The new set isn’t really looking to rock any established foundation. We’ve got about 50% reprints, 50% new cards, and no new mechanics. That doesn’t mean it’s going to be bad by any means, in fact it may be a better set because the designers are working with far less unknowns than usual. Either way, I have been feeding and watering my J2SJosh in my basement, and I feel like he’s thriving. Let’s take a look at white.
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
There is a ton of lifegain this set, including the tapped land cycle like Blossoming Sands, as well as repeatable lifegain on Dazzling Angel. A solid two drop, even if you only have a few ways to gain life.
The graveyard removal is relevant this set, especially against threshold decks. The statline is solid, working well as a blocker and relevant flying attacker.
This is a situational card, and a lot of decks won’t want to include it. However, it can be effective in a couple different types of decks. It can be good in a hyper aggressive deck, and has potential with a high density of lifegain synergies, pairing it with cards like Cat Collector or Ajani's Pridemate.
A combat/protection trick that leaves behind an equipment that provides flying and +2/+0 if a pretty sick deal for 3 mana. You can also use it aggressively, attaching it to a creature at the end of your opponents turn to commence the beatings.
This is the go-wide payoff you will be interested in. The ability to be cast for 2 mana is pretty sick as well, allowing you to play multiple spells during the turn to close out the game.
This guys pretty weak on its own, but in a solid go-wide build can do some work. It will likely die the turn it attacks, so pairing it with a combat trick could be a nice sequence.
A lot of white decks look to go wide, which always makes board wipes a bit awkward, but it’s still a very powerful spell that can win games when timed well.
This is kind of like Snakesking Veil, but hexproof is switched with EOT flying. This works well in more aggressive decks, letting you either win combat while attacking, or sending a flyer over the top for lethal.
There are two common and three uncommon angels in white, so this actually has a high likelyhood of getting the synergy benefits. Even if you end up with no angels, this is still a very solid two drop.
This is a great top end creature for any white deck, but especially strong in go-wide archetypes. Providing three bodies and 7/7 worth of stats is a solid curve topper.
Goldvein Pick and Adventuring Gear both exist, which can make this a very real card. It also easily enables some of the other lifegain synergies, making Ajani's Pridemate a premium turn two follow up.
A similar card to Platinum Angel for more control oriented decks. This is most certainly not a card for every white deck, but can be a decent tool for more control oriented builds.
1 mana is pretty hard to beat, even if it’s conditional removal. This is good for both aggro and control decks, and also gives you a random lifegain trigger.
I’m surprised they reprinted this, especially with all of the 1/1’s running amok. This can be alright with some decent synergies, but it’s not as strong as most (myself included) assume.
The ideal scenario is to use this as a combat trick and turn your remaining creature into a threat the following turn. It’s a bit hard for those circumstances to line up perfectly, and the WW casting cost isn’t helping the stars align either. It can be used proactively on a flyer if your opponent doesn’t have a kill spell, or you have a protection spell to back it up.
The ceiling on this card is pretty high, but the floor is extremely low. For five mana you have the potential to do nothing, or to warp the game. I don’t typically play these types of cards because of the high variance.
White looks like a very strong option to enable some of the equipment like Goldvein Pick. There are good options for go-wide builds and some solid life gain synergies that are both worth playing in to. I’ll be dissecting Blue next, stay tuned!
Lose and Learn, Learn and Win!
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Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".