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PostPosted: Thu Aug 27, 2015 9:30 pm 
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2bestest wrote:
Here is where I am with the white deck.

Tactics

23 x Plains

1 x Kytheon, Hero of Akros
3 x Anointer of Champions
3 x Elite Vanguard
2 x Relic Seeker
2 x Knight of the White Orchid
3 x Consul's Lieutenant
4 x Topan Freeblade
4 x Kinsbaile Skirmisher
1 x Throwing Knife
1 x Reprisal
4 x Celestial Flare
2 x Vryn Wingmare
2 x Stalwart Aven
1 x Archangel of Tithes
4 x Ampryn Tactician


Aggressive white deck built on dealing in early damage with value early creatures and finishing the enemy off with Tactician.


I'm not sure why Relic Seeker is in here, it dosent seem like a single Throwing Knife is worth including 2 of them in order to help find it. Perhaps Kytheon's Irregulars instead


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PostPosted: Fri Sep 04, 2015 6:22 pm 
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Renown Soldiers

1 x Kytheon, Hero of Akros
3 x Elite Vanguard
3 x Consul's Lieutenant
4 x Topan Freeblade
2 x Knight of the White Orchid
2 x Relic Seeker
3 x Knight of the Pilgrim's Road
3 x Blessed Spirits
1 x Archangel of Tithes
2 x Kytheon's Irregulars
3 x Ampryn Tactician
3 x Patron of the Valiant

4 x Grasp of the Hieromancer
3 x Reprisal
1 x Strider Harness

22 x Plains


I've been using this both for grinding the AI and for my online battles with a high win ratio (23-3 on Xbox One). You can use Celestial Flare instead of Reprisal if you want, and any of the equipment you prefer if Strider Harness isn't your flavor.

Mono White Aggro is viable for grinding packs with just the starter cards, and can slowly evolve into a more powerful deck as you unlock the cards. A good "starter deck" is posted earlier in this thread.

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PostPosted: Fri Sep 04, 2015 7:50 pm 
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Surprise, you're on Candid Camera! Go to 15:22 of the embedded video, below.



Nice T3 insta-concession, should we really believe that 23-3 record? Hard to believe you can't find anything to cast given your decklist.

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PostPosted: Fri Sep 04, 2015 7:58 pm 
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I actually remember that, it's the only time I've every had to mull more than once. If you're gonna fold, go ahead and fold, my man.

Edit: 2x Patrons in hand, can't remember the rest of the hand.

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PostPosted: Sat Sep 05, 2015 7:58 pm 
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Zing!!

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PostPosted: Sun Sep 27, 2015 11:11 am 
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Last edited by DaRkStAr on Mon Dec 14, 2015 9:17 pm, edited 1 time in total.

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PostPosted: Sun Oct 25, 2015 4:28 pm 
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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.



Nice pump up effect, especially when used in conjunction with Sigil of the Empty Throne 4/4 angle tokens. Also, when casting Knightly Valor, it creates a 2/2 token that activates Valor in Akros +1/+1 ability. It works rather well with Foundry of the Consuls “two 1/1 colorless Thopter”.


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.


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PostPosted: Mon Dec 14, 2015 1:11 pm 
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PostPosted: Mon Dec 14, 2015 1:15 pm 
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Awesome... Gonna try that. I failed to find a solid mono white, and this looks believable to me ^^^^. I think it needs 2-4 Felidar Cubs... Thoughts? Looks like blight herder wouldn't go off much in this build, does it?


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PostPosted: Mon Dec 14, 2015 1:15 pm 
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it could probably use them

what to cut tho?


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PostPosted: Mon Dec 14, 2015 1:18 pm 
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Any of the 2 mana removals, I'd think. Not sure what combination, e.g. Is it all of one of them, or some combination, but I think it's okay to get rid of some of them. Either that or the herders, but that's a tougher decision. IMO. Nm, keep the herders, so yeah, probably a couple of the early removals. Given Felidar doubles as a decent blocker, probably Gideon's Reproach.


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PostPosted: Mon Dec 14, 2015 1:33 pm 
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so just 2 cubs or do you want the full set?


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PostPosted: Mon Dec 14, 2015 1:40 pm 
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so just 2 cubs or do you want the full set?


I'll start with the full set, tbh. Cub nails evolpea, from beyond, a number of other annoying things that could come up, and it puts immediate pressure on the opponent. But, let me test it later today, and get back to you. I've learned to respect Cubs a lot more after this weekend, and they were already high on my list of quality cards we got this expansion.


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PostPosted: Mon Dec 14, 2015 1:44 pm 
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they don't nail from beyond if the opp left 2 mana open. that's why I've been including less and less enchantment removal in my decks


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PostPosted: Mon Dec 14, 2015 1:47 pm 
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/time to play more enchantments


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PostPosted: Mon Dec 14, 2015 1:48 pm 
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/time to run more enchantment hate


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PostPosted: Mon Dec 14, 2015 1:56 pm 
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I agree, but they force your opponent to wait to play From beyond until t6 to avoid it. If that isn't good for control, what is? Meanwhile, you get to beat down for a while, while your opponent does what? Ramp? Wish he had horribly awry? Die... :D


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PostPosted: Mon Dec 14, 2015 3:46 pm 
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gosh Emeria Shepherd is such a strong card. " oh is that 9/7 hexproof? guess what, I just attached a suppression bonds on it from the grave yard"


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PostPosted: Mon Dec 14, 2015 3:52 pm 
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gosh Emeria Shepherd is such a strong card. " oh is that 9/7 hexproof? guess what, I just attached a suppression bonds on it from the grave yard"


Hehehehehehehehe! Get em!

Speaking of which... That's another vote for 4 Cubs... They are permanents.

You may also wish to consider running a few check lands in this deck... Not sure if it's good a enough reason but there are times you'd rather put a permanent back into your hand instead of on the field... Isolated chapel, for example. No need to add any non-white cards to the deck though.


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PostPosted: Mon Dec 14, 2015 6:44 pm 
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alright so although the deck has taken an evolutionary leap over to the selesnya section I still think the mono-white version is valid enough to be run. what do you think about something along the lines of this DJ?

2 x Knight of the White Orchid
4 x Felidar Cub
2 x Reprisal
2 x Gideon's Reproach
3 x Celestial Flare
1 x Archangel of Tithes
3 x Retreat to Emeria
4 x Suppression Bonds
1 x Gideon, Ally of Zendikar
2 x Hixus, Prison Warden
2 x Planar Outburst
2 x Tragic Arrogance
4 x Angelic Edict
1 x Oblivion Sower
2 x Emeria Shepherd
1 x Ulamog, the Ceaseless Hunger

13 x Plains
1 x Swamp
2 x Shambling Vent
2 x Isolated Chapel
2 x Mortuary Mire
4 x Evolving Wilds


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