
INTRODUCTION: PURE AS THE DRIVEN SNOW
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!
THE DECK: LIVING LIFE TO THE FULLEST
Let's take a look at our commander for this deck:

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:

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:
Creatures
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
[Artifacts]
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
[Planeswalker]
1 Elspeth, Knight-Errant
[Enchantments]
1 Hoofprints of the Stag
1 Runed Halo
1 Sigil of the New Dawn
[Instants]
1 Condemn
1 Miraculous Recovery
1 Return to Dust
1 Tithe
[Sorceries]
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
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Lands
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
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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 |
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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.
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Life Gain |
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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. |
Recursion |
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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. |
Destruction |
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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. |
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.
THE GAME: FIGHT!
Here are my opponents for this game:
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:
Well, having no land makes the choice easy. I ship it back for a new hand:
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
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.
Round 2
W: Mountain, and sacs the Bauble for a Swamp. I always forget that
Wayfarer's Bauble puts the land directly into play.
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
Round 4
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.
Round 5
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.
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
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
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).
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
B: Forest.
Round 10
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
Can lead to a ton of card draw.
Round 12
Round 13
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.
Round 14
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.
Round 15
Round 16
CONCLUSION
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
CONQUEROR AND COMMANDER ARCHIVE
10 Comments
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 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.
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. 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 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.
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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.
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
http://www.checkoutmycards.com/Cards/Non-Sports/1992/Impel_X-Men_Series_...
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 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