Zendikar Card Evaluations for Sealed Play: White Cards

Celestial Mantle – 3WWW
Enchantment – Aura (Rare)
Enchant creature
Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller’s life total.
If you’re playing at least eight white sources, you should play this card. Celestial Mantle is very powerful but it has the drawback of most enchant creature spells. It’s vulnerable to card disadvantage because of removal. Still, if you catch your opponent without removal, this card can quickly take over the game.
Day of Judgment – 2WW
Sorcery (Rare)
Destroy all creatures.
Not much to say here. Four mana wraths are awesome in limited formats.
Devout Lightcaster – WWW
Creature – Kor Cleric (Rare)
Protection from black
When Devout Lightcaster enters the battlefield, exile target black permanent.
2/2
This card is pretty simple. Good against black and pretty subpar versus everything else because of the casting cost. I wouldn’t play this maindeck unless I had 10 or more white sources.
I’ll side it in versus black as long as I have eight or more white sources.
Felidar Sovereign – 4WW
Creature – Cat Beast (Mythic Rare)
Vigilance, lifelink
At the beginning of your upkeep, if you have 40 or more life, you win the game.
4/6
This guy is like a Baneslayer Angel that can’t fly. And we all know how good Baneslayer is, so this creature is a good reason to play white.
Iona, Shield of Emeria – 6WWW
Legendary Creature – Angel (Mythic Rare)
Flying
As Iona, Shield of Emeria enters the battlefield, choose a color.
Your opponents can’t cast spells of the chosen color.
7/7
Another white bomb. Sealed games often last long enough to be able to play this amazing finisher.
Journey to Nowhere – 1W
Enchantment (Common)
When Journey to Nowhere enters the battlefield, exile target creature.
When Journey to Nowhere leaves the battlefield, return the exiled creature to the battlefield under its owner’s control.
An Oblivion Ring for just creatures. However, it will be more fragile than Oblivion Ring because of the white common Kor Sanctifiers. Still, Journey to Nowhere is quality removal.
Kabira Evangel – 2W
Creature – Human Cleric Ally (Rare)
Whenever Kabira Evangel or another Ally enters the battlefield under your control, you may choose a color. If you do, Allies you control gain protection from the chosen color until end of turn.
2/3
I’m not too excited with this guy. He has a small body and his ability is only relevant when you’re attacking. And most sealed decks are two or more colors so it will be hard to alpha strike.
Still, if you’ve got a lot of allies in your deck, he’s a welcome addition.
Kazandu Blademaster – WW
Creature – Human Soldier Ally (Uncommon)
First strike, vigilance
Whenever Kazandu Blademaster or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Kazandu Blademaster.
1/1
This creature is a great early drop. He has great stats even without other allies and only gets bigger as the game goes on. Playing him on turn two and then another ally on turn three allows you to attack with a 3/3 first striker on turn three. That’s pretty good.
Kor Sanctifiers – 2W
Creature – Kor Cleric (Common)
Kicker {W} (You may pay an additional {W} as you cast this spell.)
When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment.
2/3
Solid utility creature that will have a lot of targets with all the quest enchantments running around.
Luminarch Ascension – 1W
Enchantment (Rare)
At the beginning of each opponent’s end step, if you didn’t lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life)
{1}{W}: Put a 4/4 white Angel creature token with flying onto the battlefield. Activate this ability only if Luminarch Ascension has four or more quest counters on it.
If you’re on the back foot, you don’t want to topdeck this card.
However, many sealed games end up in stalemates. And this enchantment is very good at breaking stalemates. Also, I’ll be playing it in my white decks because it’s good when you’re ahead.
Pitfall Trap – 2W
Instant – Trap (Uncommon)
If exactly one creature is attacking, you may pay {W} rather than pay Pitfall Trap’s mana cost.
Destroy target attacking creature without flying.
Solid removal.
Steppe Lynx – W
Creature – Cat (Common)
Landfall – Whenever a land enters the battlefield under your control, Steppe Lynx gets +2/+2 until end of turn.
0/1
This cat is mediocre. It is somewhat playable if you have a very aggressive deck or a lot of cards that trigger landfall. But don’t go out of your way to play it.
World Queller – 3WW
Creature – Avatar (Rare)
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of that type.
4/4
Illus. James Paick
#39/249
This rare creature is solid. It can take out powerful cards like planeswalkers. It can hit artifacts and enchantments. If your opponent is mana screwed and you’re not, it can Stone Rain a land. It has a solid body. Also, the ability is a “may” ability so you don’t have to use it if it won’t help you.
World Queller is not a bomb, but you’ll be happy to play it in your white decks.



