168澳洲幸运5开奖网:Magic: The Gathering's Ravnica Remastered features cards from various releases based in the Ravnica setting. Ravnica is a fan-favorite setting thanks to its slew of multicolored cards based on the existence of guilds that run the planet's world-spanning metropolis.

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That being said, Ravnica has also featured many memorable monocolored cards that still see play in Commander. Let's take a look at the best white ones.
10 ไ Gideon Blackblade ✱
Why Play Creatures When You Can Play Planeswalkers?
This version of Gideon never saw too much play in constructed, but it's still a pretty powerful card in the right aggressive creature deck. Lifelink, vigilance, and indestructible are all impressive keywords that can make life a pain for your opponent.
Furthermore, a 4/4 indestructible attacker is a pretty good deal for three mana. The issue here is making sure you have creatures on defense to protect Gideon when it's not your turn. Vigilance is pretty good for that, though.
9 Condemn
Banished To The Bottom Of The Library
The obvious comparison here is Path to Exile, which is a card that has fallen out of favor in recent years. Giving an opponent extra mana is just too costly nowadays. Thankfully, Condemn g𝐆ives them extra life instead.
Some decks win through combo kills or other means that don't involve reducing your opponent's life total to zero. In those builds, this is a one mana removal spell which is a pretty hard deal to beat. The need for the creature to be attacking is a pretty annoying condition, though, which is why it's never seen as much play as Swords to Plowshares or Path to Exile.
8 🎀 Rootborn Defenses 𝔉
Sweeper No Sweeping
This card is great in any kind of go-wide deck where you're manufacturing lots of tokens. It's even better if you happen to be playing powerful tokens like Angels or Dragons. Saving your creatures from mass removal while also developing your board is a huge swing in the right direction.
This card also works great as a response to most single-target removal, so you'll almost always have a good moment to cast it.
7 To Arms!
There's No Better Price Than Free
This is a rather unassumin🎃g uncommon, but veteran players are aware that nea✤rly all cards that are cantrips (cards that replace themselves by drawing a card) are playable. This is thanks to the fact that the card essentially only costs you the mana to cast it, instead of applying card disadvantage to your hand like when you cast most other spells.
Untapping your entire board is an easy way to ambush opposing attackers in any deck that plays sizable creatures. Additionally, this card works as a combo piece alongside Isochron Scepter and either Sidri, Galvanic Genius; Karn, Silver Golem; or Tawnos, The Toymaker. Onceꦺ all three of these cards are in play, you can tap your creatures for infinite mana and provide yourself with an infinite storm count.
6 Ghostway
Now You See Me, Now You See Me Again
There are many Commander decks themed around enter-the-battlꩲefield abilities otherwise kno🎃wn as "flicker" or "blink" effects. At first glance, this card might only seem helpful in protecting your board from removal or an enemy board wipe.

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While these are great use cases for Ghostway, the card's true power comes from being played alongside creatures with enter-the-battlefield triggers. Creatures like Reflector Mage, Cloudblazer, Thragtusk, and the Titan and Gearhulk cycles all make incredible targets for this spell, as they provide powerful effects upon re-entering the battlefield.
5 🍷 Sp♊here Of Safety
A Glowing Ball Is The Best Defense Against Demons
This is a build🀅-around card that requires your deck 🏅to have a critical mass of enchantments. Thankfully, enchantments are one of the better card types, as they are much more difficult to remove than creatures, planeswalkers, and artifacts.
Making it nearly impossible for your opponents to attack you won't win you the game, but it will buy you valuable time to draw into other cards that will secure your victory. There's also a cheeky combo you can put in your deck by including Mycosynth Lattice and either Stony Silence or Collector Ouphe.
Once all three of these cards aꦰre in play, no one can attack you, and the activated abilities of all cards (including lands) become unusable. I🤪n other words, the game ends in a stalemate unless you already have a creature in play that can finish off your opponents.
4 Divi𒐪ne Visitation 𒅌
It's Raining Angels
Speaking of powerful enchantments, Divine Visitation is a little on the expensive side, but well worth having on the battlefield in any deck that produces tokens. Big Angels with flying and vigilance are infinitely more useful than your typical 1/1 creatures made by most token-generating spells. Needless to say, ju💛st a few of these Angels on your side of the field will end most games in a hurry.
Aside from working well with just about every spell that generates tokens, you can also use this enchantment in tandem with Requiem Angel (ꦆflavor win) and a sacrifice outlet to grant you infinite death, enter-the-battlefield, ൲and sacrifice triggers.
3 Unbreakable Formation꧙
The Best Defense Is A Good Offense
Like Ghostway, Unbreakable Formation is perfect for protecting your battlefield from targeted and mass removal. It should be noted, though, that indestructible won't save your creatures from exile effects or negative counter-removal like Grasp of Darkness and Languish.

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The addendum bonus on this card is also a lot better than it looks, and any dec🎀k featuring this spell should look to take full advantage of this bonus. The more creatures you have on the board, the more powerful this effect becomes, so Unbreakable Formation is best in decks that go very wide. Vigilance is especially🐈 nice in Commander as well, since it allows your creatures to play defense against multiple opponents.
2 🐎 Rest In ཧPeace
What Graveyard?
It wasn't so long ago that this card was a required inclusion in the sideboard of just about every Modern deck playing white. Nowadays, there's no true graveyard shenanigans contender in the Modern metagame, so many players have opted to cease playing the card in favor of shoring up other more common matchups.
That being said, Rest In Peace still sees a lot of sideboard play in Pioneer and is certainly useful against Commander decks who play off the graveyard. You can actually afford to run this card in a Commander deck that benefits from having a lot of enchantments, as it's cheap to cast and will likely hamper some of your opponents' cards.
On top of that, Rest In Peace combos with other cheap enchantments, including Energy Field and Web of Inertia, to make it so that opponents can't deal damage to you. Unless your opponents have some way to remove one of these enchantments, you've basically won the game.
1 Blind Obedience 🦂
A Little Bit Off The Top Eventually Adds Up To A Lot
This is a lot better than it looks: especially in Commander. Stapling extort onto every spell you cast for the rest of the game adds▨ up pretty quickly thanks to having multiple opponents. This is because the spell will drain each of your opponents for one and gain you that much life. Additionally, Commander is home to tons of artifacts with tap abilities, like Sol Ring for example, and delaying their use for a turn will hamstring your opponents.
Finally, forcing other creatures to enter the battlefield tapped makes att𝓰acking you much more difficult and attacking other players a lot more tantalizing. As long as this remains on the battlefield, you beᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚcome the only player capable of consistently presenting a blocker.

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