Austere Command ~ Iconic Masters ver. art by Anna Steinbauer
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Austere Command ~ Iconic Masters ver. art by Anna Steinbauer
@eienshi09‘s Balan Equipment Tutor Package - $12.52
As with any Voltron build, you want to find the pieces to suit up Balan as quickly as possible to get your beats on. Alternatively, you need to find a specific piece to deal with a certain board situation. Regardless, these cards will add some redundancy to your desk, which is hard to come by in mono-White due to a lack of easy card drawing.
Steelshaper’s Gift - $4.04 Cheap on mana (but relatively pricey fiscally), this is as simple and clean an effect as you’ll find. Only downside is sorcery-speed, I guess, but for a single White mana, I’m not gonna complain too much.
Open the Armory - $0.30 Like above but at 1W instead. Most of the time, it’ll just be a “worse” Steelshaper’s Gift, which admittedly isn’t so bad in this case; the option to grab Darksteel Mutation or any random Aura you happen to be running is also neat.
Stonehewer Giant - $5.69 He’s a little pricey in money and mana AND a huge target, but he can take over the game without much difficulty if you can untap with him. Because he puts the card onto the battlefield AND attaches it to something, he can pay for himself in a single activation and will definitely save you a few mana on a second. Anything more than that is straight value mana-wise. Also worth noting, he doesn’t target so your opponents won’t know who’s getting what until it’s already done.
Inventor’s Fair - $1.06 Though a bit slow and mana-intensive, it being a land mitigates that somewhat. Also, the metalcraft requirement shouldn’t be too much of an issue with all the Equipment and mana rocks you’ll likely be running.
Quest for the Holy Relic - $0.20 This one is slightly dependent on how many creatures you end up running in your deck, so it might be too slow if that number is low enough. But it’s essentially a Stonehewer activation, which, again, doesn’t target so you can sit on an “active” one for tricks.
Taj-Nar Swordsmith - $0.21 Can be pretty expensive mana-wise, but he does put the searched card directly onto the battlefield at least, so it’s like immediately casting the thing you searched up. Also, the extra body isn’t totally irrelevant but admittedly is on the small side.
Relic Seeker - $0.41 He’s cheap, and can be useful throughout the game. Early on, he can poke someone without a blocker yet for a quick tutor. Later on, you might need to give him some pants first but it shouldn’t be too difficult to connect.
Steelshaper Apprentice - $0.61 Although slow and mana-heavy, he is one of the few cards in Magic that offer repeatable tutoring.
This article was written by @eienshi09. Thank you for taking the time to, not only make a great package, but give an in-depth write-up about each card. Keep getting that Commander damage in and...
Victory shall be yours.
--- Jake M, @apok-the-combomancer
All cards are priced according to Magiccards.info mid price on the date it was written. These prices are subject to change.
If you have questions, comments or concerns, please head on over to our commentary blog to discuss it.
Marrow Shards ~ Art by Raymond Swanland
Mono-White Ramp Package - $15.95
Mono-White is pretty poor at ramping. It has plenty of mana fixing in Mono-White, but that’s not ramp. There are only 2 mana dorks in White’s color identity: Alloy Myr, Gold Myr. There are colorless mana dorks, but we’d rather have White if we can. There are zero Instant and/or Sorceries that add mana to our pool. No Enchantments that trigger off of something. So all that’s left it Artifacts. Considering we need ramp to be as fast as possible, we are foregoing the dorks in lieu of artifacts.
Caged Sun - $7.36 This one is the most costly in every sense, but it provides the most bang. It doubles all our land mana and beefs up our, more than likely, weenie creatures. If we are using things such as Sculpting Steel and its kin, it makes this much more powerful.
Pearl Medallion - $2.76 This one isn’t ramp necessarily, but making everything cost a colorless less definitely helps out. It won’t effect things like Puresteel Paladin or Hour of Revelation with its own cost reduction, but it definitely helps with Commander tax and other high costed spells.
Commander’s Sphere - $0.79 We don’t need mana fixing if we’re running mono-white as we naturally don’t have other colors and we won’t be running treason effects. What we can do with this is ramp a turn and create card draw. If you don’t have that board wipe you need on turn 4, you can tap for a mana then sac it to hopefully draw into it.
Marble Diamond - $0.23 This is slow just like the mana dorks, but it doesn’t die as easily to board wipes. That makes it better than them, even if ever so slightly.
Mind Stone - $0.52 This can be ramp or draw. Granted, it’s not nearly as good as Commander’s Sphere because it can’t be both, but it is a turn 2 drop. Turn two it ramps you into turn four. Any turn you drop it, you can crack it for a card if you desperately need that draw.
Tooth of Ramos - $0.41 This is nice because it can be a White, fast version of Worn Powerstone. It ramps you a turn normally and in a pinch, you can sac it for another White. If you have a way to reanimate it, that’s two extra mana per player turn.
Sol Ring - $3.29 Unlike most, I don’t believe this is a staple that needs to go in every deck. Late game, this is basically a dead draw in my opinion and I’ll gladly take a Cluestone over this because it at least offers draw. That said, it is the strongest ramp Mono-White has available to it. Turn one goes to turn three and it’s a free pass on Commander tax.
Worn Powerstone - $0.59 Again, it’s a slower version of Palladium Myr, but it survives better. This and Sol Ring together will ramp you four turns ahead. For White, that’s unheard of.
There you have it, folks. Even though Mono-White is in the bottom half of ramp, we can still ramp pretty well to keep us in the game. Ramp into those wraths and...
Victory shall be yours.
--- Jake M, @apok-the-combomancer
Priests of Norn ~ Art by Igor Kieryluk
Planeswalkers in Cube: White
It’s been a while since I’ve discussed cube, I think, and also a while since I’ve just dived into a stupidly long topic without thinking too hard about it. And so here we go.
Planeswalkers are kind of in an interesting place in Cubes. Most of the time, they’re powerful midrange or control threats, but a lot of them have more specialised roles that can make them better suited to particular cubes. They’re also popular to include, seeing as they’re big, cool, and splashy, and a lot of people really like playing with them. What home exists for something like Liliana, Death’s Majesty in any other format? (I know it’s fine in commander hush)
However, you can only afford so many slots for Walkers in your cube, depending on how you treat them. And so, you’re not going to see all of them very often. Here, we’re going to go through all of them, colour by colour, and figure out why you should or shouldn’t play them, and which go better in different builds. Starting off, as many things do, with Mono-White.
White's New Card Advantage: Verge Rangers
White’s New Card Advantage: Verge Rangers
Hallelujah! Mono-white has a new form of card advantage. While it’s not quite drawing a card, it lets you look at the top card and play lands from the top of your deck so long as you meet the condition that an opponent has more lands in play than you. It’s similar in that way to most land searching effects that white gets like Land Tax, and Gift of Estates. It doesn’t search for lands, but…
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Aether Revolt: Mono-White Servos
I haven’t been playing much Magic, but after looking through the Aether Revolt spoilers (and looking at this post), I was inspired to build a standard deck around the idea. I would greatly appreciate advice on the deck, particularly removal and numbers. Here’s the list so far:
Servo Exhibition x4 Metallic Mimic x4 Cogworker’s Puzzleknot x4 Declaration in Stone x4 Thopter Arrest x3 Master Trinketeer x4 Chief of the Foundry x4 Odric, Lunarch Marshal x2 Sram’s Expertise x4 Angel of Invention x4 Westvale Abbey x4 Plains x19
The idea is to make a bunch of Servos and beef them up. Topping off with Odric and Angel of Invention gives Servos flying and lifeline and us the game. Alternatively we could use the Servos to summon Ormendahl and win that way.
Like I mentioned, this is far from the final draft. Angel could get switched for Thalia to keep the curve at four or less. The deck could also add black and become an updated version of BW Fabricate.