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By: Leviathan, Mike Morales
Jan 19 2011 12:52am
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So we are coming to my second mono-White deck, after my very first article.  White actually has a lot going for it, by being able to deal with any type of permanent, destruction to keep you safe and defense to make sure that you can live to fight another day.

Probably the least sexy picture of the White Queen on the internet.

My first White deck used Zhang Fei, Fierce Warrior to pump out soldiers and beat face.  You can actually find that first article HERE.  On a side note, I'm hoping that my articles are much more readable now.  Anyways, although the temptation to make another beatdown deck was strong, I wanted to try something a little different.  I then remembered that I had another White deck that I used in the past, but that hadn't been used or updated in a while.  Might as well update that bad boy and see if I can get it to work again!


Let's take a look at our commander for this deck:

kiyomaro, first to stand

Long flowing robes and a beard of decent length.  He seems pretty cool.  He's obviously one of those wisdom guys, and as such we are going to have to make sure that we have our hand full.  This means lots of card draw and ways to fill our hand.  In exchange for having a full grip of cards, we get a commander with vigilance and the ability to gain 7 life any time he deals combat damage.  Vigilance is nice, to be sure, but the life gain ability is what really caught my eye.

I decided to focus on the life gain aspect and play to that strength.  However, I was quickly dissatisfied with a couple of cards that would seem to fit in well with a deck that has a focus around life gain:

beacon of immortality boon reflection noble purpose words of worship

I found that each of these cards was just life gain for the sake of life gain.  In other words, they weren't really fulfilling any purpose aside from gaining life, and sometimes they didn't even do that right away.  There was nothing more sad than being at 7 life and drawing Beacon of Immortality.  Maybe these guys were good if I was looking to win the game with Test of Endurance, but that wasn't my plan.  As such, I got rid of these cards.  I wanted my life gain to serve a purpose other than just gaining life.  And life gain wasn't going to be the focus of the deck, but instead something that would help out and keep me from dying.

With all that said, let's take a look at the deck:

Kiyomaro, First to Stand
A Commander Deck
1 Adarkar Valkyrie
1 Akroma, Angel of Wrath
1 Archon of Justice
1 Auriok Champion
1 Aven Mindcensor
1 Baneslayer Angel
1 Crovax, Ascendant Hero
1 Darien, King of Kjeldor
1 Duplicant
1 Felidar Sovereign
1 Glory
1 Karmic Guide
1 Kiyomaro, First to Stand
1 Kor Sanctifiers
1 Martyr of Sands
1 Rune-Tail, Kitsune Ascendant
1 Solemn Simulacrum
1 Stonehewer Giant
1 Sunblast Angel
1 Transcendent Master
1 Twilight Shepherd
1 Wall of Reverence
1 Weathered Wayfarer
1 World Queller
1 Yosei, the Morning Star
25 cards

Other Spells
1 Expedition Map
1 Extraplanar Lens
1 Gauntlet of Power
1 Howling Mine
1 Illuminated Folio
1 Ivory Tower
1 Journeyer's Kite
1 Lightning Greaves
1 Loxodon Warhammer
1 Mind Stone
1 Mind's Eye
1 Scroll of Origins
1 Seer's Sundial
1 Sol Ring
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Temple Bell
1 Tormod's Crypt
1 Venser's Journal
1 Well of Lost Dreams
1 Whispersilk Cloak
1 Elspeth, Knight-Errant
1 Hoofprints of the Stag
1 Runed Halo
1 Sigil of the New Dawn
1 Condemn
1 Miraculous Recovery
1 Return to Dust
1 Tithe
1 Austere Command
1 Breath of Life
1 Evangelize
1 Gift of Estates
1 Hallowed Burial
1 Mine Excavation
1 Rout
1 Wrath of God
37 cards
1 Emeria, The Sky Ruin
1 Flagstones of Trokair
1 Ghost Quarter
1 Kjeldoran Outpost
1 Mikokoro, Center of the Sea
1 Miren, the Moaning Well
1 Mistveil Plains
1 New Benalia
1 Reliquary Tower
1 Secluded Steppe
25 Snow-Covered Plains
1 Springjack Pasture
1 Temple of the False God
1 Thawing Glaciers
38 cards

felidar sovereign


Not your normal mono-White control deck, I think.  But who knows, maybe one of you guys have something exactly like it.  Anyways, a little breakdown is in order.

Card Draw  
temple bell

Howling MineIlluminated FolioMind's EyeScroll of OriginsSeer's SundialSword of Fire and IceTemple BellWell of Lost DreamsMikokoro, Center of the Sea
Howling Mine, Illuminated Folio, Mind's Eye, Scroll of Origins, Seer's Sundial, Sword of Fire and Ice, Temple Bell, Well of Lost Dreams, Mikokoro, Center of the Sea:  So you need to keep your hand full in order to properly use Kiyomaro, and there are plenty of ways to do it here.  Two cards that you probably haven't seen used before much are Illuminated Folio and Scroll of Origins.  Both of these have low activation costs and are easy to use.  The Folio does require that you show some cards, but you can usually use this as a threat.  Might as well show that Wrath if you don't want the creature swarm to bother you.

I actually had Font of Mythos in here for a while, but I found that my opponents would usually blow it up before I got the chance to benefit from it.  Plus, they were getting a total of 6 cards before I even got 1.  So I took it out.

Life Gain  
baneslayer angel Auriok ChampionBaneslayer AngelFelidar SovereignMartyr of SandsTranscendent MasterWall of ReverenceIvory TowerLoxodon WarhammerSword of Light and ShadowVenser's Journal
Auriok Champion, Baneslayer Angel, Felidar Sovereign, Martyr of Sands, Transcendent Master, Wall of Reverence, Ivory Tower, Loxodon Warhammer, Sword of Light and Shadow, Venser's Journal:  A decent amount of life gain to make sure that you stay in the game.  There are enough token decks out there to make Auriok Champion useful, and the two protection abilities are nice.  Ivory Tower may seem go against what I said earlier about not using a card just for the sake of life gain, but I have a soft spot for this one, and I like the new art of the one from FTV:  Exiled.  Recurring Martyr of Sands with Emeria is nothing to sneeze at either.
karmic guide Adarkar ValkyrieKarmic GuideSword of Light and ShadowTwilight ShepherdSigil of the New DawnMiraculous RecoveryBreath of LifeMine Excavationemeria, the sky ruin
Adarkar Valkyrie, Karmic Guide, Sword of Light and Shadow, Twilight Shepherd, Sigil of the New Dawn, Miraculous Recovery, Breath of Life, Mine Excavation, Emeria, the Sky Ruin:  Plenty of ways to make sure that you get your creatures back for another battle.  Emeria is awesome because it is free.  Sigil of the New Dawn is another rarely used card, but it helps in making sure that my hand stays full.  With the high number of artifacts in the deck, I really thought that I had more ways to pull Artifacts back from my graveyard.  So it might be worth including Razor Hippogriff or Argivian Find.
sunblast angel Archon of JusticeDuplicantKor SanctifiersSunblast AngelWorld QuellerCondemnReturn to DustAustere CommandHallowed BurialRoutWrath of God
Archon of Justice, Duplicant, Kor Sanctifiers, Sunblast Angel, World Queller, Condemn, Return to Dust, Austere Command, Hallowed Burial, Rout, Wrath of God:  Some of the usual suspects here, but it is worth mentioning a few specifics.  Kor Sanctifiers is nice due to the flexibility and the fact that it comes with a body.  Most White creatures only allow you to destroy an artifact or an enchantment, but not both.  World Queller can really hurt multiple people and is good in general.  This is my first deck with Sunblast Angel, but I have yet to draw it.
runed halo

Rune-Tail, Kitsune AscendantDarien, King of KjeldorGloryRuned Halo
Rune-Tail, Kitsune Ascendant, Darien, King of Kjeldor, Glory, Runed Halo:  Each of these offer protection in different ways.  Since you are usually going to have a high life total, Rune-Tail provides excellent protection for all your creatures.  Darien is great at making sure that people don't attack you in general.  Who wants to face down a bunch of little 1/1's?  Of course, Darien in play usually means that people wait until they can alpha strike before attacking you.

Glory is a card I found difficult to use, mainly because I often forgot that it was in my graveyard.  But with enough mana you can give your creatures multiple protection abilities.  And Runed Halo is great at stopping various large threats, including commanders like Uril.

One card I considered but didn't include was Test of Endurance.  I didn't really want a whole lot of "I win" cards in the deck, and I thought that using Felidar Sovereign was good enough.  Creatures are more vulnerable, and therefore people will have more answers to it.  And Felidar is good when you are low on life, while Test of Endurance isn't.  But feel free to include it if you like.

There are also a few cards to help you with your mana, such as Weathered Wayfarer, Gift of Estates, Journeyer's Kite and Tithe.  Kiyomaro isn't exactly the cheapest general to play, so each of these cards is helpful.  In addition, each of these also has the benefit of increasing your hand size, which is always good.  Remember, you don't always have to play your lands or any of your mana artifacts if you are trying to make Kiyomaro bigger.

So the main plan is to lay low, accumulate cards, then start beating down with Kiyomaro.  You can also play defense with the large amount of mass removal in the deck.  Of course, you do have some beaters in Akroma, Yosei and Baneslayer.  But going on the offensive isn't generally the way you win with this deck.  Instead, you will win most of your games with commander damage in the late game.  It isn't unheard of to get Kiyomaro up to 12 or 13 power, which turns him into a 2 hit killing machine.  Stick some equipment on him to make sure that his damage gets through, and people can have a hard time stopping him.  Keep in mind that for his life gain ability to trigger, he doesn't have to actually connect with an opponent, so you can attack with him into blockers as well.

Let's see how the deck does in action.


Here are my opponents for this game:
Wort, Boggart Auntie Sharuum the Hegemon Borborygmos
So we have 2 opponents that use the graveyard as a resource.  Wort is obviously goblin themed.  Depending on the specific build a Wort deck can come out very quick.  Sharuum is Esper control, and even if she isn't playing a full on combo deck she is likely the most powerful deck here.  Borborygmos is likely beatdown, with large creatures and ways to smash things.  I rarely see Borb, so props to this guy for playing him.  Wort wins the roll.  Here is my first hand:
GloryWhispersilk CloakBreath of LifeWeathered WayfarerDuplicantAuriok ChampionElspeth, Knight-Errant
Well, having no land makes the choice easy. I ship it back for a new hand:
Snow-Covered PlainsFlagstones of TrokairMartyr of SandsKarmic GuideSnow-Covered PlainsExpedition MapMine Excavation
3 lands with Expedition Map is much better, so I keep.  The Snow lands are just there for use with Extraplanar Lens, but they don't make much difference this game.  Let's get to the action!
Round 1
W: Mountain, Wayfarer's Bauble.
S: Glacial Fortress.
B: Mountain Valley.  The old Mirage fetch lands like Bad River and Flood Plain are cheap replacements for the ones from Onslaught.  Although they come into play tapped, most of the time that disadvantage doesn't really matter.
Me: Draw Kor Sanctifiers, and play a Plains. I am holding off on playing Expedition Map until I can crack it on the turn that I play it.
Round 2
W: Mountain, and sacs the Bauble for a Swamp.  I always forget that Wayfarer's Bauble puts the land directly into play.
S: Ancient Tomb, tapping it (38) to play an Azorius Signet, and then Dimir Signet.  Let's talk about Ancient Tomb for a second.
ancient tomb
Now, this is a card that many people would typically shy away from.  Sure, you get 2 mana, but at the cost of 2 life?  What happens if you tap it every turn?  That's something like 10 life lost in 5 turns!  But in a format where you start off at 40 life, it isn't nearly as bad.  Plus, it can lead to some ridiculous early turn plays, like having 5 mana available on turn 3.  It is essentially an extra Sol Ring in your deck.  If you feel like you want or need that early fast mana, feel free to include it in your deck.  And just to be on the safe side, I would also include a little bit of life gain too.
B: Sacs Mountain Valley for a Mountain, then plays Gruul Turf, bouncing it. Has to discard Mage Slayer at the end of the turn to get to 7 cards in hand.  That's too bad, but it means that he is probably playing with some large critters.
Me: Draw Glory. Play a Plains.
Round 3
W: Boggart Harbinger, putting Goblin Recruiter on the top of her library. Then plays Vesuva, copying Ancient Tomb.  She's obviously not worried about the life loss.
S: Taps Ancient Tomb (36) and the rest of her mana producers to play Baneslayer Angel. The life loss from the Tomb won’t hurt as much now. Then plays Evolving Wilds. Sacs it for a Swamp at some point.
B: Mountain, then Gruul Guildmage. Staying in theme at least.
Me: Draw a Plains and play a Plains. Then play Expedition Map, cracking it for Emeria, the Sky Ruin.
Round 4
W: Taps her Ancient Tomb (38) to play Goblin Recruiter. Puts Goblin Ringleader, Goblin Warchief, Gempalm Incinerator, Goblin Chieftain and Stingscourger on top of her library. Then plays Goblin War Drums and a Mountain. The War Drums are a great way to make sure that damage gets through.  Attacks me with the Harbinger (38).
S: Island, then attacks W with the Angel (33), going up to (41). 
B: Mountain, then Char-Rumbler.  Awesome sauce.  Already a bunch of cards being played that I don't usually see.
Me: Draw Rune-Tail, Kitsune Ascendant. Play Emeria, the Sky Ruin and Martyr of Sands. That’s a nice combo but I’m not close to pulling it off yet.
Round 5
W: Uses Ancient Tomb (31) to cast Loxodon Warhammer, and equips Boggart Harbinger with it. Then attacks S with the Harbinger and Recruiter. S casts Swords to Plowshares targeting the Harbinger (36) and drops to (40).  Looks like these two are going to be squaring off.
S: Tectonic Edge. Then Oblivion Ring, getting rid of W’s Warhammer. Attacks W with Baneslayer (31), going up to (45).  My suspicions were correct.
B: Forest, then Mana Flare and Karplusan Strider.
mana flare
Fun for me, but bad when everyone else gets to use it as well.
Me: Draw Tormod's Crypt, which is great considering two of my opponents have graveyard centered generals. I know that I can blow up the Mana Flare with my Kor Sanctifiers in order to prevent the other players from getting a chance to use it, but I decide to hold off just to see what happens. First, I play Flagstones of Trokair. Then I reveal my hand and sac Martyr of Sands, going up to (53). Then I play Kiyomaro and Rune Tail, who automatically flips.
Round 6
W: Taps Ancient Tomb (29) to play Goblin Warchief, Goblin Ringleader, Stingscourger (who bounces S’s Baneslayer Angel) and Goblin Chieftain. Then attacks S with her team (32).
S: Uses Ancient Tomb (30) to cast Sphinx of Lost Truths, with kicker. Then plays Austere Command, getting rid of all enchantments and little critters, which is just a beating for W. That gets rid of Mana Flare, Rune-Tail’s Essence and the Oblivion Ring, giving W her Warhammer back.
B: Attacks me with Char-Rumbler, pumping it up and giving it Brute Force, dropping me to (45).  Looks like he wants to start a fight! 
Me: Draw Journeyer's Kite. I attack B with Kiyomaro, who blocks with Karplusan Strider. No life gain since I don't have 7 cards in hand.  I then play Karmic Guide, getting Rune Tail back into play, who flips, in order to provide some defense.
Round 7
W: Uses Ancient Tomb (27) to equip her sole creature, Goblin Ringleader, with the Warhammer and attacks S (25), going up to (32). Then plays Oblivion Stone, but can’t pop it yet. 
S: Sacs her Tectonic Edge to get rid of W’s Ancient Tomb, thereby preventing the use of the O-Stone until W draws another land. Then uses Ancient Tomb (23) to play Baneslayer Angel again. Attacks W with Sphinx of Lost Truths (29).
B: Plays Tenza, Godo's Maul and Horned Helm to obviously give his huge critters trample.
Me: Pay the echo cost on Karmic Guide and draw a Plains. Then attack B with Kiyomaro (34) (6 general damage) and W with the Guide (27). I then drop the Plains.
Round 8
W: No land drop, so can’t pop the Oblivion Stone. Plays a kicked Goblin Bushwhacker and attacks me with the Ringleader holding the Warhammer. I block with Kiyomaro who lives due to Rune-Tail’s Essence. I drop to (44) while W goes up to (28) and the Ringleader dies.
S: Attacks W with Baneslayer (23), going up to (28).
B: Gratuitous Violence.
Me: Draw Duplicant. Attack B with Kiyomaro (28) (12 general damage) then cast Kor Sanctifiers, with kicker, getting rid of W’s Oblivion Stone. I’m liking the board state right now, and want to keep it that way.
Round 9
W: Taurean Mauler.  Just a goblin in disguise.
S: Attacks W with Baneslayer and Sphinx of Lost Truths (15), going up to (33). Then plays Akroma's Vengeance, wiping the board. I guess she thought I was getting strong too.
B: Forest.
Me: Draw Mind Stone.  I play Journeyer's Kite and activate it, getting a Plains that I play. I then play Tormod's Crypt.  This should prevent W from restocking.
Round 10
W: Reckless One, attacking S with it (30).
S: Coalition Relic and Luminarch Ascension. That’s a good time to drop it.
B: Nothing.
Me: Draw Illuminated Folio. Activate my Kite and play the Plains I search up. I’m assuming S is going to go after W, so I’m just going to try and build up my mana base and hope to draw an answer.
Round 11
W: Attacks S with Reckless One (27).
S: Jushi Apprentice.
jushi apprentice
Can lead to a ton of card draw.
B: Forest, then Borborygmos.
Me: Draw a Plains and play it. Then play Illuminated Folio, and use it to draw a card, which turns out to be Ajani Goldmane. Then activate my Kite to get another Plains. At the end of my turn S’s Luminarch Ascension becomes active.
Round 12
W: Mountain, then Skirk Fire Marshal. Attacks S with Reckless One, who creates 2 angels in response, blocking and killing Reckless.
S: Seat of the Synod. Attacks W with the 2 angels (7) then plays Mimic Vat.
B: Attacks me with Borborygmos (38) then plays War Elemental and sticks Blanchwood Armor on it.
Me: I now have enough Plains to trigger Emeria. I get Karmic Guide from my graveyard, who pulls Rune-Tail, Kitsune Ascendant into play with her, who automatically flips. I then draw a Plains. I use the Folio to draw Sword of Light and Shadow. I then play a Plains and Kiyomaro again. 
Round 13
W: Molten Slagheap, then tries to play Voracious Dragon, but the dragon meets S’s Rewind. At the end of the turn, S casts Fact or Fiction, revealing the following cards:
Grave TitanGilded LotusIslandSkycloud ExpanseMagister Sphinx
I think it was B who split them into groups of the first 3 cards and the last 2 cards.  S chooses to put the last 2 cards in the graveyard. This is pretty surprising to me, as I would have thought she would take Magister Sphinx to knock me down to 10. But she says she has another plan in place.  My guess is she wanted the extra mana the Gilded Lotus provides.
S: Island, Gilded Lotus, then takes out W with his 2 angels. War Elemental grows. Right after this happens I PM B and let him know that I am going to leave him alone until we take care of S, as S is getting pretty powerful. B agrees about S’s power level, but doesn’t explicitly accept a truce.
B: Attacks S with Borborygmos and the now 12/12 War Elemental. S makes 3 angels using Ancient Tomb (21) and blocks Borborygmos with 2 and the Elemental with Jushi Apprentice. B gives Borborygmos Fists of the Anvil to get some damage through, knocking S to (18). The Apprentice dies, going under Mimic Vat, and Borborygmos bites the big one also. Afterward, B plays Seedborn Muse.
Me: I pull Martyr of Sands into play with Emeria but don’t pay the upkeep to Karmic Guide, who goes under S’s Mimic Vat. I draw Auriok Champion. I use the Folio to draw Runed Halo. I then play Sword of Light and Shadow, equipping Kiyomaro. I attack S with Kiyomaro (8), going up to (48) and returning Kor Sanctifiers to my hand. I then play a Plains and the Sanctifiers, kicked, getting rid of S’s Luminarch Ascension.
Round 14
S: Darkwater Catacombs. Then plays Sharuum. In response, I use Tormod's Crypt to try and get rid of her graveyard. In response to that, S uses Ancient Tomb (6) to activate the Mimic Vat, getting a Karmic Guide token to pull Magister Sphinx from her graveyard, knocking me to (10). 
mimic vat
In case you haven't heard, this is a good card.
As she had been previously tapped out, I should have gotten rid of her graveyard during my previous turn. Oh well. After all that, I sac Martyr of Sands to gain 15 life, going up to (25). I get attacked with the 3 angel tokens and the Karmic Guide token (11). At the end of the turn B’s War Elemental is 44/44.
B: Yavimaya Elder and sacs it for 2 Mountains. Then plays a Mountain.
Me: I return Martyr of Sands to play with Emeria. Draw Archon of Justice, then Scroll of Origins off the Folio. I then sac the Martyr to gain life, going up to (29). S tucks the Martyr under her Mimic Vat, and I realize I should have sac’d it after killing her. I then attack S with Kiyomaro, knocking her out, going up to (39) and returning Karmic Guide to my hand. I then play Runed Halo, naming War Elemental. I then use Mine Excavation to return Expedition Map to my hand. I play the Map and sac it to get Reliquary Tower, which I play. 
Round 15
B: Mountain, Elvish Visionary and Stonebrow, Krosan Hero.
Me: No creatures in my graveyard for Emeria. Draw Stonehewer Giant, and Thawing Glaciers off the Folio. I then play Scroll of Origins and use it to draw Crovax, Ascendant Hero. I attack with Kiyomaro, not worried since I have Rune-Tail’s Essence. He blocks with War Elemental, and I go up to (46). I then play Stonehewer Giant and search up a Plains with my Kite, which I play.
Round 16
B: Mountain, then Borborygmos.
Me: I use Stonehewer Giant to search up Whispersilk Cloak and put it on Kiyomaro. I then kill B with general damage.


Tormod's Crypt was the all-star here.  Even though I sort of screwed up when I used it, it still worked well as a great deterrent.  I guess it goes to show that having graveyard hate is always helpful, especially since there are more than a few commanders that use the graveyard.  Just having it out there probably prevented W from even playing her commander, and definitely made S have to jump through a few hoops to get a use out of Sharuum.  In other words, don't forget about graveyard hate.  Also, after this game Ajani Goldmane became Venser's Journal.  I realized I didn't have enough creatures to effectively use Ajani, and the life gain he provided was negligible.  The Journal was a back up for Reliquary Tower, and the life gain isn't bad either. 

And as you can see, I never gained crazy amounts of life, but I was able to survive being hit by Magister Sphinx.  So there is a good reason for the life gain, and it definitely came in handy.

You can find the deck for download or purchase HERE.  It comes out to about $115, which isn't bad.  Among the more expensive cards is Elspeth, who can easily be replaced  with Armored Ascension, and Baneslayer Angel, who can be replaced with Battlegrace Angel.  The other 2 expensive cards are the Swords.  Unfortunately there aren't other pieces of equipment that help with the card draw and recursion like these 2 cards can, but you could always try to work with Sword of Vengeance, Basilisk Collar or Umezawa's Jitte instead.  A couple of other changes to think about include adding Scrying Sheets and Mouth of Ronom, both of which are handy with the Snow lands.  Also, since Kiyomaro is your main offensive weapon, you may want to invest into cards that make him indestructible or protect him, a la Shield of Kaldra or General's Kabuto

Discard decks are your enemy here.  Nath of the Gilt-Leaf is the commander you hate to see the most, and one Myojin of Night's Reach can really ruin your day.  If you go up against these guys, you are going to have a tough time, but hopefully you won't see them too often.

I hope you enjoyed the deck.  Until next time!

Leviathan, aka Tarasco on MTGO
mrmorale32 at yahoo dot com



Fun game. I have often found by Paul Leicht at Wed, 01/19/2011 - 09:40
Paul Leicht's picture

Fun game. I have often found monowhite control to be underestimated in commander and the power of sweepers + recursion + life gain + deterrents is usually enough to keep you in the game against strong decks. I have been thinking about Kiyomaro, since it is a maro that actually seems both solid and yet inoffensive at first glance. I was wondering why you didn't include Venser's right off the bat but your summary explained it satisfactorily. Sometimes we learn by trial and error.

Is discard becoming more prevalent of late? There are answers of course but they involve cards you wouldn't ordinarily play. And in monowhite you lose the Wilt-leaf Liege answer. Dodecapod is merely not horrible vs discard (where it is normally horrible). I think the only true answer to discard.dec is to kill them hard and fast and make sure everyone else does as well. (I have seen a Nath, the gilt-leaf deck take down the entire game in one swoop with a series of combos based on discard triggers.)

It's too bad you haven't by themonkey at Wed, 01/19/2011 - 12:29
themonkey's picture

It's too bad you haven't gotten the chance to try our the Sunblast Angel, she's a blast! Ha, ha..

True Conviction would also fit really well into this deck, giving an offensive boost as well a life gain. Plus it would turn those two hit commander kills into one hit kills. And the lifegain would stack.

M10 Rule changes by Jowzer at Wed, 01/19/2011 - 17:28
Jowzer's picture

It sucks in this case, but with the M10 rules changes came with the fact that lifegain was not a static trigger for each instance of lifegain on a card. Lifegain is now just a static ability that triggers when damage is dealt by a creature. I remember beating face with Rhox War Monk with a behemoth sledge and ruining several blightning deck wins player's days.

I should have been clearer. by themonkey at Wed, 01/19/2011 - 20:37
themonkey's picture

I should have been clearer. Lifelink doesn't stack, but Kiyomaro's life gain ability isn't lifelink. Therefore they could work at the same time.

Paul, you're right, Kiyomaro by Leviathan at Wed, 01/19/2011 - 14:13
Leviathan's picture

Paul, you're right, Kiyomaro doesn't attract much attention at first. But as you said, mono-White control has a lot of things going for it, and with the amount of card advantage this deck can generate you are usually pretty good to go.

I haven't noticed an increase in discard recently, but Nath is a common general to run into. And as this deck uses a Maro as a general, it will automatically be on the radar of any decent Nath player. Myojin of Night's Reach is pretty common in any sort of Black deck you may run into, but I don't think you need anything more than the draw that is already in the deck to recover.

Monkey, I finally did get to use Sunblast the other day, and it was very satisfying :) I did consider True Conviction, but I just didn't feel that I had enough offensive creatures to justify its inclusion. Sort of the same reason why I took out Ajani. But it is definitely worth considering, especially if you beef up the firepower in the deck by including a few more angels or something.

Dumbass by Lythand at Thu, 01/20/2011 - 17:15
Lythand's picture

Alan221, if your gonna post spam, you could at least rate the article.

Anyways fun deck.

Some card suggestions

Horn of Greed. I have come to like this card in fun decks. Like Howling Mine and all the other card draws that help opponents, it works against you, but played right, it can be fun.

True Conviction: Helps in the lifelink and makes your creatures more threatening.

Gerrard Capashen: Adds to the lifelink theme and also works for some invasion. Also doubles as a stand in general if your looking for something different.

Off Topic by WahooJunkie at Sat, 01/22/2011 - 01:27
WahooJunkie's picture

That picture of White Queen -- I swear that is from an X-men trading card from the '90s -- maybe "X-men series 1" by Impel, 1992 perhaps? Or maybe Marvel Universe Series 3 (1992?)

Ugh -- now I have to google it or break out my old collections.... oooorrr google, FTW!

Impel, 1992


Nice catch! I have to admit by Leviathan at Sat, 01/22/2011 - 12:53
Leviathan's picture

Nice catch! I have to admit to owning that entire set at one point but forgetting where that picture came from. Unless they are still at my parents' house somewhere...

I still have them all by WahooJunkie at Mon, 01/24/2011 - 17:20
WahooJunkie's picture

I am crazy pyscho about my trading cards -- I am gonna be 30 this year, still have all of them (X-men, Marvel Universe, Marvel Masterpieces, my unused paper M:TG cards) mint, in binders in my guest bedroom closet.

Sad to know that the Marvel trading cards are pretty much worthless these days