Tagged: White Deck

MTG: Anointment Everlasting

It’s funny to me just how quickly I get bored of decks in standard. It’s probably a byproduct of standard being very big, but also the standard environment being full of small things that don’t work together too exceptionally well. I can’t play with all the things I want to play with in a 60 card deck, which means instead I make a bunch of different, interesting things.

When I sit down to play I tend to bias heavily towards extremely aggressive, or extremely passive. I don’t tend towards combo, and when I do, it tends to be a really well insulated, extremely safe combo that can be sort of hidden away in a shell of a different deck. I just don’t like trying to Assemble The Machine under pressure.

This obviously means I tend towards red and black as aggressors, since they have reach, and I love my green beef so I almost always play with that in some way, and all this means that when I do play an aggressor, it is inevitably playing anything but Blue And White. They’re not my thing, they don’t tend to have the kind of reach or aggression I really like.

Anyway, here’s a blue white aggressive deck I’ve been playing and enjoying lately.

Anonited Eternals

The Bodies (29)
Trueheart Duelist
Adorned Pouncer
Wharf Infiltrator
Vizier of the Anointed
Sunscourge Champion
Vizier of Deferment
Vizier of Many Faces
Aven Wind Guide

The Juice (7)
Anointed Procession
Farm // Market
The Lands (24)
11 Island
Irrigated Farmland

The last time I played Blue-White aggression for any length of time, I was playing a Return To Ravnica era Arrest-based Enters-The-Battlefield deck, spread out into modern to include the combo of Ghostway and Archaeomancer, and, of all things, Sky Hussar. Which I love. Don’t @ me.

This mainly taught me that for my tastes, a UW aggressor deck needs some way to really sustain itself. It needs something it can do to juice up later. In the previous deck, it was the ability to perma-vigilance your team and endlessly recycle arrest affects to keep opponents from necessarily slamming you down with superior creatures. Much like Lightning Bolts and Zulaport Cutthroats give you some way to break up a stall or go over the top, this deck needed some way to take over the board, some way to make early plays into really juicy late plays.

And thus we meet our buddy, Anointed Procession.

Double Trouble

I played with Doubling Season once; I played with Dual Nature in Commander and in Extended (it was a thing!). I played with most of these effects, and so far, I think this is the best use of this effect I’ve ever played. With those other cards, with the decks those cards had to fit into, Procession doesn’t care if you get the token-makers before it or after. Embalm and Eternalise feed into Procession elegantly, both before and after it on the mana curve. It’s not like the awkward math where you’re left wondering ‘wouldn’t the Mycoloth have just won this on its own?’

Procession lets this deck treat its graveyard like a second much scarier hand. I’ve had games end on the spot after I drop a procession and untap to Eternalize Adorned Pouncer times two onto the battlefield. It even lets you do silly things like copying two things at once with embalmed Viziers.

The deck’s threats, overall, are hard to counter – and I mean that as killing or counterspelling, and even creatures traded for a card typically to go to the bin and wind up embalmed or eternalised for more head count. There’s even a durdly toolbox effect where the Vizier of The Anointed can go hunting up other things – and if your opponent has a great big creature, you can steal it with your Vizier of Many Faces, then trade them, then bring back your vizier as two also-huge creatures.

The sad thing is, I sometimes feel like Cloudblazer – the reason I started making this deck! – might just not be a good fit for it, since at five mana is when you’re bringing bombs out of your graveyard! At the same time, though, it’s an incredibly juicy target to Vizier of Many Faces with a procession – four or five cards, and four life!

Still there is at least one critter that needs some explanation and that’s the Wharf Infiltrator. Synergy between the Infiltrator and Eternalize and Embalm is a tiny bit obvious; you can have a turn three of attack, ditch a Trueheart Duelist or Sunscourge Champion, and then you’re left with the possibility of making a 3/2 Eldrazi (for no real card loss), or embalm the duelist, or, say, make an Eldrazi, play a tapped land, and untap into something like Sunscourge Champion Eternalized.

Notably, the Infiltrator can make a 3/2 off any discard, not just their own, and if you have two of them, you can serve, discard one card and make two 3/2s or if you’re feeling saucy and it’s late in the game, discard two cards for four 3/2s. And that’s without their interaction with Procession.


With a quick check at MTGGoldfish – and I use them because they have a tool that makes it easy and free to check, not out of any particular love for them – this whole deck costs eight dollars to make. The bulk of that price is five dollars for the Irrigated Farmlands – which, again, I will stump for: Buy dual lands if you cans.

Followup Update

Real quick, here’s the most recent build of the deck I’ve been playing when this article comes out. I like this deck a lot and keep playing it when I mean to go do other things, play other decks for other articles.

Anonited Eternals 2.0

Creatures (21)
Thraben Inspector
Sunscourge Champion
Vizier of Many Faces
Trueheart Duelist
Adorned Pouncer
Wharf Infiltrator

Vizier Toolbox (8)
Vizier of the Anointed
Sacred Cat
Anointer Priest
Glyph Keeper
Aven Wind Guide

Spells (7)
Anointed Procession
Lands (24)
Irrigated Farmland
13 Plains

Two quick notes: The Sacred Cat is there when you have other Vizier of the Anointed out so you can play a second Vizier, pay a single mana and draw 2 cards. Also, Oketra’s Monument doesn’t seem to work super well with this deck in testing, because A. There’s a better Monument deck, and B. this deck doesn’t cast spells as often as it Embalms or Eternalises.

MTG: Improvise Approach

20:22 Talen Lee: I think for all that I like the things this deck does, I never want to play it ever again

It’s a good idea to know what you like when you play a deck. Maybe you like the varied math of making creatures and putting on pressure. Or perhaps you dig the way you change the rules of the game by imposing more force on your enemies. Sometimes you like seeing a mechanism, a device of the deck just working. It’s sometimes about watching a game’s mechanism working without those parts. It could be an elaborate combo of two parts that you wrestle into existence, and then bam they fire off and it’s spectacular or it’s safe or it’s redundant or – whatever.

Anyway, I tried to build a delirium and improvise-based Approach Of The Second Sun deck.

The Improvised Approach

Win Conditions (1)
Approach of the Second Sun

Controlling The Game (26)
Reverse Engineer
Commit // Memory
Cast Out
Farm // Market
Metallic Rebuke
Implement of Improvement
Descend upon the Sinful

Mana Augmentation (9)
Inspiring Statuary
Trail of Evidence
Wild-Field Scarecrow
Lands (24)
Irrigated Farmland
Desert of the Mindful
Desert of the True

This game’s win condition – broadly speaking – is firing off an Approach of the Second Sun, then hold the game under your thumb for a mere seven draws, then do it again. The issue is that it’s designed to make sure your win condition is redundant and safe and protected – which means using Memory to reshuffle it if it’s countered, using your own counterspells to protect it, and firing it off after you’ve thinned your deck of things like Aftermath cards and put all the lands on the battlefield.

This deck is kind of fun.


Then, if you’re like me, you finish playing it, you set it aside and you never want to look at it again. Because how many times in one game can you want to cast Approach? I’ve had a counter fight and clue token accumulation result in one turn featuring three castings of the same Approach.

This is a surprisingly resilient casual control deck. You can buy the whole thing for ten bucks and you’ll have a deck that works just fine and the pices within it will even be somewhat redundant – you’ll have a use for other applications of the cards that cost more than a cent.

But oh my god am I done with it.

MTG: GW Delirium

This week, I’ve been playing a green-white brew, based on watching the coverage of the pro tour for Eldritch Moon. I saw the Owen Turtenwald deck that was using Delirium along with Grapple with the Past to fuel a really cool, spicy toolbox kind of deck.

Now, the rewards for delirium in that deck were Grim Flayer and Emrakul, The Promised End. Grim Flayers are out of my pay grade and Emrakul has been banned (and even then is still out of my pay grade), but I did find a few cute little synergies in a deck I have labelled, somewhat unimaginatively, ‘GW Delirium.’

GW Delirium

Threats (22)
Sunscourge Champion
Gnarlwood Dryad
Honored Hydra
Adorned Pouncer
Pilgrim’s Eye
Mockery of Nature

Tools (14)
Grapple with the Past
Nature’s Way
Descend upon the Sinful
Cast Out
Forsake the Worldly

Land (24)
Scattered Groves
Desert of the True
Desert of the Indomitable


Let’s run down the threats real quick because oh my goodness we have some lovely stuff here:

Adorned Pouncer

Let’s start with the simplest creature. The Adorned Pouncer is just a 2-drop body that Eternalizes well. It’s not like this deck does anything to buff it or prepare it, but it does do a good job of bearing in the early game, scoring a few early beats or blocking an early problem. It dies easily, but you don’t mind if it dies! Late game, an Eternalized Adorned Pouncer – which you can get in the yard by a whole host of means – is a really scary threat.

Basically, it’s cool, but it’s also not amazing. It fills out the early slots and sometimes in an attrition fight, comes out of the bin and just wins the game on the base of being enormous and your opponent has simply run out of removal.

Mouth // Feed

From blatantly powerful to deceptively powerful, Mouth is a creature that dies to Fatal Push but otherwise does the job of most any other 3-power card. It gets in fights, it rumbles in, and it feeds, of course, Feed, letting me draw an extra card. Feed’s synergies are a little cute in this deck; it draws cards off Eternalised (with an s) creatures, it draws cards off Delirious Gnarlwood Dryads, and it draws cards off the Angel token you get from Descent Upon the Sinful.

If you can Feed for 2 creatures, that’s good. Remember, you’re casting it out of your graveyard and that means it’s -0 cards in hand for +2 cards in hand. Ancestral Recall is -1 card in hand, +3 cards in hand, for the same net value. If an opponent kills something in response costing them a card, that’s still -1 card from them for you. Still hurts, but don’t stress too much about it.

(I know it’s not as good as Ancestral Recall, don’t @ me).

Mockery Of Nature

This is a weird one. It’s not really the perfect Emerge creature – I think I’d probably rather almost any of the others except It Of the Horrid Swarm, because the mana curve goes more smoothly from 3-drop to 4-drop, eating my 3-drop. Adding blue to the deck would give me room for Wretched Griff or Lashweed Lurker, both of which are kinda spicey and solve different problems, but, Mockery originally got put in this deck as a removal card.

Note that Embalm tokens don’t have mana costs, so they don’t reduce the price on this. Which is super annoying!

Also, it has some very cute synergy with the next threat, where…

Honored Hydra

The hydra is good embalmed, and good played from hand. Played from hand, you can play it, attack with it, then Emerge a Mockery and embalm the Hydra on the same turn. The Hydra is also just, y’know, huge? Sometimes you just want a big trampler. Given the way this deck tends to work, with the late game about threats that are hard to permanently deal with, the Hydra is a perfect example of what you could be spending six mana doing.

Gnarlwood Dryad

This card puts in some work. I like how it works with Nature’s Way, but it also just servess as a super cheap little aggressor in the early game that’s fiddly to block and sometimes can inflate into a 3/3 when you need to put pressure on fast. Sometimes you need a thing to hold the ground against very scary threats and it’s hard to do better than something so cheap as this.

Sunscourge Champion

And boy howdy, here we get to a card I’m still startled is so very, very good. Discarding a Sunscourge Champion to eternalize another Sunscourge Champion feels gross, and then you’re basically turning a card in your hand into an uncounterable Loxodon Hierarch. This card also feeds into Emerge nicely – another build of the deck with Wretched Griffs and Vexing Scuttlers happily traded this card into the bin for an extra card. Oh the value.


The removal/card advantage package is designed to be a decent mix of things to enable delirium easily – you can cycle a cast out or sacrifice a Pilgrim’s Eye to get two of the rarer types of cards into the bin really quickly. Cycling lands do that too – and cycling lands mean that Grapple With The Past, even when it misses, doesn’t quite miss.

The big thing with this deck is just the room in it. You can cut a bunch of the cards because you may not like them as much as I do, but you need to be able to point to some things your deck can do that you do like. For example, I love Nature’s Way, which is just super sweet to use with a Gnarlwood Dryad or an Eternalized Adorned Pouncer. I like using Feed to draw cards. I like the mana base and I love that this deck can pack a Wrath effect as a way to make a threat. It’s great fun doing a bunch of trades, letting your first-round creatures hit the bin, swapping for removal, watch your opponent build out their board…

Then Descend, and add 4/4s alongside your 4/4.

Also, this deck folds to Turbo-Fog, which you will see in the casual room.


MTG Goldfish price this deck at 5.17 online, $22 offline, and I think that’s a pretty reasonable rate for a deck that’s just, you know, fun? It’s hilarious to me that you generate a giant pile of rares and they’re all… rubbish rares?

Wrapup And Alterations

If you wanted to shift it into Bant colours, you could add the blue emergers, like Wretched Griff, ditch the desert cyclers and replace them with the UW cycle land – There’s something there. It’s interesting. It’s a maybe.

Anyway, this deck is fun. It’s a sluggish midrange deck that gains tons of life and occasionally blows people out with cards they forgot existed, and there’s lots of room for customisation. It’s resistant to countermagic thanks to mechanics like eternalize and embalm, and aftermath and Grapple let you treat your graveyard like a backup hand.

MTG: The Grubby Aristocracy

I can’t believe I’m playing Standard.

Here’s a deck I’ve been playing and having fun with (that is not the same as winning) in the casual room:

Grubby Aristocrats

Creatures (28)
Doomed Dissenter
Smothering Abomination
Carrier Thrall
Zulaport Cutthroat
Plague Belcher
Sifter of Skulls
Baleful Ammit

Spells (8)
Vampiric Rites
Grasp of Darkness
Lands (24)
Blighted Fen
Mortuary Mire
Geier Reach Sanitarium
21 Swamp

This deck does something I’ve been a sucker for years: it gets value off cheap durdly creatures. Normally, an Aristocrats build relies on reusing a sacrifice ability, such as my favourite junk drawer creature (Carrion Feeder) can provide. Thanks to my main exposure to MTG culture these days being through Loading Ready Run’s Tap Tap Concede, I’ve been picking up their lingo – such as calling all those grindy, value-driven graveyard/sacrifice dorks-and-beef decks ‘Aristocrats’ style builds.

There’s no doubt a lot of good stuff to durdle around with in standard right now, and I’m happy to keep playing with them, but this built has a manabase I can scarcely beat for price: It’s cheap as heck.

The main thing you want to do with this deck is barf cheap creatures on the board, then feed those little creatures to the much bigger, much scarier creatures like the Plague Belcher and the Ammit. Shout out to the lifelinkodile, I love this thing so much. If you throw -1/-1 counters onto an Eldrazi Scion, you can sacrifice it in response to some other effect, like its own ability, by the way.

I’ve been considering putting some cards in that let you haul out of the graveyard, because the main thing this deck can do is run out of gas or be stranded with nothing but a Smothering Abomination to play. If this deck could have Death Denied, it absolutely would have it in place of Smothering Abominations. Not that they’re all that bad, but every time one of them has gotten rolling I’ve felt a tiny bit like I’m just getting more of what I already was getting