Quick Links
Previous deck: 168澳洲幸运5开奖网:Isshin, Two Heavens As One // Next deck: 168澳洲幸运5开奖网:Satoru Umezawa
Our journey through 168澳洲幸运5开奖网:Magic The Gathering's 168澳洲幸运5开奖网:Kamigawa: Neon Dynasty continues with one of the main supporting characters of its story. As an advisor to the emperor of Kamigawa, and mentor to the Shizuki siblings, which includes the set's new Planeswalker Kaito, Light-Paws represents everything wrong with the empire.
Bureaucratic and narrow-minded, she staunchly advocates for holding back the people's access to technology, fearing the impact it could have on Kamigawa as a whole. Despite that, she's also calm and wise. Earning her eight tails through her diplomatic talks with the Kami of the plane, she single-handedly holds Kamigawa together as its regent, following the disappearance of its emperor.
She's also one of the most interesting and powerful mono-white Commanders we've ever had. Give it a few years and she'll be up there with the likes of Elesh Norn and Mangara as one you simply have to build. This week, we're playing mono-white Enchantress Voltron with .
Light-Paws, Emperor's Voice is a 2/2 Fox Advisor that costs one generic and one white. Her ability is incredible: whenever an Aura enchantment you cast enters the battlefield, you can search your library for an Aura that costs the same or less and also put it into the battlefield attached to Light-Paws. Getting two enchantments for the price of one is incredible, so let's make Light-Paws a massive, unstoppable force.
Ramp
In a mono-white deck, we surprisingly have a fair few ways to ramp extra mana onto the board to cast our encha𒅌ntm♏ents.
First, in lands, we're running the bouncelands Guildless Commons and Karoo. Bouncelands may be slow, but the overall mana value of this deck skews pretty low so we can afford to take an extra turn if it gives us a land that taps for two mana. We've also got the absolutely fantastic land Serra's Sanctum, which gives us one white mana for every enchantment we contro♕l. Light-Paws is just going to keep spewing enchantments out all the time, so this fills a similar role to something like Cabal Coffers in a black deck.
In terms of mana rocks, Nyx Lotus is excellent. Mono-colour decks may have fewer options than multicolour, but they do get 168澳洲幸运5开奖网:very high devotion, making cards like Nyx Lotus very handy. We've also got a Pearl Medallion to reduce the cost of any white spell we play.
As for the usual white ramp affair, we have Archaeomancer's Map, Land Tax, and Gift of Estates. These work in any white deck, so of course w🌊e were going to put them in her꧋e.
Draw
If there's one weakness that defines white, it's its lack of card draw. Wizards has tried to improve this in the last year or so, but compared to every other colour white is still infamously underwhelming at getting card advantage.
Our options are limited, but the enchantment theme of the deck does help. Sram, Senior Edificer gives us a draw whenever we can an Aura, which is Light-Paws' entire thing. We've also got Mangara the Diplomat, which lets us draw if someone casts more than one spell or attack you with more than one creature on their turn. We're even using a Secret Rendezvous, which is an underrated politics piece – you and an opponent draw three cards, so try🍰 and cut them a deal to keep you safe for a bi💙t longer.
Other than that, using colourless cards is the way to go. Solemn Simulacrum is a Commander staple, and The Immortal Sun shuts down 168澳洲幸运5开奖网:Planeswalkers simul♒𒁏taneously. It even reduces the cost of our spells, which is very nice.
Enchantment Support
Before getting to the main meat of the deck, there are a few cards that help with enchantments♎ that need mentioning.
First, Ajani's Chosen is a ca꧋t soldier that produces a 2/2 cat token whenever an enchantment enters the battlefield under your control. This deck is effectively Enchantment Voltron, so having some blockers to⛎ hold back while Light-Paws goes in and deals the damage is important.
Ardenn, Intrepid Archaeologist is anothe❀r great card that lets us move around our auras. One of the downsides of 💮Light-Paws is that any of the bonus Auras have to come in enchanting her – Ardenn helps us work around that and instead elect another creature to be our big attacker if we need.
Unlike equipment artifacts, enchantments go straight to the graveyard when the creature they're enchanting leaves the battlefield. This makes this deck incredibly susceptible for targeted removal; the last thing we want is all our enchantments going to the graveyard before we've swung with them. For that, we've got Guardian of Faith, Norika Yamazaki, the Poet, Selfless Samurai, Brilliant Restoration, Open the Vaults, Resurgent Belief, Triumphant Reckoning, and Skull of Orm to either prevent our enchantments from beingb destroyed at all, or pull them back out of the graveyard if ꧙they do.
Fountain Watch in particular is fantastic, as it gives all your artifacts and enchantments shroud (they can't be the target of any spell or ability). This does shut down Ardenn, but that's a small price to pay when nobody can knock off a Spectra Ward or Indestructibility.
Lastly, Starnheim Courser, Transcendant Envoy, and Starfield Mystic all reduce the cost of enchantments we cast ꦚby one generic each.
Playing Your Auras
The bulk of this deck is dedicated to auras tha𒐪t turn Light-Paws into a lean, mean, divine killin🔯g machine.
First, the ones that enchant Light-Paws directly to make her dangerous. These are cards like Angelic Destiny, Armored Ascension, Daybreak Coronet, Lifelink, Light of Promise, Rune of Sustenance, Sunbond, and Spirit Link, which make her bigger, more evasive, and give you a lot of life. A particularly great synergy is between Sunbond and Lifelink – Spirt Link's effect is identical to lifelink, but isn't actually keyworded as such, giving Light-Paws the famous 'double-lifelink' where you gain twice as much life as damage you deal. Combine that with a Light of Promise and Sunbond and Light-Paws will be getting into Command Damage territory very, very quickly.
Next, the protection. Without these, Light-Paws simply isn't a threat, no matter how big it gets. A quick Generous Gift or Swords to Plowshares, and it'd be all over for you. By taking cards like Indestructibility and Timely Ward to give her Indestructible, and Unquestioned Authority and Spectra Ward to give her 168澳洲幸运5开奖网:protection from all colours and creatures. Add on the previously mentioned Fountain Watch, and the only way anyone is getting rid of you is by a mass exile spell (which you can then avoid with a Guardian of Faith of Teferi's Protection).
Two cards that go very nicely together are Indestructibility and Pariah. Pariah reroutes any damage you w🍬ould take onto the enchanted creature instead – make Light-Paws indestructible, then enchant her with Pariah and any damage anyone throws at you will be going to waste.
Though Light-Paws has to be the recipient of any aura she brings onto the battlefield with her ability, that ability triggers any Aura you play. That means we can use enchantments to both shut down an opponent's creature and get build up Light-Paws at the same time. Faith's Fetters, Dreadful Apathy, Pacifism, Prison Term, and Trapped in the Tower are all Auras we'll want to be running for a bit of enchantment-based soft removal.
Time To Win
Some enchantments were left out of the last section, simply because their entire job is to win us the game quickly and efficiently. These are All That Glitters and Ethereal Armor, which both give +1/+1 for each enchantment you control. By stacking up the enchantments and then dropping an All That Glitters, Light-Paws gets an order of magnitude bigger and ready to at♎tack.
There's even Helm of the Gods, an equipment that does the same thing. This deck isn't focused on equipments, but having something that can stay on the battlefield after Light-Paws gets removed can be useful.
There really isn't anything clever to this deck. Just build Light-Paws up with all those auras, and then knock people out with Commander damage.
Powering The Deck Down
If you want to tone Light-Paws down for a 𒉰slower game, there ar♕e some key things you can do.
Even though Light-Paws is herself a tutor, we have got Idyllic Tutor, Open the Armory, Enlightened Tutor and Plea for Guidance to help find the big pieces we want to play first. Tutoring isn't something you can avoid in this deck, but you can make Light-Paws the only source by taking those cards out.
Next, let's take out some of that protection. The goal with this deck is to make Light-Paws almost completely uninteractable, but if that doesn't sound fun for your group you can take out Fountain Watch to allow your opponents to knock the enchantments off. To go a bit further, Spectra Ward and Unquestioned Authority are also good choices for removal, as protection can is tricky to play against.
You could take out some of the graveyard recursion as a last resort. This isn't recommended as it could make your deck too much of a glass cannon to be viable, but removing cards like Norika Yamizaki, the Poet, Resurgent Belief, or Second Sunrise can improve your opponents' chances of shutting you down.
--
For the full deck, please visit .