Wiped From Existence

by JRE47 on 11 July 2014

Main Deck (61 cards)

Sideboard (15 cards)

Creatures (2)


Sorceries (4)

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Deck Description

"‘Invincible' is just a word." — Gideon Jura

Massive creature? Big deal!
Indestructible? So what?
Aggro? Hope you have a backup plan.

As permanent after permanent gets exiled, gone forever, how do you feel about your invincibility now?

How to Play

There's not much secret to what this deck wants to do. Exile creatures, artifacts, enchantments, even planeswalkers with ease. Heck, even instants and sorceries go to exile instead of the graveyard. Warden of the Beyond is basically guaranteed to enter play as a 4/4, and between him and a gathering swarm of flying spirit tokens from Militia's Pride, you should be able to smash or fly over what little defense remains and beat face.

I envision this deck tacking several of today's popular decks without too much trouble:

GRx Monsters: Stormbreath Dragon could be a problem, but other than that, this deck should be able to keep the big beaters down, and eventually overcome big blockers like Sylvan Caryatid and Courser of Kruphix once Warden joins the party. Heck, with a little further stat boosting, Warden can even tangle with any big beasties that hang around! Side in Celestial Flare for Stormbreath and you should be much better off in Game 2.

MBD: Lifebane, Thoughtseize, and others are going to be annoying, no doubt. But Demons, Underworld Connections, and their other favorite toys will be YOUR playthings. Since they tend to rely on a handful of game-changing creatures and enchantments to operate, this should actually be a favorable matchup if you can shrug off the forced hand manipulation. With a playset of Gods Willing AND Ajani's Presence, you should be able to keep at least enough key creatures alive to finish the job. Probably a good idea to side in Last Breath (for Rat and Specter) and maybe another enchantment exiler or two, but for the most part you should be good to go in Game 1.

BWx: Obviously the potential of Blood Baron is unsettling, but by Game 2 you can side in Flare to keep him in check. Even in Game 1 you can probably race well enough to eventually deal lethal, even with an every-turn +4 life back. But you can pretty much laugh off Athreos and Xathrid Necromancer, as the plan is for the vast majority of their creatures to exit the field through means other than dying. I'd call this a favorable matchup, at least the more "standard" BW variants. Again, Flare in Game 2 if they have Blood Baron, probably Glare of Heresy, and perhaps Last Breath, but Game 1 should be more than winnable.

UWx Control: Ugh. Sadly not a lot to exile since it plays few permanents, but Banishing Light will get a workout zapping planeswalkers and exiling enchantments (Light and D-Spheres) on the other side of the board. (Assuming they run those, siding Glare of Heresy and Revoke Existance in for Game 2 is a must.) Other than that, Ajani's Presence will be key to stopping wipes, so save mana up for multiple targets when possible. It's important to resolve Heliod if you draw him, as his token-dropping ability can win the game by itself, and he might even be a creature if you have enough enchantments around him (or your creatures stay in play long enough!). Wait until you're pretty sure they can't counter him before attempting to play him. Spirit of the Labyrinth is in the sideboard specifically for this matchup (Sphinx's Revelation and other draw), so get him out there in Game 2!

Rw Burn: Problematic; like with black, expect to have spells slung at your creatures to take them out, but probably with more frequency. Some are going to fall, so save Banishing Light for bigger targets if you can and use Banisher Priest on small creatures you can survive coming back if Priest bites it. If you have a Willing or Presence in hand, it might even be better to wait an extra turn to play a creature if it means you've have enough mana to play it and have one mana left to protect it. Devouring Light will be your savior if they complement the burn with attackers like Cackler, Zealot, and Phoenix, and if you can get it in play and attached, Godsend could be unbeatable. Use Spirit Bonds whenever you can to get a field of creatures to throw in front of attackers and survive targeted wipe. If you can hang in there long enough to get a Warden in play, ideally with a Spear or Hall to boost it to 5 toughness, you should be in the clear. Strongly consider Last Breath and probably Celestial Flare in Game 2 if they run a decent number of creatures, and you can probably safely cut Banishing Light to make room.

Other Aggro: Similar to the burn matchup, though hopefully less direct kill/burn spells flung at your creatures. You should be able to breathe easier by Turn 3 or 4, and take over the game after that. Just expect your life total to dip and stabilize once you get one or two of pretty much any of your 3-cost spells in play.

Deck Tags

  • m15
  • Standard
  • Exile
  • Mono White

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

510004

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

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