65
2/28/2025
Budget mono white artifact tempo
Deck Size: 60
Standard
Legal
Est deck cost: $66.94
No deck tags
65
2/28/2025
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Counters

Qty: 4 Price: $3.96
Warden of the Inner Sky

As long as this creature has three or more counters on it, it has flying and vigilance. Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Scry 1. Activate only as a sorcery.

Creature
Warden of the Inner Sky (lci) 43

Counters

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Tokens

Qty: 9 Price: $16.55
Carrot Cake

When this artifact enters and when you sacrifice it, create a 1/1 white Rabbit creature token and scry 1. (Look at the top card of your library. You may put that card on the bottom.) {2}, {T}, Sacrifice this artifact: You gain 3 life.

Artifact
Carrot Cake (blb) 7
Season of the Burrow

Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Create a 1/1 white Rabbit creature token. {P}{P} — Exile target nonland permanent. Its controller draws a card. {P}{P}{P} — Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.

Sorcery
Season of the Burrow (blb) 29
Thousand Moons Smithy

Artifact
Thousand Moons Smithy // Barracks of the Thousand (lci) 39Thousand Moons Smithy // Barracks of the Thousand (lci) 39

Tokens

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Draw

Qty: 11 Price: $29.21
Chimil, the Inner Sun

Spells you control can't be countered. At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Artifact
Chimil, the Inner Sun (lci) 249
Combat Thresher

Prototype {2}{W} — 1/1 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Double strike When this creature enters, draw a card.

Creature Artifact
Combat Thresher (bro) 35
Novice Inspector

When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Creature
Novice Inspector (mkm) 29
Wojek Investigator

Flying, vigilance At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Creature
Wojek Investigator (mkm) 36

Draw

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Land

Qty: 21 Price: $7.35
Captivating Cave

{T}: Add {C}. {1}, {T}: Add one mana of any color. {4}, {T}, Sacrifice this land: Put two +1/+1 counters on target creature. Activate only as a sorcery.

Land
Captivating Cave (lci) 268
Plains

({T}: Add {W}.)

Land
Plains (dft) 277
The Fair Basilica

This land enters tapped. {T}: Add {W}. {1}{W}, {T}, Sacrifice this land: Draw a card.

Land
The Fair Basilica (one) 252

Land

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Ramp

Qty: 3 Price: $1.05
Clay-Fired Bricks

Artifact
Clay-Fired Bricks // Cosmium Kiln (lci) 6Clay-Fired Bricks // Cosmium Kiln (lci) 6

Ramp

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Removal

Qty: 12 Price: $8.82
Destroy Evil

Choose one — • Destroy target creature with toughness 4 or greater. • Destroy target enchantment.

Instant
Destroy Evil (j25) 189
Glass Casket

When this artifact enters, exile target creature an opponent controls with mana value 3 or less until this artifact leaves the battlefield.

Artifact
Glass Casket (woe) 16
Requisition Raid

Spree (Choose one or more additional costs.) + {1} — Destroy target artifact. + {1} — Destroy target enchantment. + {1} — Put a +1/+1 counter on each creature target player controls.

Sorcery
Requisition Raid (otj) 26
Spring-Loaded Sawblades

Artifact
Spring-Loaded Sawblades // Bladewheel Chariot (lci) 36Spring-Loaded Sawblades // Bladewheel Chariot (lci) 36
Sunder the Gateway

Choose one — • Destroy target nontoken artifact or enchantment an opponent controls. Incubate 2. (Create an Incubator token with two +1/+1 counters on it and "{2}: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) • Incubate 2, then transform an Incubator token you control.

Sorcery
Sunder the Gateway (mom) 39

Removal

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Deck Info

Deck stats

40 pips - 35 cards
25 mana - 25 cards
0 pips - 0 cards
1 mana - 1 card
0 pips - 0 cards
1 mana - 1 card
0 pips - 0 cards
1 mana - 1 card
0 pips - 0 cards
1 mana - 1 card
0 pips - 0 cards
1 mana - 1 card
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Description

{"ops":[{"insert":"Tempo deck, get out warden ideally and stack fast with novice inspectors and carrot cakes, removal prices are mostly artifacts so if someone else is playing aggressive you can play removal but also work towards making artifacts to tap for warden. Smithy helps you secure games you're snowballing. Warden on one and any combination of carrot cakes, and inspectors on two and three make a smithy on four pretty much game over unless they just have a sweeper or a hand full of control. The deck offers a lot of threat potential at all stages in the game making it almost a tempo/midrange hybrid. The trade off is that while you can effortlessly out scale aggro and usually endure control decks in the late game. The deck usually always has something to do and very infrequently will you not have something to do. You can craft artifacts. Sac clues. Play creatures. A lot of card information is gathered by your non removal cards, with smithy being the only real exception. So even if you are at six and don't have a warden or smithy in hand. Two mana (even if one is a bascilla) isn't totally lost due to the cheap cmc of a majority of the deck. \n\nThis deck seems to lose against other tuned tempo decks, particularly the +1/+1 counter decks that have been running rampant. I play this in best of 1 on arena but if you're playing best of three I suggest more removal like destroy evil and other big boy shooters or maybe also lay down arms if that's still legal. Outside of that, some graveyard hate and protection with something like \"Raise your shield\" to also grow your dudes for control decks or perhaps the new \"smile at death\" enchantment to keep recurring in late game but season of the burrow, crafting bricks, playing full strength combat thresher, and chimil are all already good lately game choices and how you keep going in the late game.\n\nDon't be afraid to use clues if you don't have a smithy, getting the smithy and then getting the ways to turn it on is the priority order. You'll likely draw some artifacts on your way to smithy unless you bottom all your non lands with scrys and draw only lands but that's unlikely.\n"}]}
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