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This mono white pauper deck uses creatures with Shadow to get damage through while using damage prevention and pacifying enchantments for defense.
A no brainer deck. They cast a creature? Pin it down with enchantments. They swing for damage? Prevent it. YOU swing with everything you got, every time.
This deck has been viewed 6,104 times.
Sadly, this deck isn't Pauper legal. I just checked up on the Soltari in Gatherer and found this:Soltari Champion is a rare Soltari Crusader is an uncommon Soltari Monk is an uncommon Soltari Priest is an uncommonI know that they have black expansion symbols, but in early Magic they only printed with black symbols. Even earlier Magic didn't have expansion symbols at all. Colour to show rarity showed up later. White creatures with Shadow that are Pauper legal:Augur il-VecSoltari EmissarySoltari Foot Soldier {you're already using this one}Soltari LancerSoltari TrooperSoltari VisionaryZealot il-Vec
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Thanks for the info! It's just a first draft and need some adjustments, but I think it has potential.
Okay, I managed to swap out cards without much difficulty. As long as the creatures have Shadow, it doesn't much matter.
Ethereal Armor would be nice to take advantage of the Pacifism and Defang :p
Added Ethereal Armor, as well as Cho-Manno's Blessing W/instant speed which is nice.
Oppressive Rays is bad. If they really want that creature through they will easily tax the mana for it. and why the Azorius Chancery and Remote Farm? I guess Chancery ensures a land drop the turn after it hits but lands like Remote Farm are only good if you are going after a turn 2/3 kill and need the extra mana really badly.
Oppressive Rays isn't that bad. It costs 1 mana to lock down a creature early game, and with all the creatures having Shadow, being blocked isn't a worry. It also adds one more to Ethereal Armor. It can also be stacked on the same creature, multiplying the cost to attack. I agree with you on Azorius Chancery, it's not necessary, especially with no landfall to trigger nor a use for the blue. I can see the farm providing early mana ramp, and with such a low curve, that means more aggressive plays.
There are lots of choices for pacifying enchantments. I went with rays because it costs 1mana and stifles both the creature and its abilities. As for the lands. You could easily just run 20 plains and be fine. The farms were for early mana ramp like you said. The Chancery lands could probably go at this point. They were intended for mid to late game advantage, and also blue splash in the brew concept.
Noteworthy any mono colored deck can have the advantage of running 4x quicksand without screwing up your mana base