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Mono-white midrange: need feedback

Standard Competitive Midrange Mono-White Tokens

pianodude701


Sideboard


This is a deck concept for mono-white in standard that I had intially made with a lower curve, but it fell between aggro and mid-range, so with the help of my friend popertop, we have come up with this definitively mid-range concept. This is the same as his posting "Archetype of Cat Redux" with some changes to the sideboard. I have undergone only light playtesting with this so far.

The aim of the deck is to overwhelm the opponent with strong creatures that act as both an offense and a defense, effectively creating a wall against any creatures they play and overwhelming their threats. Devotion based costs can also create an opportunity with Nykthos to quickly roll to higher costed bombs. Almost all non-creature cards in the deck are designed to protect the creatures being played.

Creatures:

Precinct Captain: The bread and butter creature. About as vanilla as this deck gets. The double devotion cost is the most important thing here. Triggering the ability is a bonus.

Imposing Sovereign: An all-important answer to aggro. Most of the playtesting I have been doing so far has been against mono-red aggro, and this card was invaluable at slowing it down.

Brimaz, King of Oreskos: One of the most important cards to draw. Its four toughness survives burn from most sources in the standard format. In addition, the fact that it creates a cat that is already attacking comes in handy when swinging with...

Soldier of the Pantheon. Life gain to potentially synergize with path of bravery and archangel, as well as being able to attack around things like blood baron.

Archetype of Courage: Taking first strike away from the opponent makes a defense that cannot be broken in groups. Unless the opponent is flying or unblockable, no creature is getting through a wall of first striking creatures. Furthermore, it enables me to attack with no fear.

Heliod, God of the Sun: With Heliod out, the first strike ability is suddenly more relevant. Vigilance allows me to be more aggressive without worrying about threats.

Archangel of Thune: The high end bomb. With this out, I not only have a potential defense against flyers, but more importantly am able to make my field of creatures bigger and bigger.

Planeswalker:

Elspeth, Sun's Champion. This is most important to create more and more soldiers to benefit from field-wide buffs and abilities. In addition, the destruction of larger creatures can be helpful in a tight spot. Triggering the emblem is a nearly guaranteed game winner assuming my field is in good position.

Enchantments:

Spear of Heliod: Classic anthem. Those cats suddenly seem a little more helpful. Nice mana sink ability when available, but the anthem effect and two devotion are more important.

Path of Bravery: Another great anthem option. Can potentially keep life total more comfortable. Synergy with Archangel is nice as well.

Instants:

Brave the Elements: Amazing field wide protection from targeting spells or attacks. Also, if my field is built up, playing this spell offensively can quickly win the game.

Celestial flare: A great way to get around indestructible or hexproof creatures and get rid of them when necessary.

Rootborn defenses: Frontline medic on a defensive combat trick. An additional bonus of doubling up on that cat or soldier.

Land:

Nykthos, Shrine to Nyx: The engine behind getting to the late game quickly. Assuming my creatures havent been blown up, this can very quickly allow me to get to the archangel on turn four, or leave that extra mana open for brave the elements so that I can play my creatures faster without worrying about them dying to instant removal.

In my light playtesting so far, I have found leaving a mana open for brave the elements at all times has been very important. Otherwise, half the creatures die upon being cast. The deck has to play patiently. If I leave the mana open, either my creatures live, or my opponent has to waste multiple spells on a single threat.

As far as the sideboard goes, most of it is threat removal for different situations, since my deck does not have much of it. Fiendslayer Paladin will respond well against mono-red, and give me additional answers to slowing that down. Spirit of the Labyrinth is a substitution for Imposing Sovereign against control, or maybe a substitution for something else, but an obvious choice against control or any other card drawing engine none the less.

I haven't gotten to play test much, and am most worried about hand disruption such as thoughtseize, or board wiping effects that brave the elements cannot save me from. Please leave your suggestions. Thank you!

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Updates Add

Mainboard

+3 Precinct Captain -3 Imposing Sovereign

Sideboard

+3 Imposing Sovereign -3 Revoke Existence

Comments

Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

9 - 0 Mythic Rares

21 - 6 Rares

7 - 9 Uncommons

6 - 0 Commons

Cards 60
Avg. CMC 2.72
Tokens Cat Soldier 1/1 W, Emblem Elspeth, Sun's Champion, Enchantment Cleric 2/1 W, Soldier 1/1 W
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