Food for Thought: Mono-White Control in the New Standard
When people think White in Standard, it comes in very few varieties: either a person runs a White Weenie deck or the rogueish B/W Death Cloud deck, making use of White for Ghostly Prison, Pulse of the Fields, and Pristine Angel. And with the advent of Winter Orb on a stick in Betrayers of Kamigawa, it appears that WW will make a triumphant return to Standard. But what of its slower, more inept cousin, mono-White control? Surely with the loss of Akroma's Vengeance and Weathered Wayfarer it cannot compete in the fast pace of today's Standard environment? However, Betrayers of Kamigawa presents several very powerful cards that may bring this ancient deck type back to tournament power:
4 Shining Shoal*
4 Final Judgment*
2 Yosei, the Morning Star
2 Patron of the Kitsune*
2 Myojin of Cleansing Fire
4 Kami of False Hope*
4 Wrath of God
4 Ethereal Haze
4 Ghostly Prison
2 Beacon of Immortality
4 Pulse of the Fields
20 Plains
4 Cloudpost
Sideboard:
3 Terashi's Grasp*
3 Karma
3 Sanctimony
3 Otherworldly Journey
3 Hokori, Dusk Drinker*
* Denotes Cards from Betrayer's of Kamigawa
Basic Deck Strategy:
As with most control decks, the early game is your enemy: your opponent will be the beatdown while you have inevitability on your side. You survive the early game with your handful of life-gain effects, Holy Day effects, Wrathing the board when they over commit to compensate for your life gain, and finally introducing threats of your own that win the game quickly. All of your creatures require multiple non-Black spells to deal with, 2 are very painful if they die, and 2 are indestructible.
Deck Strengths:
-Immune to splash damage from artifact hate (not entirely relevant now)
-Multiple Wrath effects to keep you alive
-Answers for most of the popular archetypes in the field
-Life gain to help be even more forgiving
Weaknesses:
- Easily misplayed and thus can often explode in your face
- Extremely mentally taxing and skill-intensive
- Can explode in your face on a more grandiose scale than even Tooth and Nail
Card Choices:
Shining Shoal
This is as close as White will ever get to a Swiss Army Knife... It keeps your win conditions alive while potentially removing a threat from your opponent's board, it can be used to push the last few points of damage through to a near-death opponent who is chumping until he finds an answer, and it also can be used just to keep you alive by a few life for free against an early all-in attack from decks that favor such things.
Final Judgment
Filling in for the injured Akroma's Vengeance, Final Judgment is a vast improvement over Mirrodin's Solar Tide. For the same mana cost, you avoid all those pesky graveyard effects of your opponent's creatures (which is a growing theme with Betrayers), and reset the board. White Control desperately needed a good wrath effect to accompany the classic, and final Judgment is quite nice in that role.
Myojin of Cleansing Fire
You need 9 to 10 Wrath of God effects to effectively run a slow mono-White deck. Testing has shown that the instant speed of this Wrath effect makes it very nice. This is the most hotly contested spot, as it also sits alone at the top of the curve, and will often be a card you may not afford, in which case it just makes phenomenal bait for Shining Shoal.
Patron of the Kitsune
A bomb in Limited (as I lost to it all 4 times I saw it), this card can single-handedly stop an entire onrushing army for a long time, especially when backed by Holy Day effects. A 5/6 creature is nothing worth laughing at either.
Holy Day effects
Because you have very little early chump blocking and very little to stop a very fast board development, you need something to stop an early rush from delivering enough to kill you... Ethereal Haze is a very nice surprise for your opponents, as its not a commonly-played Constructed card, and is generally eschewed in favor of something that actually affects the board. However, the ability to give yourself an additional turn to develop the board into a wrath of god or ghostly prison or pulse of the fields is something that none of us can overlook.
Beacon of Immortality
While expensive, this gives White control a reset button in the other commodity it often runs short on: life. Slow decks can take a tremendous amount of early beats, but your six life-gain effects can often be enough to keep you at a high enough life total to avoid the sac-out Disciple kill, the Arc-Slogger activate and beat kill, etc.
Cloudpost
Since you are playing a control deck, a Cloudpost is never a dead mana. And once they come in groups, you can very easily swing games in your favor (especially with your friend the Shining Shoal). Since there is no land-fetching, the Cloudposts become draw-dependant, but they wont hurt you (as you will still very easily hit double White for your more powerful spells), and the bonus you get from even two makes it worth playing.
Sideboard:
3 Terashi's Grasp
This becomes not friendly against Affinity, but it truly shines against Tooth and Nail and mono-Blue. Vedalken Shackles are bad, Sundering Titan is bad, Darksteel Colossus is bad, mmkay? With the Grasp, Shackles becomes a couple of life, Titan becomes a nasty land swing for both players (they will take a hard land hit as well) as well as a life boost for you, and resolving one on a Colossus nets you... an extra turn to try and remove the behemoth.
Options: Altar's Light: this helps more against Mr. Colossus, so use it wherever TnN is a heavy metagame presence.
3 Karma
Dropping a turn 4 Karma against Mono-Black Cloud or B/G Cloud can oftentimes finish a game fast, since that will significantly stymie their chances of getting out their large evil dragon
Option: CoP: Black - strictly worse against the vicious control decks that Black puts out, it can stop a raging Kokusho, but not serve as an alternate win condition, or stymie a Death Cloud.
3 Sanctimony
Almost a scoop card against any Red deck, as they have no way of stopping that kind of rampant life gain. Losing one to an Arc-Slogger activation sounds much less painful, no?
Option: 3 Circle of Protection: Red - Again, less painful for Mr. Red Mage to see, but much more help against the Slogger's running mate, Mr. Firewalker.
3 Ivory Mask - splash damage to Cranial Extraction, but again, doesn't serve as an alternate win condition.
3 Hokori, Dusk Drinker
This card single-handedly can swing poor matchups in your favor, especially in conjunction with some of your other cards
Options: Sacred Ground - only use this if you know you are going into an LD-heavy environment.
3 Otherworldly Journey
This card surprises so many decks that it often allows you to turn the tide more actively than a Wrath of God. At its worst, it keeps a Darksteel Colossus from killing you for a turn (and can also keep Kiki-Jiki, Mirror Breaker from copying it). A best case scenario has you Otherworldly Journey-ing your Hokori, Dusk-Drinker at their End of Turn, casting your finisher, and then watching them untap one land to deal with a big nasty and a Winter Orb.
Alternates:
3 Purge
Very Useful in a MBC and Affinity-dominated environment, the ability to wipe most Affinity creatures is gravy. Killing Nezumi Shortfang is nice too... It didn't make the cut in the end because I couldn't use it in as many matches, and Otherworldly Journey unflips Nezumi Shortfang just as easily.
The Pacifism effects: I don't like these against any deck but Tooth. Even Arrest is substandard against non-Tooth and Nail decks, as mono-Red and mono-Blue (which have the two best arrest targets in Meloku the Clouded Mirror and Arc-Slogger), can be dealt with in an easier fashion.
Samurai of the Pale Curtain: This actually turns out to be one of the more efficient sideboard cards, and it turns Wrath of God into final judgment for two less mana. I went with Purge over Pale Curtain as my meta is dominated by MBC and G/B cloud, which means I can kill a Shortfang before he does a number to my life total.
Notable exclusions:
Pristine Angel
Arguably the best White creature in Standard, the clean angel doesn't really have much of a place in this deck. There are only 10 instants, meaning any kind of focused burn can often kill her, and her going to the graveyard is not nearly as effective as Yosei doing so.
Konda, Lord of Eiganjo
A powerful indestructible creature, but there isn't a whole lot of targeted removal of large creatures going around: either your opponent death clouds you, alpha strikes you, or Tooths for something bigger and meaner (or Duplicants him)
Blinding Angel/Serra Angel
Old-fashioned standbys in a White control deck, neither makes the cut because a 2/4 for five is not efficient enough for the current metagame (though, once again, in a slower meta with less burn this can stymie decks), and a 4/4 flyer with vigilance, while also gravy, still succumbs to the targeted removal that runs through Standard these days (and also would only eat 1 burn spell and 1 Slogging, as opposed to 3). While Blinding Angel is a surprise bomb against both Affinity and Tooth (it changes what they Tooth for, as not attacking with Tooth and Nail often means losing with Tooth and Nail) both decks have answers for it that are not fun to see play.
Matchups:
Now, I have a small disclaimer: There is no deck currently that can have a 75% or better match against tier one decks - you lose 15% to a nuts draw on their part (Turn 4 Tooth, the vile Vial hand), and another 5% to a wretched draw on yours. So if a deck has a posted 80% rating, it means that, out of all the regular games you play, you win, no matter what, always. So a 75% means that you losing would require your opponent putting 11000 Cheatyfaces in play while you go get a grape icee... Which won't happen. I tested 30 matches against each deck, and have posted the final round scores of each below, in the pre-sideboard numbers. Since sideboarding is metagame-dependant, I will only post the results with my listed sideboard
Vs. Affinity: (Included for the next month)
Pre-sideboard: 40-45% (12-16-2)
Before sideboard, the only thing that will really scare you is a nasty little Aether Vial hitting play turn 1. Of course, that could imply a 3-4 turn clock for you to deal with as well, so that's not a pretty thing regardless, and the affinity player generally shoots for one of those nasty little things in opening hand. Unlike Mono-White prior to Betrayers, however, this does not mean good game on your part... You have 10 Wrath effects, the first coming online turn 4, Ghostly Prison which is painfully annoying for Affinity, and Pulse of the Fields, which again agitates Affinity until you find Final Judgment to remove their creatures from the game. Try to pop Final Judgment on them after they overextend, as you will continually frustrate them into doing so.
Unsung heroes of the match: Beacon of Immortality. If you keep your life high enough (Pulse of the Fields, early and often wrath-effect, etc), this becomes an extra win condition. Affinity has a very hard time dealing 40 damage, and on the rare occasions where you cast Beacon at their End of Turn and during your main phase, Affinity players usually scoop. Affinity cannot do 80 damage. Period.
Post-Sideboard: 50% (14-14-2)
The sideboard helps your matchup a different amount, depending on how your build goes. Slight testing with alternate sideboards geared towards an affinity meta can raise your deck as high as 60%, while sideboards geared towards a U/G control meta do only slightly better than pre-sideboard. Mine gets right around 50%, as a timely Terashi's Grasp on Mr. Myr followed by beacon can usually swing a game, allowing me to wrath without fear of a Disciple of the Vault activation spree for the win. Otherworldly Journey is the hidden star in this deck, since you can remove the disciple from the game before combat, and (hopefully) use a holy day to prevent an entire turn of kill). You can also tweak your sideboard slightly if you are headed into an Affinity dominated metagame, which boosts your win percentage greatly (5-10%)
Vs. Tooth and Nail
Pre-Sideboard: 30-40% (11-18-1)
This is a rough matchup for you, depending on their Tooth targets.
Best case scenario: they drop Leonin Abunas and Platinum Angel, you Wrath, they wasted a Tooth.
Result: clear board, no enemies to worry about.
Worst case: They fish out Kiki-jiki, Mirror-Breaker and his Armageddon-stick, Sundering Titan. If they get this out early, you will probably not be able to recover, as they will probably drop you below board sweep mana (4). If not, Wrath early and often, regardless of mana screw: your opponent will often be out of Green Mana then, so it's all good. You have time to recoup, and a lot of Tooth and Nail players mistakenly run only one Sundering Titan.
Unsung hero of the matchup: Shining Shoal. This card WILL beat Tooth and Nail more often than you will believe, especially if they go and get Kiki-Jiki, Mirror Breaker and Darksteel Colossus. It becomes the nut high if you can make sure to have the Myojin of Cleansing Fire in hand, as pitching him is half your opponents life total.
Post-Sideboard: 45-50% (13-14-3)
A deck with the least prepared TnN sideboard doesn't gain much, while the one which does can gain a surprising amount of evil. The only absolute include for me is Hokori. The 2 damage a turn it contributes against a tapped out TnN player can oftentimes knock half their life away before they can fish out an answer. They may accelerate fast, but playing this after they tap out for one of their ridiculously pricey spells can put them on a ten-turn clock, which can be enough with a single land a turn untapping. If you get 2 Yosei in hand, you can also usually swing the game out of control for your opponents (barring the Mindslaver problems). However, the nut high draw beats you, so bear that in mind. The Arrests and Pacifisms also make their mark here, as being forced to Tooth several times is nasty. Cage of Hands is probably the best in this matchup, and infinitely more so if they decide against Kiki-Jiki main.
Vs. Mono-Blue
Pre-board: a very painful 50% (10-10-10)
They run few threats, you run removal for those threats. This game is boring, and ask your opponent to please draw with you to get out of it, as a look at the posted results should prove to you (I legitimately drew 10 games with this deck due to time constraints). The best finisher here is Patron of the Kitsune, as it basically kills mono-Blue and its storm of Illusion Tokens that Meloku had to drop.
Unsung Hero: Kami of False Hope - squeezing in early beats against your control opponent helps immeasurably, and it provides you an extra turn of patience before you wrath their board. Very efficient against slow decks.
Post-board: 40% (12-16- 2)
The only reason this matchup gets worse for you post-board is the absolutely agitating game of Draw-Land-Go you play until your opponent has 8 mana to cast Meloku with counterspell backup. Pray they accept the draw, as this game is tedious. Sideboards with a Samurai of the Pale Curtain win this matchup much more consistently, as it usually can go the distance on their life totals. Same with Hokori, Dusk Drinker.
Vs. Big Red
Pre-Board: 60% (16-14)
They play creatures and efficient burn to keep board clear and then to kill you, you play enchantments to limit their creatures effectiveness and ten Board-sweep effects, while winning through creatures that are outside their regular burn range.
Advantage: you. The only really agitating card here is Blinkmoth Nexus, which is probably your biggest threat. Remember that Ethereal Haze combats Arc-Slogger activations as well.
Unsung Hero: Myojin of Cleansing Fire. You will make 9 Mana in this matchup. You will drop Mr. Wrath Stick. You will clear the board with a wrath-effect and swing several times for the win.
Post-Board: 65-67% (17-12-1)
After board, you will absolutely slay your opponents. Side in Hokori, Dusk Drinker or Sanctimony/Ivory Mask, and watch your opponent turn as red as his deck with frustration. This time, Myojin of Cleansing Fire usually seals the deal on his own, since the turn after a wrath and a Hokori means he has several turns of face-smashing to make your opponent cry. However, if they happen to be prepared for a White deck (sideboard Flashfires), the game becomes unwinnable (tested 30 matches, lost 29 and drew once). Let's hope we keep an element of rogue factor.
G/X (U/G, B/G, R/G)
Pre-Board: 45-50% (12-13-5)
This game really comes down to only a few things: do you have Ethereal Haze in clutch when they Rude Awakening for the big win, Wrathing their field clear, and trying not to take too much of a hit with their big winner (Slogger, Kokusho, Meloku). This match comes down to which player is more attuned to his deck, so good luck
Unsung Hero: Pulse of the Fields. Usually considered the Affinity trump White has, this card can often stop early beats quite nicely as well. Otherwise, this is a pretty even matchup
Post-Board: 45-55% (depending on color)
The lower numbers belong to a U/G build that set up a Plow Under/ Eternal Witness/Crystal Shard lock... boy is that painful. Otherwise, this plays out very similarly to a tooth and nail game, as they try to accelerate their mana to jockey for position, until you drop Hokori, which is very helpful for the big win after a Wrath. Otherwise, this again becomes a more skill-intensive matchup:
Ponza:
Pre-Board: 10% (3-25-2)
If you see a turn 2 Zo-Zu and then watch your lands disappear every turn after that, cry. Hard. This is among the worst possible matchups you could face, as your spells are all the antithesis of cheap. Your best bet is to actually stall them out on LD, build up a fragile mana base, and drop a win condition as fast as possible. Good Luck
Unsung Hero: the sad look on your face that makes your opponent feel bad for beating you so mercilessly. It may get you a sympathy coke.
Post Board: no changes
If you face even one Ponza deck in your life, you will wish to have Sacred Ground in your sideboard. My deck didn't. Entering the scoop phase on turn 2 is rather disheartening
KCI (Included for the next month)
Pre-Board: 35% (10-18-2)
Another miserable match for you. You can stave off the myr token bum rush nicely, but a Charbelcher or Fireball is doom.
Unsung hero: Ghostly Prison. They can pay the two easily, but it costs them a potential attacker for each damage then want through. If they run disciple, you lose obviously, but most KCI decks don't. Patron of the Kitsune comes in a close second, limited only by the fact that KCI generally doesn't allow you to get to 6 mana to put him in play...when they do, they can't win very well.
Post-Board: 40% (12-18)
Terashi's Grasp helps, but not much
Overall, This is a skill-intensive deck, much like The Rock in Extended. You don't have many horrid matchups (save Ponza and KCI), but you don't have any real runaway victories either (except against Big Red). Playtesting has proven promising, but make sure that you do some of your own before picking up this deck and playing immediately, as a poorly run MWC deck will be trampled in the current metagame. Enjoy!
















