Constructed this white enchantment theme deck to share and is as follows. Overall strategy: for this game version, white does not provide card draw, so utilizing cards that bring enchantments to hand and that creates tokens in order to stay on game and not run dry.
BLESSED ARE THE MEEK
CREATURES 17
OTHER SPELLS 18
LANDS 25
I have to say, this deck has a nice synergetic flow to it.
Happy playing!
DESCRIPTIONS AND OVERVIEW
CREATURES:
Early starter in the league with
Elite Vanguard with a bonus Planewalker activation. Hence, the reason why I selected the land that generates two tokens rather than making a creature unblockable:
Foundry of the Consuls “two 1/1 colorless Thopter”.
Early starters to swing in for damage and hold off aggro decks until mid-late game. Also, subject to pump-ups see, Aura Enchantments. Furthermore, if one of these creatures while enchanted gets sent to the graveyard, the aura card is still salvageable with
Auramancer.
It’s a 2/2 for 2 mana bringing another land into play depending, which makes going second rather than first not too bad. Also, the first strike works well with the aura pump-ups. It’s a nice early starter as well.
0/6, nice to build an early or late defense. One is more than sufficient.
It flies and potential for growth: Enchantments activates its 1+/1+ counter.
Just in case your enchanted creatures are sent to the graveyard, the aura card is not lost forever with this card’s graveyard retrieval ability.
Being that this is mono white deck, this should be cast with ease. 3/5 flying with its arrest ability is a great buy for 4 mana in this game version.
The tapped target creature ability comes handy at a cost not too high for 2 white mana symbol. This card, 4/3 with Renown 1, holds on its own even just as a creature. This card is a must for mono white decks for this game version.
Considering this is an aura enchantment heavy deck, it makes sense to include a card that allows the player to search and bring additional aura cards in hand. The key is to bring the aura card TO HAND, rather than directly to enchanting. In order to activate
Sigil of the Empty Throne, the enchantment cards must be cast from hand.
AURA ENCHANTMENTS synergetic with Sigil of the Empty Throne 4/4 Angle tokens:
Considering the deck has a number of early creatures with a x/1 defense (rather weak), this enchantment with 1/3 pump up can carry those creatures to mid-game.
Outside of pumping the creatures 1/2, it also provides flying to circumvent ground defenses.
The best late game aura enchantment card this game has to offer. It also creates a 2/2 soldier token, see
Valor in Akros for more infor.
It’s a bit expensive for a removal. However, being able to search for this with
Heliod's Pilgrim and the potential of creating a 4/4 Angle token with
Sigil of the Empty Throne mitigates its costs. NOTE: it also works on arresting planeswalkers.
ENCHANTMENTS:
Considering the number of enchantments this deck runs, this card definitely has a home here.
REMOVAL:
Would rather use this on creatures with 4+ power than
Suppression Bonds. Being its limited to 4+ power, one copy is sufficient.
This is a mass removal spell to thopters and elves without sacrificing your entire battlefield. Evens the playing field.