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Eight-And-A-Half Tails Voltron

Commander / EDH Aggro Mono-White Voltron

Benny_B


Mono white equipment voltron EDH with Eight-and-a-Half Tails as the commander. Comments and suggestions are welcome and encouraged, I'll try to respond as best as possible. Thank you.


Card Choices:

Commander:

Eight-and-a-Half-Tails - The leader of the deck, is very good at protecting equipment and swinging through for damage. Worth casting at five mana to protect unless you have an early sword protecting.


Creatures:

Baneslayer Angel - A nice body, with several relevant abilities, and protection from two prominent creature types in the format. Carries a sword very well.

Eternal Dragon - Good early for plainscycling, and a late game mana sink if you have mana to recur and activate 8.5 tails' abilities. Carries a sword really well.

Grand Abolisher - A staple white "hatebear" that prevents combat tricks, shenanigans, and other unwanted interactions on your own turn.

Heliod, God of the Sun - A solid creature to dump mana into for many cats, giving other creatures vigilance is strong, especially when they have equipment and buffs.

Karmic Guide - Five mana recursion that can grab back any number of creatures to trigger EtB effects, works really well with Reveillark and has added protection from black as a bonus. Good sword carrier.

Knight of the White Orchid - Much needed early game ramp for mono white. Has a 2/2 body and at very least has first strike, which makes him a decent sword carrier early. Worth noting the plains enters untapped, allowing multiple plays in a turn.

Kor Cartographer - A four mana Knight of the White Orchid without first strike. Primarily for much needed mana ramp, makes a good chump blocker.

Leonin Abunas - With the high amount of equipment and other artifacts in the deck, we want a way to protect them outside of 8.5 Tails, this guy gets the job done, and can be protected with 8.5 before opponents can deal with your artifacts. Five toughness makes him a good blocker too.

Leonin Shikari - Being able to move equipment around to ensure swords connect, or in order to give things hexproof in response to removal is very very strong if 8.5 isn't able to protect the target.

Mirran Crusader - Primarily being used on curve as a three drop. The double strike is really good for triggering swords. Added protection from black and green is a bonus, with a Sword of Fire and Ice and 8.5 Tails, he has protection from all colors and can become a powerhouse.

Mother of Runes - Every deck needs a mom, is really effective at pushing damage through and protecting creatures. Serves as the mom we all wish we had.

Puresteel Paladin - A staple in equipment decks, giving much needed card draw in mono white, his metalcraft is amazing with Leonin Shikari.

Razor Hippogriff - A way to recur destroyed artifacts, primarily being swords that people don't like. Gaining life is a bonus, and the flying makes it a very potent sword carrier.

Reveillark - In for pretty much the same reason as Karmic Guide. Recursion for creatures, and can carry a sword.

Sanctum Gargoyle - A Razor Hippogriff for four mana with less power and no lifegain. Card redundancy helps EDH decks push along.

Silent Arbiter - A pillow fort card that has synergy with the deck's goals as a whole. Due to the voltron nature of the deck, we can make swinging with one creature very profitable. Blocking one creature with 8.5 Tails is also a very easy task that stops a ton of damage coming your way.

Silverblade Paladin - Three mana to give two creatures doublestrike? Yes please. Refer to Mirran Crusader.

Solemn Simulacrum - Mana ramp in mono white, and card draw on death. Self explanatory.

Stoneforge Mystic - Equipment, if not a white staple, searching for equipment is really good, cheating them into play even better.

Stonehewer Giant - Same reasoning as Stoneforge Mystic. Having vigilance for swings and combat tricks with equipment is an added bonus, very powerful card.

Sun Titan - Recurs swords, many creatures, lands, and the few enchantments in the deck. Vigilance is always good for attacking while defending.

Twilight Shepherd - Sticks on the board for 2 deaths. Stops wrath effects from hurting as badly, can play after combat to gain card advantage. Flying makes her a strong sword carrier that they cant easily remove.

Weathered Wayfarer - Searches for lands to keep you consistent on land drops. Finds any land, good for finding utility lands.

Windborn Muse - Another white staple card, works as a deterrent for enemy attackers. Has flying, making her a good sword carrier.

Wurmcoil Engine - A strong artifact that has the potential to carry swords and make opponents chump block it. Spawns smaller and cuter wurms upon death. Can recur with several cards in the deck to generate massive card and life advantage.


Enchantments:

Ghostly Prison - Works much like Windborne Muse taxing opponents will make them not want to attack you, another white staple.

Karmic Justice - Helps protect your swords and creatures, as well as any other permanent, generally people value their stuff more than removing your stuff. Loss aversion theory at its finest.

Land Tax - Staple white enchantment allowing you to keep hitting land drops all while thinning your deck giving you more gas to power through the endgame.

Prison Term - A movable arrest that can be played early and still have an impact on late game bombs.


Artifacts:

Argentum Armor - An expensive equipment that lets you remove any permanent that is causing you trouble if you can cheat it into play and equip it for free with Puresteel Paladin.

Batterskull - An artifact that gives a sizable buff and comes with a body already attached. Can protect itself if targeted, lifelink and vigilance are very strong. Another good target to cheat into play.

Caged Sun - A strictly better Gauntlet of Power for one extra mana, helps ramp and allows a lot of mana for 8.5 Tails and equipment at the same time.

Champion's Helm - +2/+2 and hexproof to 8.5 Tails, very strong equipment to push for lethal safely.

Darksteel Plate - Making things indestructible is always fun, makes removing the voltron very difficult.

Fireshrieker - Giving creatures doublestrike works really well with sword triggers and lifelink. Helps deal lethal damage much faster.

Godsend - A decent size buff and an ability that makes blocking really tough for opponents, with a vigilance source, makes attacking very hard as well. Beware, 8.5 Tails can strip this if giving protection.

Loxodon Warhammer - A decent power boost. Giving lifelink is nice, trample helps push damage through and makes blocking tough for enemies.

Masterwork of Ingenuity - One mana for a second sword or other equipment of my choosing? Yes please. Allows for double triggers and other fun stuff.

Sol Ring - EDH staple, gets boarded out for Duel Commander games, but is worth leaving in for multiplayer games, solid ramp.

Strata Scythe - Very strong in a mono color deck. Searching up a plains can give huge boosts lategame. Great when played after other equipment for additional abilities.

Swiftfoot Boots - Hexproof and haste is pretty much better than Lightning Greaves in a voltron deck.

Sword of Feast and Famine + Sword of Fire and Ice + Sword of Light and Shadow - The three strongest swords unconditionally. Each generates advantage in some way without having a real downside. Primary targets for tutoring, covers all five colors across the three, allowing you to push for lethal.

Sword of Vengeance - Another strong sword, giving a plethora of abilities and a slight power boost.

Trading Post - A versatile card engine than can recur swords, gain life, draw cards, and make chump blockers on command.

Umezawa's Jitte - An equipment staple that allows for many options. More options is always better! Can be removal, damage, or lifegain.


Instants:

Condemn - Tucking generals is always very good, lifegain isn't a big deal considering we are looking to end with commander damage if at all possible.

Dawn Charm - More Options! Does many things including baiting people into killing you, before getting it turned around on themselves. Can also protect your voltron if needed.

Enlightened Tutor - Another white staple, allowing you to fetch swords, Wurmcoil Engine's, and pillow fort cards.

Faith's Reward - Very good at preventing board wipes and mass equipment removal while leaving opponents at a disadvantage.

Oblation - Another white staple, tuck effects are good, can be used to draw cards if desperate.

Path to Exile - More white staples, solid removal spell for a basic land. Very fair.

Return to Dust - A solid white removal spell for pesky artifacts and enchantments that are making your life difficult.

Swords to Plowshares - Excellent removal where we once again don't care about lifegain to a huge extent.


Planeswalkers: 8.5 Tails protects planeswalkers very well with his abilities, applies to all of the following.

Elspeth, Knight-Errant - A good planeswalker to have around to create blockers, and also pump up your voltron and give him evasion.

Gideon Jura - A good pillow fort-ish card if used correctly in conjunction with 8.5 Tails to direct all damage away from you to be prevented later. Can carry a sword after a wrath effect for lots of damage.

Nahiri, the Lithomancer - A solid planeswalker that makes blockers while cheating and recurring equipment into play. Makes more equipment with her ultimate.


Sorcery:

Austere Command - Another choice card, blowing up expensive creatures and enchantments will rarely set your own deck behind. Can reset the board if needed.

Remember the Fallen - A strong card to get back equipment and a creature to equip it too after an enemy board wipe Planar Cleansing, or just late game gas to pump back some delicious card advantage.

Steelshaper's Gift - A strong tutor for an appropriate sword or equipment early.

Terminus - A Hallowed Burial for one more mana with the possibility to hit it for its miracle cost if things get too crazy.

Wrath of God - Another standard board wipe in case enemies get too far ahead and you cant manage the board state any further.


Lands: Not going to spend much time on lands because they are pretty self explanatory.

Buried Ruin - Artifact recursion.

Eiganjo Castle - Protect 8.5 from things.

Emeria, The Sky Ruin Easily triggered creature recursion, synergy with Sun Titan.

Ghost Quarter - Non-basic land removal.

Inkmoth Nexus - Alternate win condition if 8.5 Tails is gone, or you just need to kill somebody quickly.

Mistveil Plains - Tucks dead equipment for tutoring.

Myriad Landscape - Nice ramp with possibility of Sun Titan combos.

Mystifying Maze - A cheaper Maze of Ith.

Nykthos, Shrine to Nyx - Can generate a lot of mana for 8.5 Tails and Equipment.

Rogue's Passage - Possibility to swing in uncontested to close a game.

Temple of the False God - A staple that helps ramp into equipment very nicely.

24x Plains - Deck needs basic lands. Potential combo with Emeria, The Sky Ruin?

Suggestions

Updates Add

Removed both Drifting Meadows + Secluded Steppe for two more plains due to the need to set up in the first few turns. The cycling positive does not outweigh the negative of having multiple CitP tapped lands. Replaced with two Plains. Also slotted in a New Benalia in place of Tectonic Edge

Comments

Date added 9 years
Last updated 9 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

40 - 0 Rares

20 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 3.38
Tokens Emblem Elspeth, Knight-Errant, Enchantment Cleric 2/1 W, Goat 0/1 W, Kor Soldier 1/1 W, Phyrexian Germ 0/0 B, Soldier 1/1 W, Stoneforged Blade, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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