Per ulteriori software Magic, inclusi Magic Workstation e Cockatrice:
Per MTG Arena:
Per Magic Online (MTGO):
Per altri:
Per giocare il tuo mazzo a un torneo ufficiale ("sanzionato DCI") ti serve un foglio di registrazione del mazzo. Qua puoi scaricare tale foglio precompilato con le carte presenti in questo mazzo!
Si prega di notare: questo non è un servizio ufficiale DCI. Quindi per favore assicurati sempre che il foglio contenga tutte le carte del tuo mazzo e soddisfi pienamente tutti i requisiti DCI. Se noti qualcosa di sbagliato, per favore faccelo sapere! DCI is a trademark of of Wizards of the Coast LLC.
Though decried as the weakest colour in EDH, White does have its fair share of powerful and efficient cards, and C21 added a few new options. I decided to jam them all into a deck without building around a specific strategy like lifegain or cheap creatures.
Ramp:
White is mostly reliant upon mana rocks to ramp, so we pack many. However fetchlands and cycling lands can be combined with recursion like Brought Back or Sevinne's Reclamation to give you extra lands that way. I actually find that "catch-up" ramp like the new Archaeomancer's Map is a bit of a nonbo with these, so maybe swap it for Kor Cartographer; same with Keeper of the Accord, though it too is a great card. Lotus Field works well with both, but poorly with Emeria, the Sky Ruin.
Of course we also have the classic Smothering Tithe, and the new Monologue Tax. Anointed Procession doesn't shine her as much as in a dedicated token deck but still doubles these up.
Card draw:
Mangara as our commander gives us that bit of extra card draw that White needs, without being so crazy that people want to kill him on sight. He's a little unreliable and can draw you no cards per turn, but in the best case can net you six (assuming you're playing vs two people)! Dawn of Hope feels lacklustre out of a lifelink deck, but Mangara does trigger it, and it can trigger itself, and it's a mana sink. Seer's Sundial isn't the best but works well with all those fetchlands. A few things cantrip, and a couple of those are creatures which can be recurred. Pursuit of Knowledge is a highly unpopular card which risks getting two-for-one-ed... but it works great with something like Secret Rendezvous or if someone wheels. War Room and Arch of Orazca offer repeatable draw on lands. Survival Cache is the most likely to be cut.
Recursion:
The rest of the card advantage comes from recursion. We could possibly do with some looting or even self-mill because I often find there's nothing in the graveyard bar the odd fetchland. However in the later game, Emeria Shepherd, Emeria, the Sky Ruin and Sun Titan can keep bringing stuff back over and over, and Marshal's Anthem is an expensive but card-efficient mass-reanimation.
Early plays:
We can play quite aggressively with Serra Ascendant, Luminarch Ascension, Felidar Retreat... heck, even Leonin Warleader can run away with the game if left unchecked.
Goodstuff:
Of course we have a lot of monowhite "favourites" here like Sun Titan and Elesh Norn. We have some hate like Drannith Magistrate and Aven Mindcensor. White offers great board wipes and removal, with Heliod's Intervention being a favourite of mine as a many-for-one. Elspeth Conquers Death is another two-for-one. Finally we have some (pseudo-)counterspells, which often catch people off-guard.
Wincons:
This is a pretty casual deck and doesn't have much in the way of explicit wincons short of overrunning people with creatures. Wipe + Cosmic Intervention is a cruel way to get far ahead, and there is also Drannith Magistrate + Knowledge Pool which I'd take out for some casual tables.
Miscellaneous:
The jankiest inclusion is Knowledge Pool, because Knowledge Pool + Mangara (or Monologue Tax) is some brave janky deck tech that will win you eternal respect. Plus, it's just one of my favourite cards. It probably suits you generally as a way to interfere with people's combos and a way to steal other people's spells whilst being stuck in monowhite. It's also a lock with Drannith Magistrate, which in many cases is basically just a wincon.
I also included Karmic Justice as another inference piece even though it doesn't particularly synergise, except insofar as we have a lot of artifacts and enchantments. It should make people reluctant to wipe them, and anyway is another form of card advantage (or disadvantage for them).
2 facce (tiro moneta) | |
---|---|
6 facce (d6) | |
20 facce (d20) | |
Facce: |
Doppio click per aprire i dettagli della carta
Nome | Mano | Turno 1 | Turno 2 | Turno 3 | Turno 4 | Turno 5 | Turno 6 | Turno 7 | Turno 8 | Turno 9 | Turno 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Probabilità Addizionali |
Please add some cards to the deck to see card suggestions.
Punteggio | Nome carta | Tipo | Mana | Rarità | Salt |
---|
Confronta | Revisione | Creati | Di | |||
---|---|---|---|---|---|---|
» | Revisione 5 | Aprile 21, 2021 | anjinsan | |||
Revisione 4 | Aprile 20, 2021 | anjinsan | ||||
Revisione 3 | Aprile 9, 2021 | anjinsan | ||||
Revisione 2 | Aprile 8, 2021 | anjinsan | ||||
Revisione 1 | Aprile 8, 2021 | anjinsan |