White is often considered to be the weakest colour in 168澳洲幸运5开奖网:Magic The Gathering's Commander format. It's a total powerhouse when playing one-on-one, but it struggles to keep up when that's scaled up to three or four players. Yet, despite that, white is also home to some of the most powerful creatures in the entire game. Creatures that can shut down opponents entirely, control the table, or just punish your opponents for everything they do. If you're playing a white deck, here are the best creatures to be playing in 168澳洲幸运5开奖网:Commander.
10 🧜 Karmic Guide 🅘
While black is the main colour of creature reanimation, white can also do it every now and then. However, you rarely get conditionless reanimation in white, making Karmic Guide useful. It might cost five mana, but returning any creature from your graveyard to the battlefield is a poꩲwerful ability.
Of course, Karmic Guide's real potential is when you use it alongside Reveillark, which returns two creatures with power two or less when🍬 it leaves the battlefield. You evoke Reveillark, pull Karmic Guide and something else out of your graveyard when Reveillark immediately sacrifices itself as part of its evoke trigger. Then, with Karmic Guide, you bring Reveillark back out as well. This can♔ easily go infinite with an instant-speed sacrifice outlet like Martyr's Cause or Fanatical Devotion.
9 Elesh Norn, Grand Cenobite ♌
Elesh Norn isn't just 168澳洲幸运5开奖网:one of the best mono-white Commanders, she's also an excellent card to put into a lot of white decks as part of the 99. Costing seven mana is a lot, but reducing every opponent's creatures by -2/-2 and buffing your own by +2/+2 is a powerful a♐bility.
Elesh Norn shuts down a ridiculous number of creatures. Mana dorks, Viscera Seers, Azusas, Grand Abolishers, Scute Swarms, Laboratory Maniacs, F🐠oundry Inspectors; any creature with tou🅷ghness two or less will immediately die on hitting the battlefield, and creatures are what power most decks.
8 ꦅ Knight ✨of the White Orchid
168澳洲幸运5开奖网:Ramp is something mono-white used𒆙 to struggle with until we started getting more cards like Archeomancer'sღ Map last year. Fortunately, it's had access to Knight of the White Orchid for a very long time, and it's remained one of its best tools.
As long as an opponent controls more lands than you when the Knight enters the battlefield, you can search for a Plains and put it onto theꦐ battlefie⭕ld. It doesn't sound like a lot, especially when you have cards like Keeper of the Accord, which can do similar things every turn, but consider this: the land doesn't have to be a basic Plains, and it doesn't have to enter tapped. You can go and find a shockland or a dual land off of a Knight of the White Orchid and use it straight away. And, as it's just two power and two mana value, it's a good target for both Reveillark and Sun Titan.
7 Mentor of the Meek ജ
White is infamously bad at card draw. With few cantrips and fewer repeatable sources of it, the problem got so bad t🐎hat Wizards of the Coast is now actively experimenting with ways to 🐼give white access to better card advantage. Until it's worked that out, though, we still have Mentor of the Meek.
Mentor of the Meek rewards you for playing small creatures by allowing you to pay one generic mana to draw a card. It isn't amazing compared to what blue or black can do, but it's a draw that can be repeated multiple times a turn, something white seldom does. Much like Knight of the White Orchid, it's ﷽also a good Reveillark or Sun Titan target too, making grabbing it out of the graveyard easier in the event of a removal.
6 Mother of Runes 🎶
Mother of Runes is a classic mono-white protective creature. With just a single tap, any creature you control can 168澳洲幸运5开奖网:gain protection from any colour until the end๊ of the turn – somebody trying to Heartless Act your Commander? Give it protecti🧜on from black. A ram through? Protection from green.
Other creatures can give protection like Mother of Runes, such as Alseid of Life's Bounty, but they generalꦬly need to be sacrificed. Mother of Runes is a repeatable, tricky card that can be tou🌳gh to work around.
5 Aven Mindcensor ᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚ
White is the c꧅olour of 'rule-setting'. Telling other players what they can and can't do is part of its toolset, and one of the best cards to do that is Aven Mindcensor.
Aven Mindcensor 168澳洲幸运5开奖网:shuts down tutors. Instead of searching their entire library, your opponents will only be able to search the top four cards. ꦜWhile there's still a chance they might f🦄ind the card they need, the chances of them pulling it off are so low that playing tutors with the Mindcensor out is effectively useless.
The scary thing about Aven Mindcensor is that it has flash, meaning you can play it at instant speed in response to someone casting their tutor. You can play it tactically and stop someone Demonic Tutoring their winning piece, or you can be evil and stop a mana-starved player from finding lands off th🎶eir Cultivate.
4 𝓡 ꦺ Grand Abolisher
Along with Aven Mindcensor, one of the best rule-setting cards in the whole game is Grand Abolisher. As long as Grand Abolisher is out, your turn is almost e🔜ntirely your own – your opponents can't cast spells or activate any artifact, creature or enchantment's abilities.
This gives you free reign to do whatever you like on your turn, with the only things you need to worry about being an instant-speed 168澳洲幸运5开奖网:Planeswalker ability (like Teferi, Master of Time) or a land's ability (like a 168澳洲幸运5开奖网:channelled Eiganjo, Seat ꦜof the Empire). You don't need to 🌼worry about counterspells, removal, or sudden protective spells, giving you total freedom to combo off unimpeded.
And, as is a running theme amongst whiꦫte creatures, the Grand Abolisher is big enough to be pulled back with a Reveillark or Sun Titan to continually cause problems.
3 Drannith Magistrate 𒀰 🐓
This is one of Commander's most controversial cards, and there is a reas🙈onable chance it could become banned at ꧑some point in the future. For now, though, it's totally legal and very, very scary.
Drannith Magistrate stops your opponents from casting spells from anywhere other than their hands. This means they can't 168澳洲幸运5开奖网:fortell cards, flashback fꦉrom graveyards, or suspend them, but it also means they can't cast anything from tꦉhe Command zone. Drannith Magistrate's role is to stop your opponents from playing their own Commanders.
While there is an argument many make that a Commander deck should work without its Commander, it just isn't a realistic look at how people play the fo♒rmat. So many decks need their Commanders to function, and if there's no way to get rid of a Drannith Magistrate it can lock players out for the rest of the game. It's a brutal card, and debates about๊ whether it's suitable for the Commander format happen near-daily, but it's impossible to deny it isn't incredible.
2 🍰 Esper Se🌞ntinel
As mentioned with Mentor of the Meek, Wizards of the Coast has recently experimented with white card draw. One of those experiments is Esper Sentinel, which completely shook the Commander format when it launched in Modern Horꦫꦇizons 2 in 2021.
Costing just one white mana, Esper Sentinel is effectively a Rhystic Study on a creature; whenever an opponent casts their fꦰirst non-creature spell each turn, they must either pay mana equal to Esper Sentinel's power or allow you to draw a card. The more you buff Esper Sentinel up, the more they have to pay.
While you'll still only be drawing one card each turn, Esper Sentinel is one of the best turn-one plays you can have🌄 this side of Sol Ring. In the early turns, your opponents willꦜ be focusing so much on building their own board states that they won't want to waste their limited mana just to stop you from drawing a card. You'll usually get at least a turn or two of free card draws before people start trying to get rid of it, but that's all you need to get way ahead.
1 Sun Titan
Sun Titan has been mentioned a few other times in this list as one of white's best reanimation tools. Though Karmic Guide can return any creature with no further conditions, Sun Titan can return any permanent with a three or less mana value. Any permanent.
With Sun Titan, you can bring back your fetch lands for more ramp, you can bring bജack your Esper Sentinel, Mother of Runes, or Night of the White Orchid. You can briꦓng back your destroyed artifacts and enchantments. And you can do this whenever Sun Titan enters the battlefield or attacks.
If your opponents can't get rid of a Sun Titan, almost everything else you play will just keep coming back. Double up its attack triggers in an 168澳洲幸运5开奖网:Isshin, Two Heavens as One deck, or make it the target of an infinite flicker combo, and your opponents just won't have any way to deal w👍ith it.
On top of all that, Sun Titan is a 168澳洲幸运5开奖网:6/6 with vigilance. It's a mea🌸ty creature on its own and difficult to kill through combat, making it white's most pot♛ent threat.