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A mono white Standard deck focused on breaking Helm of the Host. Basically this is a white goodstuff deck with the Helm of the Host combo built in for grinding out late game or winning on the spot. All the cards are good on their own, but when Helm is attached they usually just win on the spot. Suggestions are welcome, this deck is definitely in development.

Individual Card Choices:

Lands

Field of Ruin: Catch-all land destruction for troublesome lands.

Shefet Dunes: Pump your board for an alpha swing, just a one of for now.

Creatures

Angel of Invention: Lifelink, vigilance, universal lord, also helps gum up the board in creature matchups. Just a one of since there are other options.

Angel of Sanctions: Takes care of troublesome permanents and works as a beater in the air. Has embalm for extra value in the graveyard as well.

Benalish Marshal: 3/3 for 3 that pumps your board. Helm on it turns your dinky board into lethal in one untap.

Dauntless Bodyguard: Solid 2/1 for 1, has a great ETB for Helm, and keeps your important creatures safe. The pump from Benalish Marshal also turns these guys into real beaters.

Knight of Grace: Incredibly high value for the cost, dodges a lot of removal against black matchups, and first strikes its way through a lot of creatures.

Oketra the True: Token producer for Anointed Procession, and can become a huge threat very quickly with double strike. Indestructible dodges board wipes as well, increasing resiliency against some control decks.

Regal Caracal: Creates an army on the spot on its own, creates a wincon with Helm if allowed to untap. The lord effect for cats and lifelink also helps against aggro matchups.

Baird, Steward of Argive: Not thoroughly tested yet, but locks some creature decks and straight up ends the game against tokens.

Shalai, Voice of Plenty: An absolute shutout against control, and very high value on its own. Helm leads to quick win.

Artifacts:

Helm of the Host: The centerpiece of the deck, powers up creatures to crazy levels and enables combos that don't even make sense.

Silent Gravestone: Sideboard against graveyard shenanigans.

Icy Manipulator: Not thoroughly tested, but seems good against decks focused around go tall strategies and tap effects.

Instant

Settle the Wreckage : Protects against creature swings, and can bring the game back in our favor after a board buildup.

Sorcery

Fumigate: Helps us stabilize against questionable boardstates, and also brings our health back up to survive the next turns.

Fragmentize: Hits some smaller value artifacts, but not sure about this one. It's been ok but could probably be upgraded.

Enchantments

Anointed Procession: Just wins with Helm on the field, and provides extra value with Oketra and other token production strats.

History of Benalia: The Knight subtheme kinda happened in deck construction, and this works pretty well when trying to close games out quickly.

Legion's Landing: Early game blocker, late game token producer. Not sure about the flip cost, but it has been performing well so far.

Seal Away: Catch-all removal for creatures-turned-sideways decks, flash makes this a 2 mana exile spell.

Authority of the Consuls: Amazing against aggro, and helps shut down the ground while Helm replicates our creatures.

Planeswalkers

Gideon of the Trials: Holds back damage from powerful creatures, keeps us alive with his emblem, and can bring in beats with his Soldier form. Attaching Helm creates extra planeswalkers, which seems pretty silly to me.

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Date added 6 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 0 Mythic Rares

18 - 8 Rares

13 - 5 Uncommons

0 - 2 Commons

Cards 60
Avg. CMC 3.31
Tokens Angel of Sanctions 3/4 W, Cat 1/1 W w/ Lifelink, Copy Clone, Emblem Gideon of the Trials, Knight 2/2 W w/ Vigilance, Servo 1/1 C, Vampire 1/1 W
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