Mono White Control

by EthanLewis on 24 April 2011

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (6)


Sorceries (3)

Instants (3)


Enchantments (3)

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Deck Description

Well I just wanted to try this shit out. Seems solid as balls.

Deck Tags

  • Control

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,120 times.

Mana Curve

Mana Symbol Occurrence

320400

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Mono White Control

The deck is very good and well designed, for now. However, bear in mind that the soon to come Torpor Orb will absolutely destroy this deck.

An artifact for 2 colorless that says "Permanents that enter the battlefield don't trigger abilities"

This means that the Hawk doesn't search the others out, Stoneforge doesn't find the swords, Wall of Omens doesn't draw cards, Mortarpod won't get its Germ, Journey to Nowhere does NOTHING, and Sun Titan needs to attack first to do any real damage.

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Posted 24 April 2011 at 09:13

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Thanks, and don't worry this deck is just to hold off until NP drops. Then I think I'm going red green aggro.

But I think leonin arbiter sort of acts like a topor orb against a lot of decks right now. if I drop him turn 2, caw go has to wait til turn 4 until they can drop a squad hawk or a stoneforge mystic. If they try and drop it earlier, it'll just be either a 1/1 flier or a 1/2 body for 2 mana. admittedly he'll hurt me as well, but once this deck stabilizes it should see a better late game than caw-go.

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Posted 24 April 2011 at 17:30

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Journey to Nowhere still works actually. It only shuts down creatures, not permanents.

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Posted 25 April 2011 at 02:25

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Ah, so you're right. Well still, Torpor Orb is unbelievable. I have it proxied in my Solitaire deck and will obviously put it in once NP comes out. It shuts down so much more than you can even imagine.

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Posted 25 April 2011 at 02:32

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Yeah, the biggest problem with it though is that the creature you want it to stop the most come down as two drops, which if you're on the draw means it'll come down too late and not be effective enough. It is still good, but won't cut it if you're on the draw.

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Posted 25 April 2011 at 02:34

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Interesting deck. Believe it or not, I was actually just considering a mono-white controlish deck to build. However, I was thinking about a bit more of a proliferate theme. I feel like Admonition Angel could be quite the beating. Also, I could honestly see this deck having 4 Day of Judgment. Here's why - Your low end creatures really wont matter too much if they die because they've already gained you card advantage (Mystic, Hawk, and Wall) while you're top end actually get better post wrath anyways or in wurmcoil's case, still kinda stick around. Baneslayer is the exception here but obviously quite good on its own anyways. I would think Admonition Angel, if used properly, could even benefit from DoJ - you crack a fetch to exile your own creatures like Sun Titan and Baneslayer and then cast a DoJ. Their guys are gone while you still have a massive amount of board left. Maybe it's overkill, idk.

Either way, looks pretty cool though I question the Ratchet Bomb here... DoJ seems virtually just as good or better in most cases.

As a final note, I made some pretty big changes to the Bant deck of mine after testing with friends a bit and ran it through an FNM. Lmk what you think.

P.S. I'm sorry but I just have to disagree about Garruk. He's soo good! Haha.

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Posted 25 April 2011 at 02:33

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This deck is mainly just to stall until NPH comes out. I'm so excited for that set. (:

Admonition angel... I just don't know what i'd take out for her. I feel as if my curve is too high as it is, lol. Meh my g/w got stomped at nationals yesterday. :/ Maybe i was just unlucky, who knows, but either way it killed my spirit, for the time being. Now I'm just excited for NPH, going black blue extraction.

But yeah, I'll check the bant now (:
Thanks :3

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Posted 25 April 2011 at 03:32

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