23 Spells
Swords to Plowshares
Fountain of Renewal
Renewed Faith
Mind Stone
Endless Atlas
Dawn of Hope
Bounty Hunter
Treasure Map
Gideon of the Trials
Blade Splicer
Council's Judgement
Karn, Scion of Urza
Restoration Angel
Cast Out
Wrath of God
Settle the Wreckage
Gideon Jura
Angel of Sanctions
Elspeth Sun's Champion
Austere Command
Sun Titan
Decree of Justice
17 Lands
Field of Ruin
Myriad Landscape
Temple of the False God
Mistveil Plains
Emeria, the Sky Ruin
12 Plains
Being mana hungry is actually fine for the mono white control deck as it has about as much time as can be safely had by any deck in cube. It just stalls out the game very effectively with loads of answers, generally defensive leaning cards and lifegain. The constant threat of mass removal forces people to play a bit slower as well. As such we don't need to lean on fast ramp, we can happily make do with a decent land count and the slower more value orientated ramp. Typical elf and artifact ramp decks are more like sprinters while this is a more like a marathon runner ramp deck. It might not get to stupid amounts of mana ever nor does it get to high amounts that fast but it makes the game go on sufficiently long that it probably has access to more mana over the course of the average game than most cube decks (that don't have an infinite mana combo).
This deck can outlast basically everything there is in cube. It has solid library recursion with the Mistveil Plains which is super hard to disrupt. You can make uncounterable white permanents with the Decree and you can recur it with Sun Titan if actually destroyed. On top of this lists ability to carry on going in perpetuity it also has a lot of exile removal effects meaning that against another deck that has potential reshuffling mechanics they are going to be running out of threats. All this deck really needs to do is make land drops and survive and it is pretty good at both of those things. As a result of this the deck is probably far too threat heavy for its needs. All the many win conditions have utility, value and defensive aspects in addition to their ability to close a game. As such I am not desperate to cut them but they are some of the more obvious places you could make cuts. Sun's Champion, Sun Titan, Decree and Gideon Jura is a lot of top end. You could probably swap them for Day of Judgement, Unexpectedly Absent, Wall of Omens and that sort of thing and still have a fine old list. Games would be a lot longer but you would be far better at getting to the late game.
This archetype is pretty fair even with the significant recent improvements it has had. It was low tier before, just a good counter deck but not a good stand alone one. Now it is an OK stand alone deck while remaining a good counter deck. This kind of list will always be weak to instants and sorceries. No amount of Mana Tithe, Abeyance, Lapse of Certainty etc will change that. The deck is too slow to take much advantage of time bought with these cards. None properly stop the things that cripple this kind of deck. An Upheaval, Armageddon or Death Cloud is usually game over. Something like a Mind Twist or even a well placed Duress can be too. So while you can tech against a lot of combo decks you can't really tech against devastating effects. If you are in a format where you can tech against combo decks then odds on a number of lists are going to make sure they include a way to ruin your day and you will be fairly limited in your ability to stop them. I guess that is the advantage of this deck having a bit more punch in the top end than it needs. Ending a game quicker is about the best plan this deck has of dodging a game ending Upheaval! This deck is nice for a change of pace, nice when you just really want to crush a specific beatdown plan, nice when you want to do a white deck that doesn't rely on making lots of small aggressive dorks. It is nice that it is a bit more viable for all those reasons and that is all I really have to say about that.
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