White

Card Draw
* Enchantments
* Artifacts
* Land
* Enchantments
* Artifacts
* Land
* Planeswalker

White is the color of organization, law, and morality. It seeks peace through order.

Popular mono-white commanders include Sram, Senior Edificer, Heliod, Sun-Crowned, and Teshar, Ancestor's Apostle.

**See the top White cards in EDH!**

## **Identity**

White wants no one to suffer. They believe that suffering is wrong and that it is everyone’s job to ensure everyone can succeed and live happy lives. To accomplish this goal, White sets rules and laws in place and systems to punish those for breaking those rules. White believes that there are morally right and wrong actions and that any action that does not benefit everyone is evil. White believes in unity of thought and structure. Without a form of rules and guidelines or a committee to help discuss the ramifications of a problem, White is powerless. But when White constructs a set of rules and has the people on their side, white can create strong loyal societies that foster the group and the world.

## **Popular Strategies in Mono-White**

* Voltron**Voltron** is an *Archetype* or deck type, that seeks to turn their commander into a single powerful, hopefully invulnerable threat, and then doing 21 damage in combat with that commander (*Commander damage means a player loses if a single commander has done 21 damage to them, regardless of their life-total*)
* Enchantress**Enchantress** is an *Archetype* or deck type, that seeks to be rewarded (*normally by drawing cards*) every time they cast an enchantment, and making most of the things their deck wants to do be done by enchantments.
* Superfriends**Superfriends** is an *Archetype* or deck type, that seeks to summon and defend a number of planeswalker cards, accumulating resources as they activate their abilities each turn.
* Tokens**Tokens** is an *Archetype* or deck type, that seeks to use the effects of cards to create a mass of creatures that are not cards called 'Tokens', often far more than could be created simply by casting creatures.
* Angels Tribal**Tribal** is an *Archetype* or deck type, that seeks to utilize rewards by sticking to a single creature type. Normally an Aggro (*combat based*) archetype, but some tribes or commanders may allow them to play differently. Decks

## **Common Tribes in White**

* Angels
* Soldiers
* Knights
* Cats
* Clerics

## **Strengths**

### **Tokens**

White can make lots of Tokens**Tokens** is an *Archetype* or deck type, that seeks to use the effects of cards to create a mass of creatures that are not cards called 'Tokens', often far more than could be created simply by casting creatures. and then make those tokens into massive threats to win before defenses can be set up.
**Examples:**
* Anointed Procession
* Luminarch Ascension

### **Lifegain**

White excels at Lifegain**Lifegain** is an *Archetype* or deck type, that seeks to increase it's life total (*sometimes dramatically*) to make it harder to defeat them, while using that inflated life total to generate powerful threats, or even outright win the game., able to increase its own life total either in large amounts or steadily over time.
**Examples:**
* Beacon of Immortality
* Soul Warden
* Felidar Sovereign

### Equipment

Most of the payoffs for Equipment are located in mono-white, as well as some great creatures to carry Equipment and tutors that help find them.
**Examples:**
* Puresteel Paladin
* Stonehewer Giant
* Open the Armory

### Auras

White commonly uses Auras and Enchantress**Enchantress** is an *Archetype* or deck type, that seeks to be rewarded (*normally by drawing cards*) every time they cast an enchantment, and making most of the things their deck wants to do be done by enchantments. strategies to create powerful creatures that overwhelm its opposition.
**Examples:**
* Mesa Enchantress
* Ethereal Armor

### **Pinpoint Removal**

Mono-white's removal spells are able to get rid of a variety of permanents in a variety of ways. It can get rid of any permanent type, often through the use of exile.
**Examples:**
* Path to Exile
* Crush Contraband
* Grasp of Fate

### **Mass Removal**

White has many excellent options for Mass Removal**Mass Removal** is the term normally used for cards that get rid of (*destroy, exile or bounce*) all cards, normally of a particular type. They are normally used to 'reset' a board state with a dangerous number of creatures. and can get out of sticky situations in ways other colors can’t.
**Examples:**
* Wrath of God
* Austere Command

### **Hatebears**

Hatebears**Hatebears** is an *Archetype* or deck type, that seeks to cast cheap creatures that make it much more difficult for their opponents to play the game while also being able to attack their opponents with those creatures. prevent opponents from enacting specific parts of their gameplan while also providing important, aggressive board presence. These creatures may stop opponents from drawing cards, shut down activated abilities, and prevent opponents from casting tutors.
**Examples:**
* Leonin Arbiter
* Aven Mindcensor

### Planeswalkers

White is one of the only colors that provides benefits explicitly to the planeswalker card type. This may take the form of adding loyalty counters, or tutors that may locate planeswalkers.
**Examples:**
* Call the Gatewatch
* Arena Rector

## **Weaknesses**

### **Card Advantage**

Mono-white's primary weakness is finding consistent sources of card advantage. Opponents who draw large numbers of cards are often able to outpace mono-white by accruing more resources more consistently, as well as obtaining a higher degree of flexibility by having more options to impact the game. Though white may deploy powerful cards, it is far more likely than other colors to run out of cards in hand and run out of actions to take during gameplay as a result.