Question:

Help with my white Magic: the gathering deck

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I have just recently begun to play magic with my friends and it has been about 2 weeks now my friends play black and blue, white and blue, and all red.

i play solid white

i have in my deck

x27 Plains

x28 creature cards

x27 non creature cards (sorcery enchants instants and artifacts)

my Creature cards consist of:

Angel of Mercy x1

Apothecary Initiate x2

Archon of Justice x1

Divinity of Pride x1

Flickerwisp x1

Goldenglow moth x2

Jedit's Dragoon x2

Kami of Flase Hope x1

Kithkin Zealot x2

Nip Gwyllion x3

Paladin of Prahv x1

Restless Apparition x1

Resplendent Mentor x1

Skyhunter Patrol x2

Staunch Defenders x1

Stoic Ephemera x2

Venerable Monk x3

Wakestone Gargoyle x1

my non creature cards consist of:

Angelic Blessing x2

Angels Feather x1

Armored Ascension x1

Arrest x1

Circle of Protection :blue x1

Cowed by wisdom x1

Demystify x2

endure x1

Holy day x1

Holy Strength x1

Inviolability x1

Recumbent Bliss x2

Ressurrection x1

Reviving Dose x1

Reverse the Sands x1

Ronin Warclub x1

Tanglebloom x1

Terashi's Grasp x1

To Arms! x1

Unmake x1

do i have a strong white deck?

what cards should be removed?

and what cards should i try to add?

thanks for your time

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3 ANSWERS


  1. you should remove some of the cards make your deck 60 cards keep 20 lands to provide Mana

    I prefer 20 creature/20 spells enchantments etc to give an even spread 20 of each wil suffuce.

    60 cards gives you more chance of drawing the cards you want to win. larger decks often fall over because of draw ratio for a particular card is less frequent

    Try to use multiples of a particular card to icrease the chance of drawing that card. so 4 of a particular card is good if it is a good card

    I would probably if playing whit try to have some way of gaining life, Healing Salves, creatures that have when they deal combat damage gain life etc. I would add Disenchants to remove annoying artefacts/Encantments that opponent has and enchantments taht make your creatures stronger.

    Flying creatures are useful as they can only be blocked by flyers or creatures with reach. so angels etc


  2. There are several things to consider:

    1) Your deck will generally run the smoothest in one color, since you are never at risk of being shorted on one specific color of mana (unless you don't draw much at all, of course).  So, solid white is probably OK.

    2) I've built and run many, many decks in my playing time, probably 300 or more.  In every case - literally, every case - my deck ran smoother and better when I trimmed it to 60 cards.

    3) I recommend putting in a little extra land (beyond your 2:1 ratio).  For example, in a single color deck, I'll use 22 lands and 40 spells.  Of those 22, I usually use 4 cycling lands (example, Slippery Karst) and 18 basics.  If you do decide to go with two colors, I would use 12 of each appropriate sort of land, but probably not the cycling lands.

    4) It looks to me as though your deck is partially geared toward life-gaining.  Life-gain is a very viable and solid strategy for mono-white (which means white only) decks.  The thing to remember about building Magic decks is that any card that doesn't contribute to the overall goal of the deck, is basically a wasted card.  There are some very minor exceptions, such as Disenchant, which has great utility, but generally speaking, you're looking for *synergy* between your cards - all cards pointing at the same goal or theme.

    In a life-gaining deck, you can often win by gaining more life than your opponent can take away from you, and hence having your library outlast theirs.

    So, to the point!  Here are some basic recommendations:

    KEEP:

    Angel of Mercy x1 (get 3 more)

    Kami of Flase Hope x1 (get 3 more)

    Venerable Monk x3 (get 1 more)

    SUGGEST:

    Teroh's Faithful x4

    Serra Avatar x2 (this is expensive and is only really for providing some beef for the kill stroke)

    Radiant's Dragoons x2

    Notice how everything points to life gain, or prevention of life loss, or benefits from life gain?

    NOW, SPELLS:

    KEEP:

    Angels Feather x1 (get one more)

    Terashi's Grasp x1 (get one more)

    SUGGEST:

    Faith's Fetters x4

    Holy day x1 (get 3 more)

    Well of Lost Dreams x2 (help your deck move faster)

    Storm Herd x2 (Kill condition)

    Healing Salve x4 (very basic, but effective)

    One last note - if you find that you're running out of card before you can kill your opponent, then you may want to add an extra 3 lands and 6 spells.  But I would wait until then.  Your Storm Herd will do the trick in 19 out of 20 occasions.

  3. If you need some mana pump, I would use some artifacts.  Armored Ascension is the new "Blanchwood" so get a playset of those.  Holy Day is another card that is great.  Get some Isicron Scepters and use it to have a constant damage prevention until you have a field that just smacks for horrid amounts.

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