and retain the walker's loyalty. After this shift, I was able to pick up a game here and there, but this strategy was so tailored to fight against decks that swung with creatures, that it tended to fail hard to spellslinger, aristocrat, or drain decks. \n\nWizard's of the Coast must have sensed my displeasure with the deck's low win rate, as they announced the Planeswalker Party pre-con, alongside the godsend that is Gatewatch Beacon. With Beacon and Laezel on field, I could instantly put 3 loyalty on a walker the moment it hit the battlefield, so I decided to get smarter about my loyalty math. I cut most of the walkers with abilites that required you to get more than 3 loyalty to ult it, and also put in multiple cards with proliferation effects, as they mathed out the same as Lae'zel/Beacon did. With this iteration of the deck, instant-ultimates were the name of the game. While Fog and Ghostly Prison-like cards still remained in the list, they only came out if absolutely necessary. Most of the time, walkers remained in hand until they could be instant ult-ed, unless conditions demanded otherwise. While it certainly felt good to play walkers like mega-sorceries, there was a new realization that came with that: if you have an emblem that gives everything you got indestructible or makes you 3 lifelinkers on your endstep forever, you suddenly are the threat until you are dead. The issue with this was that one emblem, while strong, usually couldn't stand up to 3 people focusing you down, unless you got lucky and pulled off got a second one, which was fairly improbable. \n\nThe inablity to withstand the heat that comes with having an emblem was a really just a symptom of a larger issue. The truth is that this deck had always had a hard time closing out games. Halo Fountain quickly became a primary win-condition long ago, considering the low average power of the tokens that were created made swinging a poor prospect. Some games, I just couldn't find it or if I did, I had a vigilance anthem up, preventing me from tapping my creatures by swinging with them to win with Halo Fountain.\n\nSo it was back to the drawing board, once again. Things were not looking up. The deck's intial strength could easily be attributed to my opponents just not reading my cards, Fogs and Prison-like effects were too situational, and instant ult-ing drew too much heat for us to deal with effectively. So what to you do? Well, I started by attemping to address each of these painpoints indivdually. Took out the Fogs (but kept the Maze and attack taxers, I was fond of them), reconsidered my walkers with the understanding that my playgroup knows what they do, and (with a heavy heart) dethroned Lae'zel and her instant ult tools. Though after this change, there wasn't much reason to play the deck left. Why play planeswalkers if not for ultimates? Why even play a mono-white deck when there are excellent walker support in more colors? I'm sorry to say that the only answer I have is: because I wanted to. I had gained a reputation as \"The White Man\" in my playgroup and planeswalkers were understood as my domain, and I couldn't just give up on this deck I have poured so much of myself into. So we push on, starting over, with the basics.\n\nFirstly, white does not scream \"card advantage.\" While we do have the benefit of four seperate tutors for planeswalkers in white (including a double tutor), card draw was pratically non-existent. Second, while skipping straight to an emblem is strong, but ultimately fragile and unsustainable. Third, we need to turn our dedication to white into a boon, rather than a bane. To address our first problem, I selected Mangara, the Diplomat as our new commander. A subtle card draw engine, that even added a punishment to swinging at my walkers or me. Then, we slimmed our walker lineup down to just the good token producing ones, only keeping a few with scary emblems. The thought process was that most of the +1 abilties on these walkers made tokens, so why not build into that? I mean, the original philosophy was that they protected themselves on the way to the ult after all, so lets give that a try. Lastly, I read every card that cared about the use of Plains, white mana, white creatures, white anything, and put them in. Tools like Endless Atlas, Endless Horizons, Throne of Eldraine, Keeper of the Accord, Emeria Shepherd, and Nykthos, Shrine to Nyx serve as decent mono-white payoffs. Lastly, I threw in as much as I could to support token strategies, such as Mondrak, Glory Dominus and Ojer Taq, Deepest Foundation, get token generation to overwhelming levels.\n\nSounds like a good pivot right? Well, I ultimately found that a version with Mangara at the head felt unfocused. He's almost too generic in a way. Sure, card draw in the command zone in mono-white is great, but Mangara encourages more of a politics style deck. Furthermore, with Mangara as commander, there was practically zero reason to the keep the deck as planeswalkers: there just isn't any real synergy there. It would much more easily operate as some sort of mono-white token goodstuff deck with cards like Brimaz, King of Oreskos, Adeline, Resplendent Cathar, and Myrel, Shield of the Argive. But even then, that deck would much rather have Mondrak, Glory Dominus or Ojer Taq, Deepest Foundation at the head. With this in mind, I put Lae'zel and Inspriring Leader back in the command zone, as they serve nicely as both planeswalker and creature token payoffs. I did keep most of the creature token creating/multiplying effects however, as I still believe that instant ult-ing is not the way to go. I put the best ways to do it back into the deck, but the overall strategy is much more token focused now. Hopefully this will serve as a way to buff the token generation side of the deck, while also keeping some of that emblem/ultimate magic that we love planeswalkers for.\n\nWhile these changes are still in the early stages of being tested, I'm hopeful that these innovations will help make my playgroup occasionally fear Mono-White Walkers. I'll update this as time goes on, and more changes come up! Thank you for your time, and happy building!\n\n\nDate: 1/13/2024\nThe previous note was made a few months ago, and needless to say the deck has changed a lot since then! I figured I'd add an update just for the few who are interested in the thoughts I've had. First, to address the elephant in the room; I have swapped the background out, I am now playing Noble Heritage over Inspiring Leader. The fact of the matter is, when mono-white would go toe to toe with any dedicated token deck, it would consistently be unable to keep up with their token generation. In addition, winning the game with tokens felt exceptionally difficult, as it always felt like I could only make enough tokens to defend my walkers, but never enough to comfortably swing with. Also, Inspiring Leader was always an awkward card to play due to it sharing the same spot on the curve as Lae'zel. This meant that some games it never got cast or was outright forgotten about, which is never good. \n\nSo why swap to Noble Heritage? Well, it turns out that half of the white walkers +1 abilities give Lae'zel some really good keywords, such as Ajani, Caller of the Pride giving flying and double strike or Ajani Steadfast giving first strike, vigilance, and lifelink. With this in mind, the idea is that you can play Noble Heritage turn two and then on turn three, play a Lae'zel that will be a 6/6 (3/3 base plus 3 +1/+1 counters, as she gets two from Noble Heritage and an extra from her own line of text). From here, every turn, Lae'zel gets an additional 3 +1/+1 counters, resulting in her becoming massive incredibly quickly. In theory, she presents a turn 5 lethal that only requires you to hit your first three land drops (also assuming your opponent can't block). Here is that line:\nTurn 1, nada. (Ozolith, Luxior, or Sol Ring if you're lucky)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 2, cast Noble Heritage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 3, cast Lae'zel who enters as a 6/6 because of Noble Heritage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 4, make Lae'zel a 9/9 at upkeep and swing for 9 commander damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 5, make Lae'zel a 12/12 and swing on the same player, reaching 21 commander damage and knocking them out of the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis line (despite it's general unbelievablity) is done pretty much every game now, and results in a much more aggressive playstyle, where you're trying to get a big hit of commander damage in early on someone, and then finding a way to get the second commander damage hit in later in the game to knock them out. Now, you might ask, why play this as planeswalkers instead of a dedicated +1/+1 counter deck and to that I'd say... tutors. Mono-white is notoriously bad in terms of card draw, but when you are playing planeswalkers, you suddenly have access to Search for Glory, Ignite the Beacon, Call the Gatewatch, and Djeru, With Eyes Open (plus Open the Armory for equipment). This means that you suddenly have the ability to search for exactly what keyword or effect you need at any given moment, which is immensely helpful. \n\nWith this now being a voltron style deck, there are some minor changes I've made, such as adding Ozolith and cutting a few cards that care about token production. Overall, I'm very happy with this change and I was even able to pick up a win with it today! I'll update whenever I find something new to change or add!\n\n\nDate: 1/18/2024\nThere's a lot to report about the previous change, and I am happy to say it's all very positive. Since switching to Noble Heritage and adopting a more voltron-esqe win condition, the deck has brought home quite a few wins in terrifying fashion. The previously posted \"flow chart\" of turns 1 - 5 has proved to be surprisingly consistent and doable, mainly because it's somewhat easy to get the 9 damage in turn 4 and find some way to make Lae'zel unblockable or flying turn 5 to finish people off. Further, in pursuit of taking advantage of being a mono color deck, I have decided to pursue playing more one mana cards, such as Skrelv, Defector Mite as a searchable (via Search for Glory) Mother of Runes, Land Tax to make land drops a certainty, and Authority of the Consuls as a way to tap down early game blockers. Most multicolor decks spend their first turn playing a tapped land, in order to have access to it on later turns, but with this deck's ability to have access to untapped mana turn 1, I feel it's important to take advantage of that. To assist with this, I have also implemented a higher basic plains count, cutting a significant portion of our utility lands.\n\nYou may also notice a few more powerful staples in the deck such as Smothering Tithe, Land Tax, The One Ring, etc. I'll say this about their inclusion: I'm here to make a generally janky deck as effective as possible, and thus I'll take whatever help I can to do so. Additionally, some of these staples fit excellently into the mana curve, with Land Tax being a fantastic turn 1 play and The One Ring/Smothering Tithe feeling great on turn 4. Turns 2 and 3 are monopolized by our background and commander respectively, and in a deck that's looking to go as fast as this one is, I feel that it's important to play on curve and squeeze every drop of value out of every turn. \n\nI'd like to give an updated flow chart for turns 1 - 5, just as a way of showing the deck's early game process, so the following is a guide to those turns, assuming no mana acceleration but also consistent landrops.\nTurn 1: Cast Luxior, Shadowspear, Ozolith, Authority, Skrelv, Land Tax or Esper Sentinel. If you're lucky enough to have one of these turn 1 plays, you should be in a excellent position."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 2: Cast Noble Heritage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 3: Cast Lae'zel, putting 3 +1/+1 counters on her due to Noble Heritage plus her baseline effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 4: Put 3 more +1/+1 counters on Lae'zel at upkeep. Cast and equip Trailblazer's Boots/Swiftfoot Boots or cast an attack taxer such as Archangel of Tithes, Baird, or Archon of Absolution. Casting a Call the Gatewatch or Search for Glory for something like Ajani, Caller of the Pride or Ajani Steadfast is also solid. Attack with Lae'zel at someone with no blockers or someone who only controls their commander. This means you'll either connect or force them to slow their gameplan way down."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 5: Put 3 more +1/+1 counters on Lae'zel at upkeep. Do any of the things listed on turn 4 if you haven't already or focus your efforts on connecting a second time with Lae'zel on the person you hit last turn, hopefully getting to 21 commander damage. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nNow, we all love a good flow chart and on paper it feels unbeatable, but lets zoom out for a moment and talk about threat assessment. This deck's gameplan is fast for sure, but it's also insanely telegraphed: a well placed removal spell or counterspell on the commander or background can really slow you down. But don't worry, you're not down and out immediately. If this happens, priority number one is to recast whichever of your commanders got removed or countered: they are the whole deck, don't let them stay off the battlefield for too long. If you are in a position where you lack the mana to recast one of your commanders, the best runner up play is something that protects you or gets you that mana, without drawing too much heat. Play an attack taxer, Land Tax, Throne of Eldraine, Endless Horizons, etc: cards that are going to make sure that mana is available on future turns or that you can keep heat off you until you draw into something that helps you get back on track. Slamming down a One Ring or Smothering Tithe or shotgunning a tutor is gonna keep the heat on you when you're already on the backfoot, which we really want to avoid. \n\nI'll update with more information if any changes are made, but I have to say... I feel like I'm getting close. This deck is scary consistent, super well thought out, and I feel like every card matters. I'm approaching a certain point where I'm not sure what else to do. I started off with the simple thought that \"planeswalkers should make their own blockers\" and eventually realized that going for a full token strategy was decent at keeping me/my walkers alive, but lacked the ability to close out the game on it's own. After a long while of trying to make token wins work, I realized that lots of my wins came from commander damage, so I pivoted to a more appropriate background and found that the deck could easily present a win condition within the first few turns. The walkers and their emblems were suddenly no longer the win condition, instead they were insanely searchable voltron tools that effectively captialized on Lae'zel ability to get massive incredibly quickly. This journey has been incredibly fufilling, but now that the deck is putting up consistent wins, I fear we approach the end of the innovation. But regardless, there will always be more decks to build and more cards to consider. Anyways, if you read all this, I hope that this jumbled collection of musings and deck theory gave you some insight or ideas and I wish you happy deckbuilding.\n\nDate: 4/1/2024\nThis update comes after a few months of playing the previously presented build and I have to say... it's some heat. I am very pleased with the results of over a year of tinkering and as I mentioned in my previous update, I think we are getting close to complete. However, in reflection, I found that there is a certain philosophy that I would like to walk back slightly: maxing out on mono-colored payoffs. I cut Endless Horizons and I added Eiganjo, Seat of the Empire back into the list. So why are these considered reducing the amount of mono-colored payoffs, and why was I so adamant about playing as many mono-colored payoffs as possible? \n\nWhen you're giving up the chance to play more than one color in your commander deck, you're at an adherent disadvantage compared to dual, tri, four count, or WUBRG decks. More colors means access to more cards, which means a few things. Increasing your accessible card pool by adding colors means you not only have access to the best cards in those colors, but also you no longer need to run cards that try to mimic a effect that the other color has better access to. For example, if you are playing a green deck, your options for creature removal are fairly limited or conditional (bites, fights, etc). This might lead you to playing some weaker removal spells to have at least something when the moment arises. However, the moment you add white to that deck, you suddenly have access to very good creature removal, and thus can remove those green removal spells. More colors means not only that you now have access to the best that color has to offer, but also that you now do not need to play bad cards to fill in certain gaps. \n\nYou're likely saying \"Sure, so what? What does this have to do with mono-colored payoffs?\" When you are restricted to only one color, you become limited to what that color offers (duh). This means you'll need to play those bad green removal spells or in our case, those bad white draw spells. So, you've suddenly shot yourself in the foot, what do you do about it? Well, because your card pool is so limited, you start to look not only for what your color does best, you also begin looking for cards that only your color/strategy can play (cards that have very strict pip devotion, cards that care about your color's basic lands, etc.) And in certain circumstances, like Throne of Eldraine or Nyxthos, Shrine to Nyx, these cards can be incredibly powerful. While these cards are certainly very good, there tends to be very few of them, which causes the mono-colored deckbuilder to search far and wide for cards whos effect only truly works in their deck- in the hopes of gaining access to something that warrants such a restriction. Endless Horizons, on paper, is quite the interesting card. Exile all of your basics to make hitting your landrops a certainty while also thinning your deck, increasing your chances to draw bombs. Because this card cares so much about basic lands (Plains in particular), it only really makes sense to play in a mono-colored deck and thus might seem like a reason to play mono-white... however, just because that is the only enviroment it makes sense to play it in, that doesn't mean it's suddenly a good card. What I'm trying to say is this; restricting yourself to only one color in Commander is generally a bad idea, and while there are tools that potentially can reward you for doing so, maintain the same level of scrutiny towards those cards as you do towards everything else. Just because your deck is in a unique position which makes a certain card playable, doesn't mean you should play it. Thus, I have cut Endless Horizons. \n\nAdditionally, two mono-colored payoffs can be in contention with each other, which can be frustrating considering how few of them are available to you in the first place. To some, they may say \"screw the contradiction, I need to max out on these reasons to play a mono-color deck\", but steady your hand and listen. A good example is Emeria, Sky Ruin. On first read, Emeria feels like a very impressive payoff for a mono-white deck- and I won't claim that it isn't. I liked the idea of it so much that awhile ago I decided to cut a critical mass of utility lands (which mono-colored decks have the ability to play a high count of, due to usually not needing mana-fixing) in favor of a higher basic land count to make sure Emeria's effect was online as often as possible. In practice, I have found that getting to Emeria's required basic land count is a long road, and in a deck with 13 creatures (including the commander) it's sometimes very underwhelming. On the other hand, I find myself missing the added utility of Maze of Ith-like effects or Eiganjo as a potential removal spell. Thus these two payoffs, having Emeria online as often as possible and the ability to play cool tech lands, were in conflict with each other. When faced with this situation, simply ask yourself which of the two do you enjoy more and which plays best with the deck. For me, the answer was that while I valued the plays Emeria makes possible (such as sending Lae'zel to grave when removed to reanimateat next upkeep and dodge commander tax), I valued having the ability to get extra utility out of my landbase more, and thus changed the deck accordingly. \n\nI'll leave you with this, creating a mono-colored deck is a very fun process, because it requires you to get creative with your card choice and deckbuilding philosophies. But, there is going to be something that your deck struggles to do, and thats okay, there are also going to be things that only your deck can do. Just make absolutely certain that in your search for mono-color meaning, you don't wade too far out into the waters of \"bad cards that your specific deck makes somewhat playable.\" \n\nLastly, in terms of recent card changes, the majority of them are just the inclusion of more removal and more powerful staples as I try to take this pet deck to the moon! Quickly though, I am experimenting with having a higher overall count of removal spells, and will express my thoughts on them at a later time. Thank you for reading and happy deckbuilding!\n"}]}
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