Mangara, the Diplomat - Superfriends and Monowhite Monarch Control
Because this decklist is going to change a lot for a while I am just going to use a deckbox link. Mangara's the boss.
https://deckbox.org/sets/2845393
Sooo, by now most people know how much I hate superfriends as an archetype. But the white planeswalkers are just so bad, and they're mostly about pumping creatures and making blockers, so I don't feel bad at all about using Ajani, Caller of the Pride to give Mangara, the Diplomat doublestrike.
I built this deck because some good friends of mine were going to be moving to the neighborhood, and one of them is a brand new player, so I tried to make something pretty slow and casual that can be powerful but doesn't go super fast.
I really like the combination of planeswalkers with Mangara, the Diplomat and planeswalkers, combined with the monarch cards. We've got walkers who need to be attacked to keep in check, we've got Mangara, the Diplomat as a solid blocker, and monarch cards that force people to attack me to steal the monarch token, combined with tons of control spells and Maze of Ith / Kor Haven to help blunt attacks, and cards like Archon of Coronation which fog any attack that does steal the monarchy.
This deck is purposefully slow and not super rampy, but it should really consistently hit its land drops and have the potential to answer almost anything.
I've purposefully eschewed a lot of sweepers and stax elements which are typical of most superfriends builds, both just as a matter of avoiding constant resets (so no Ugin, the Spirit Dragon) and also to keep from being too annoying. My thinking is I should be able to have answers for alpha strikes, which are the usual weakness of decks that try to play without sweepers with pseudo-sweepers like Angel of the Dire Hour, Settle the Wreckage and Comeuppance.
Hopefully this deck is fun to play against and doesn't present insanely complicated turns -just activate one or two crappy walkers, be ready to block, and draw some cards in the command zone. I'd like it to be a fun deck to learn against where people get to cast all their spells and are encouraged to swing away.
Also worth noting that outside of lands I tried to put almost no tutors in there to minimize shuffling time, so no Enlightened Tutor and Search for Glory.
Issue Log
There is a huge glut at 4 on the curve. I think this is probably just a thing I have to deal with because of so many of the walkers I want to run being 4 CMC.
Karn, the Great Creator is probably just not a good card and I should cut it.
I'm really not sure if the Brought Back / Cosmic Intervention + white plains cards are good enough to sustain mana development. I guess we'll see. (* But boy Ancient Tomb looks good with a lifelink commander)