*Three Tax (W/g/r)*
3 Enlightened Tutor
2 Land Tax
4 Empyrial Armor
4 Rancor
4 River Boa
3 Defiant Falcon
4 Thermal Glider
2 Devout Harpist
4 Soul Warden
4 Mogg Fanatic
4 Soltari Foot
Soldier
1 Crimson Acolyte
4 Seal of Fire
4 Lotus Petal
1 Mountain
3 Forest
9 Plains
This deck probably looks a
little strange. Without dual lands who in their right mind would run a three
color deck with only 13 land (Even with dual lands who would want to). With a
little closer examination, however, it can be seen that this deck has a strange
synergy.
First, this deck, as indicated
by the name, is made possible by the well beloved Land Tax. This card allows
you to run fewer land than most decks (That and the fact that the mana curve is
0cc: 4 1cc:27 2cc:8
3cc:8). Land Tax also allows you to run very few of the off color lands. Best
of all, it fuels Empyrial Armor. As long as you keep the land in hand and don’t
play them, you can easily have a hand of 10 or 11 cards within a turn or two.
That means your Soul Warden can wander over and beat your opponent to death in
2 turns if it needs to. Land Tax also thins the library pretty quickly to help
you draw the game winning Empyrial Armor.
Having multiple Land Tax in play
is nice, but it really isn’t necessary (at most you can use it 5 times before
it’s useless). That is why there are only 2 in the deck. Of course with only 2
of any card in your deck you should never really expect to see it hit the
table. That is why there are 3 Enlightened Tutor, another classic White power
card. Not only can you fetch the Land Tax but if you already have the Land Tax
and want to go for some beats you can fetch the Imperial Armor or pick up Seal
of Fire to burn a defending creature to a crisp or yank out Lotus Petal so you
can get colored mana without disturbing your Land tax or . . . well you get the
idea.
As far as creatures go you have
26 to choose from. The River Boa is always good but in this deck he is mostly
there as a regenerating blocker against Stompy. Don’t be afraid to use him as a
beat stick if the opportunity presents itself, just remember that you are short
on Forests so his Regeneration ability is a little weaker than normal. The
Fanatics are there to remove blockers with Shadow and Flying, most of which
have 1 on the backside. The White creatures are pretty self explanatory. Soul
Warden produces a life boost and can come out on turn 1. Devout Harpist can
also come out early and is your protection against other White decks with
Empyrial Armor. The Crimson Acolyte is a nod to the meta-game. The other 11
creatures all have evasion abilities and the Defiant Falcons start a short
rebel chain to grab the Thermal Gliders also for use in those duels against Red
(Although this means you have 4 lands out and that is about the maximum you
want to play with this deck).
You may think that this deck
would be better if it went mono. First of all, while such a deck would be very
good indeed (and I may play such a deck, hehehe), it underutilizes the insane
power of Land Tax. The other colors also round out your deck. With River Boa
you have a strong attacker against Blue decks which have their own Flyers and
Shadow creatures and a good blocker against aggressive decks. The Red removal
helps in the mirror match to deal with blockers and the Seals are begging to be
broken across the face of the Voice of All, a chance they rarely see. You may
wish to replace Rancor with Seal of Strength as this is good against the Sligh
match up. A Seal of Fire for a Seal of Removal or substitution of Elvish Lyrist
may be a good idea in order to protect
against Story Circle, CoP or
Propaganda. A final substitution may be the choice of Thornscape Apprentice or
Quirion Ranger over River Boa. Either way, this adds 4 1cc drops. The
Apprentice adds some pretty good
blocker removal abilities for your attacking creatures. The Ranger allows for
more Land Tax tricks.
A good draw for the deck would
be:
Turn 1: Plains, Land
Tax
Turn 2: Trigger Land
Tax, Plains, Soltari Foot Soldier (hand size 5)
Turn 3: Trigger Land
Tax, Lotus Petal, Empyrial Armor, attack for 8 (Hand size 7)
Turn 4: Trigger Land
Tax, Attack for 12, Game Over.
While this was a perfect draw,
there is flexibility in the deck that should allow you to generate mid/late
game wins if necessary although this the early game is where this deck truly
belongs. It can run without Land Tax, but not so well. Don’t forget that, at
least at GenCon this year, when the No Land Mulligan was in force you could
abuse the rule in a very hideous way.
- chaps_man@hotmail.com