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This deck is inspired by my disdain for Smothering Tithe, Sol Ring, and fast mana in general. Typically, the more broken things our opponents are trying to do, the better this deck becomes.

In the early stages of the game, players will find that they are not easily able to rely on artifact ramp, and so may be taught a harsh lesson about the importance of playing lands. Players often seem to operate under the assumption that artifacts can replace lands in their deck... which is not only untrue, but very greedy deck construction. Even in a game without Kataki taxing artifact mana, the importance of playing a land every turn cannot be understated. Artifact mana exists to get you ahead of the curve, not to keep up with lands, and will always be a fragile gambit in comparison. Kataki is a reminder of that.

Beyond Kataki's initial impact on the game, we want to play a Hatebear strategy where we eventually win the game by pumping up our squad using various anthems, winning the game through combat damage. Things like free spells (cascade/discover), flicker abuse, and graveyard strategies won't be left alone to do as they please. Players attempting to play "Solitaire" (only paying attention to their own board state) will find that if they do not include interactive cards to remove the permanents hurting their strategy, they will have a hard time competing against this deck.

Unfortunately, there can be feel bad moments with this deck, where some opponents discover that their deck is completely shut down by a single card like Hushbringer. As much as it should be a learning experience for that player (that a 50¢ card breaks their entire strategy), many players tend to blame the Kataki deck. "That deck is not fun", "That deck is unfair", or "Because of that deck, I can't play Magic". These types of players want you to let them do as they please with little to no resistance, unwilling to adjust their strategy, and instead insist that YOUR deck be changed. While their tears are unwarranted, it may be the case that you are not looking to teach anyone a lesson about their deck. If you are interested in everyone's deck popping off, and just want to be at a table where the biggest creature or fastest deck wins, this deck won't be right for your playgroup.

In the spirit of good fun, I like to try building rapport with the player that is the furthest behind. Cards like Loran of the Third Path, Secret Rendezvous, and Teyo, Geometric Tactician take a break from the punishment, and are deliberately included to help struggling players, while also helping ourselves to some cards. If you'd rather not purchase expensive cards like Teferi's Protection, Your Temple is Under Attack seems like a fun replacement that can be played defensively or in the group hug style. I'm looking to include Flumph as well, but its difficult for me to make room. If you're trying to be more competitive, you should remove most of these cards, but I find having the political tools means a lot socially.

Mono-white can be FUN, STRONG, and (barring a few replaceable cards) BUDGET FRIENDLY. I'm passionate that this is how white is meant to be played, and that the discourse surrounding EDH has had a negative effect overall on the gameplay experience. Some may not like it, but this is what peak Magic looks like!

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99% Casual

Competitive

Revision 3 See all

(2 months ago)

+1 Your Temple is Under Attack maybe
Date added 3 months
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

43 - 0 Rares

9 - 0 Uncommons

Cards 100
Avg. CMC 2.94
Tokens Cat Beast 2/2 W, Emblem Ajani Steadfast, Emblem Elspeth, Sun's Champion, Emblem Gideon, Ally of Zendikar, Human 1/1 W, Illusion */* U, Knight 2/2 W w/ Vigilance, Knight Ally 2/2 W, Soldier 1/1 W, The Ring, The Ring Tempts You, Wall 0/4 W
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