We have to stabilize and maintain composure until we can pay into our finisher; usually this would entail a litany of defensive creatures and spells, or the kung fu razzle dazzle of countermagic. Well, thing is, we’re in…mono white. Pure
doesn’t really lend itself to running interference, and while we could spam the board with legions of 1/1’s in an attempt to soak up damage there is another way: Lifegain. Yes, the very mechanic that will win us the game is what will keep us afloat long enough to reach that point. Let’s review.
•Martyr of Sands is an oldie but a goodie. She’s cheap, not an immediate threat in and of herself, and can really pull our moxen out of the fire when it counts. Half our deck is white and thus we’re guaranteed to recuperate a big chunk of life when we put her to task.
•Rhox Faithmender is here primarily for his doubling goodness. He’s robust enough to withstand most incidental damage, and provided he’s the target of Ordeal of Heliod he can actually get bigger still.
•Light of Hope is a nice multiple choice spell, giving us the means to quash an Enchantment giving us the sour eye, or more often than not giving us a nice +4 bump to our life total. Flash it in to save our Preposterous Rhinoceros if he’s about to take just a bit more damage than he can handle.
•Beacon of Immortality is here on a trial basis, as that lofty cmc makes me sweat just looking at it. I figure if things turned sour and we’ve somehow taken more overall damage than we’ve been gaining, one of these cast prior to our next turn just might push us far enough ahead to have that 50 life available. Time will tell if it’s an ace in the hole worth saving, or just a couple of dead cards that need replacing.
To summarize, simply heal Heal HEAL like your life depended on it…because it probably will.