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Planeshift Analysis: White
By Alex Makhovykh
Sorry that this is so late, but I had a couple of things to do over the weekend, Planeshift Preview being one of them, but more about that in another article. Letís get to analysis of white cards in Planeshift.


Aura Blast
1W
Instant
Destroy target enchantment. Draw a card.
Rarity: Common

Cheap and efficient enchantment removal, Aura Blast isnít bad in both constructed and limited. Itís a cantrip, which is always a good thing, and does something useful along with it. It costs only two mana with only one white mana in its cost, which means it is be easily splashed into many decks. In limited it can be used to deal with opponentís dangerous enchantments such as Teferiís Moat, Meteor Storm or Armadillo Cloak that can otherwise cause your to loose. In Type 2 there are usually better alternatives (Wax/Wane, Dismantling Blow, Aura Fracture), but Aura Blast will make a fine sideboard card.

Aurora Griffin
3W
Creature - Griffin
2/2
Flying. W: Target permanent becomes white until end of turn.
Rarity: Common

Flyers are always welcome in limited formats, and this one has a nice ability to boot. Griffinís ability goes good with Djinns of any other color, with Wash Out, with black removal, and many other cards that depend on a permanentís color. Aurora Griffin is not of much value for Type 2 though.

Disciple of Kangee
2W
Creature - Wizard
2/2
U, T: Target creature gains flying and becomes blue until end of turn.
Rarity: Common

This fairly-priced wizard is not too great in Type 2, but has its uses in limited formats. First of all, Disciple of Kangee can give any creature flying, which means that you can send a big monster flying over your opponentís head if that is needed. Second of all, Disciple turns that creature blue, allowing you to play some color-based tricks. Not too bad, but nothing special.

Dominaria's Judgment
2W
Instant
Until end of turn, creatures you control gain protection from white if you control a plains, from blue if you control an island, from black if you control a swamp, from red if you control a mountain, and from green if you control a forest.
Rarity: Rare

This is a very interesting card. Domain decks just might use this as a finisher in the current Type 2. In a pinch they can use this when blocking, in order to screw over opponentís creatures while saving their own. In limited this has many uses and is a pretty good card, especially if youíre playing four or five colors. You can use it close to the end of the game to make a final rush through, or in response to a removal spell. Sometimes though, you might want to leave this in your sideboard, as it can be situational.

Guard Dogs
3W
Creature - Hound
2/2
2W, T: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent.
Rarity: Uncommon

While this has no value whatsoever in Type 2, it can be of some use in limited. Guard Dogs can block and then use their ability after damage has been put on the stack. It becomes very good when youíre playing with a Tidal Visionary or a Blind Seer. Still, I donít think that Guard Dogs are going to be a high pick when drafting, so you should be able to get one and play with it. Or at least leave it in the sideboard.

Heroic Defiance
1W
Enchant Creature
Enchanted creature gets +3/+3 unless it shares a color with the most common color among all permanents or a color tied for most common.
Rarity: Common

Heroic Defiance is a very situational creature enchantment, and since the only creature enchantments being played in Type 2 right now are Sleeperís Robe and Armadillo Cloak, this doesnít have much chance. In limited, this could see some play if you have enough color changers, but I wouldnít risk it.

Hobble
2W
Enchant Creature
When Hobble comes into play, draw a card. Enchanted creature can't attack. Enchanted creature can't block if it's black.
Rarity: Common

This is a neat take on Pacifism. Not a Type 2 card, but definitely worthy of a limited deck. This is one of those cards that can prevent a Dragon Legend from attacking, and in 3 out of 5 cases can make sure that it doesnít block either. And itís a cantrip. Hobble can usually go in the main deck, but if youíre not sure then definitely leave a spot for it in your sideboard.

Honorable Scout
W
Creature - Soldier
1/1
When Honorable Scout comes into play, you gain 2 life for each black and/or red creature target opponent controls.
Rarity: Common

Itís not a Rebel, which makes it pretty much useless for Type 2, while in limited it is a decent 1-drop. Youíd rather have an Apprentice or something else over this, but you can keep it in your sideboard to slow down aggressive black/red/blue decks.

Lashknife Barrier
2W
Enchantment
When Lashknife Barrier comes into play, draw a card. If a source would deal damage to a creature you control, it deals that much damage minus 1 to that creature instead.
Rarity: Uncommon

I really, really like this card. Perhaps it can be used in Rebel or Counter-Rebel decks. Lashknife Barrier truly shines in limited formats. Not only does it keep your creatures safe from most direct damage spells, it also negates some of combat damage that they would take. All this for 3 mana, and it doesnít even cost a card. Lashknife Barrier will probably be one of the top picks in drafts, so make sure that you try to hang on to one if youíre playing white.

March of Souls
4W
Sorcery
Destroy all creatures. They can't be regenerated. For each creature destroyed this way, its controller puts a 1/1 white Spirit creature token with flying into play.
Rarity: Rare

This card makes me mad. While itís an interesting twist on Wrath of God and is more splashable, it can hurt you severely. While itís great with Simoon, it can give your opponent an edge if heís controlling more creatures than you. In limited having less flyers than your opponent is not a good thing. That said, it can win you the game as it is mass removal and can give you an advantage if you control more creatures than your opponent. In Type 2, thereís Rout and Wrath of God which are better, but I could see March of Souls seeing some use in Rebels decks that can fish out more creatures than their opponent. Then again, in Type 2 your army is much more likely to be Simooned away.

Orim's Chant
W
Instant
Kicker W
Target player can't play spells this turn. If you paid the kicker cost, creatures can't attack this turn.
Rarity: Rare

Peopleís opinions split on whether this card is better or worse than Abeyance, but almost everyone agrees that itís good card. I personally think that right now itís better than Abeyance since there arenít that many creature activated abilities in Type 2, so Orimís Chant pretty much translates into a Time Walk for WW, aside from the fact that your opponent can still play a land. Orimís Chantís flexibility is also a good thing; if your opponent controls no creatures you can simply "Time Walk" for W. Abeyance was a cantrip, but I still think that Orimís Chant is a bit better. Against control decks, Orimís Chant can be used during your upkeep to make sure that you can get your spells through, and against beatdown you can play it during their upkeep and pretty much take another turn. This is perhaps the best white card in Planeshift.

Planeswalker's Mirth
2W
Enchantment
3W: Target opponent reveals a card at random from his or her hand. You gain life equal to that card's converted mana cost.
Rarity: Rare

This is one of the weakest Planeswalker cards. Lifegain was never that strong to begin with, and this is pretty bad. While it can give you time against some hard matches, it is usually too expensive or too situational to do anything. Like all Planeswalker cards, this is very expensive to use, for an effect that doesnít usually do much.

Pollen Remedy
W
Instant
Kicker-Sacrifice a land.
Prevent the next 3 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose. If you paid the kicker cost, prevent the next 6 damage this way instead.
Rarity: Common

Pollen Remedy is great in limited. Between combat and direct damage, there will rarely be a time when this will be useless. In combat it can play some very evil tricks and can sometimes help you help you get some very serious card advantage after your opponent blocks or attacks thinking that heís going to make some great trades.

Samite Elder
2W
Creature - Cleric
1/2
T: Creatures you control gain protection from the color(s) of target permanent you control until end of turn.
Rarity: Rare

This is not too bad in limited, especially in some multi-colored decks, or if you have a away to change your cardsí color(s). Can help your creatures rush through for the win or save them from removal. Probably will not see play in Type 2, unless Domain decks choose to use it to protect themselves from ĎDermies.

Samite Pilgrim
1W
Creature - Cleric
1/1
T: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of basic land types among lands you control.
Rarity: Common

Samite Pilgrim is, in my opinion, better than Samite Healer since it allows you to prevent significant amount of damage to your creatures. This is very good in limited, especially if you got a couple of Harrows. Samite Pilgrims aids you in combat and can often save your creatures from direct damage.

Sunscape Battlemage
2W
Creature - Wizard
2/2
Kicker 1G and/or 2U.
When Sunscape Battlemage comes into play, if you paid the 1G kicker cost, destroy target creature with flying.
When Sunscape Battlemage comes into play, if you paid the 2U kicker cost, draw two cards.
Rarity: Uncommon

Sunscape Battlemage is awesome in limited because of the many options that you get when casting him. It can be a Gray Ogre in the early game, nail a dragon or another flyer a bit later on, or gain you card advantage a bit later. Sunscape Battlemage is especially useful if you got a Sunscape Apprentice once you get to enough mana you can replay him with a kicker each turn. If you can get it limited, donít let it pass.

Sunscape Familiar
1W
Creature - Wall
0/3
Green spells and blue spells you play cost 1 less to play.
Rarity: Common

A nice card to have in limited formats, Sunscape Familiar is an early blocker that helps you bring out your blue and green cards earlier. Itís priced very good at 2 mana, and can allow you to play a 4-mana spell on your next turn. And itís a common. I donít think a lot of decks will be using this in Type 2 though.

Surprise Deployment
3W
Instant
Play Surprise Deployment only during combat. Put a nonwhite creature card from your hand into play. At end of turn, return that creature to your hand. (Return it only if it's in play.)
Rarity: Uncommon

What can I say? You can probably pull off some combat tricks with this, but I really donít like this card. If Surprise Development didnít say "nonwhite", it wouldíve been a lot better. Itís not all bad though, you can splash it into a multi colored deck and throw a fat blocker in front of opponentís attacker. I donít really see any use for it in Type 2.

Voice of All
2WW
Creature - Angel
2/2
Flying. As Voice of All comes into play, choose a color. Voice of All has protection from the chosen color.
Rarity: U

This is very cool in limited, despite the fact that it has two white mana in its cost. Otherwise, Voice of All is an awesome creature. It can be protected from most removal and it's a flyer. Worst case, you can hold it back to defend. This might even show up in some Type 2 decks as protection against Fires or Blinding Angel. Of course, Fires will now have Shivan Wurm, and Angelís Wrath can just... well, Wrath. Still, Voice of All is a solid creature and should not be ignored.


Well, thatís it for white. Hope I helped some of you identify key cards in this color for Planeshift, and once again any comment are welcome to be posted here or sent to me. I will be back soon with Red, or Green... or both. All depends on how much time Iíll have to write. I hope you enjoyed this, and until next time, Good Luck!

Alex Makhovykh
superguy on message boards

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