
At a glance
- Commander: Adeline, Resplendent Cathar
- Colors: Mono-White
- Archetype: Mono-white go-wide token aggro
- Power tier: mid-high
Cards
Commander
Adeline, Resplendent Cathar — Legendary Creature — Human Knight
Vigilance Adeline’s power is equal to the number of creatures you control. Whenever you attack, for each opponent, create a 1/1 white Human creature token that’s tapped and attacking that player or a planeswalker they control.
Real printed text confirmed via the CLI (commander_oracle_ok = true). The scout paraphrase was accurate: Adeline is a self-scaling go-wide engine. Two things matter mechanically:
- She scales with the board, not just other creatures — her own tokens count, and they enter the turn she attacks, so a 3-opponent swing immediately adds +3 to her power that combat.
- The tokens enter tapped and attacking — they need no haste, contribute damage the moment they’re made, and they spread across opponents (or their planeswalkers), making her a pseudo-Goblin-War-Marshal every single turn. With vigilance she stays back on defense too.
Gameplan
Flood the board with cheap bodies and token-makers, deploy Adeline, and turn every attack step into a board-wide explosion. Each combat: Adeline spits out 1 token per opponent, those tokens grow Adeline, and a mass-pump spell (“Charge” effects) converts the wide board into a lethal alpha strike. In a 3-4 player pod the token engine outpaces single-target removal — even if they kill Adeline, you’ve already built a board, and she’s cheap to recast.
Inevitability is the token math: 3 free tokens per turn cycle (in a 4-player pod) plus repeatable token sorceries means single-target removal can never keep up. You win before they stabilize.
Win Condition
Go wide, then go tall in one combat. Build a board of tokens, attack to trigger Adeline (adding bodies + pumping her), then cast a mass anthem — Inspired Charge / Righteous Charge / Sanctified Charge / Guardians’ Pledge (+2/+1 or +2/+2 to the whole team) — for a lethal swing. Adeline herself is frequently a 6-10/X attacker that closes games on her own; Crusader of Odric is a second creature-count beater. Sanctified Charge (team first strike) and Rootborn Defenses (team indestructible) push damage through blockers and survive wraths.
Role Breakdown (with counts)
- Lands — 36: 30 Plains + Command Tower, Secluded Steppe, Drifting Meadow, Desert of the True (cycling lands to flush flood late), The Fair Basilica (sac for a card), Adventurer’s Inn.
- Ramp — 10: Sol Ring, Everflowing Chalice, Mind Stone, Marble Diamond, Prismatic Lens, Arcum’s Astrolabe, Wayfarer’s Bauble, Renegade Map, Traveler’s Amulet, Fountainport Bell. Gets Adeline out a turn early and powers double-spelling tokens + pump.
- Card advantage — 9: Thraben Inspector, Novice Inspector, Helpful Hunter, Kindly Customer, Spirited Companion, Roving Harper, Inspiring Overseer, Priest of Ancient Lore, Errand-Rider of Gondor. All ETB cantrips that also add a body to the count.
- Spot removal / interaction — 10: Journey to Nowhere, Banishing Light, Stormplain Detainment, Secure the Scene (exile any nonland permanent — answers anything), Pacifism, Oppressive Rays (cheap shut-downs), Last Breath, Swift Response, Reprisal, Destroy Evil.
- Mass/pseudo-wipe — 0: Mono-white has no true board wipe at common. Compensated with 10 pieces of flexible exile/removal (including 4 permanent-exile effects that hit any nonland permanent) plus the inevitability plan above. Rootborn Defenses lets the team survive an opponent’s wrath.
- Token-makers — 12: Doomed Traveler, Hunted Witness, Garrison Cat, Sacred Cat, Martyr of Dusk, Beskir Shieldmate, Wakandan Shield Guard, Attended Knight, Raise the Alarm, Gather the Townsfolk, Queen’s Commission, Captain’s Call, Call the Cavalry, Knight Watch, Battle Screech, Triplicate Spirits (15 if you count the larger spells; bodies that feed Adeline).
- Anthems / payoffs — ~12: Anointer Priest (lifegain per token), Veteran Armorer (static +0/+1), Crusader of Odric, Makeshift Battalion, Blade Instructor (mentor), Inspiring Captain, Ampryn Tactician, Civic Stalwart, Angel of the Dawn, Stagecoach Security, Parhelion Patrol, plus the mass-pump finishers (Glorious Charge, Inspired Charge, Righteous Charge, Sanctified Charge, Guardians’ Pledge, Dauntless Unity).
Key Synergy Lines
- Adeline + any “Charge” pump: Attack → tokens enter tapped & attacking → cast Inspired Charge → entire (now-wider) board swings for +2/+1 each, often lethal across the table.
- Adeline + Crusader of Odric: both grow with the board; two creature-count beaters at once.
- Death-trigger tokens (Doomed Traveler, Hunted Witness, Garrison Cat, Martyr of Dusk, Sacred Cat): blocking or trading still nets you a token, keeping the count high through combat and removal.
- Blade Instructor / Makeshift Battalion / Parhelion Patrol: mentor and battalion reward the wide attacks Adeline forces anyway.
- Anointer Priest: every token (including Adeline’s freebies) gains life, stabilizing against faster aggro.
Pilot Notes
- Sequencing: deploy token-makers and Adeline before holding up the pump. You want the board wide before the alpha strike.
- Hold pump for the kill turn — don’t waste a Charge on a small board. The blowout is attacking into a wrath-light pod and dropping Inspired Charge after Adeline’s tokens land.
- Adeline has vigilance — attack freely; she stays back to block. The tokens she makes also block on the crack-back.
- Cycling lands (Secluded Steppe / Drifting Meadow / Desert of the True) turn flooded draws into gas in the late game.
- Rootborn Defenses / Family-style protection: hold one up if you suspect a wrath; it saves your whole engine.
- Spread Adeline’s tokens to pressure the most threatening opponent or kill their planeswalkers.
Weaknesses
- Board wipes are the biggest threat — no common white wrath protection beyond Rootborn Defenses. Rebuild fast and don’t overcommit into an untapped controller.
- Go-wide hate (Pyroclasm-style sweepers, fog, ground stalls) blunts the plan; the deck has limited evasion (Angel of the Dawn / flyer tokens from Battle Screech / Triplicate Spirits help).
- Thin true card advantage — mostly one-shot cantrips; long grindy games favor blue/black. The deck wants to close before turn 8-9.
Decklist
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Show the full list (99 + commander)
Commander 1 Adeline, Resplendent Cathar Deck 30 Plains 1 Secluded Steppe 1 Drifting Meadow 1 Desert of the True 1 The Fair Basilica 1 Command Tower 1 Adventurer's Inn 1 Sol Ring 1 Everflowing Chalice 1 Mind Stone 1 Marble Diamond 1 Prismatic Lens 1 Arcum's Astrolabe 1 Wayfarer's Bauble 1 Renegade Map 1 Traveler's Amulet 1 Fountainport Bell 1 Thraben Inspector 1 Novice Inspector 1 Helpful Hunter 1 Kindly Customer 1 Spirited Companion 1 Roving Harper 1 Inspiring Overseer 1 Priest of Ancient Lore 1 Errand-Rider of Gondor 1 Journey to Nowhere 1 Banishing Light 1 Stormplain Detainment 1 Pacifism 1 Oppressive Rays 1 Last Breath 1 Swift Response 1 Reprisal 1 Secure the Scene 1 Destroy Evil 1 Doomed Traveler 1 Hunted Witness 1 Garrison Cat 1 Sacred Cat 1 Martyr of Dusk 1 Beskir Shieldmate 1 Wakandan Shield Guard 1 Attended Knight 1 Raise the Alarm 1 Gather the Townsfolk 1 Queen's Commission 1 Captain's Call 1 Call the Cavalry 1 Knight Watch 1 Battle Screech 1 Triplicate Spirits 1 Anointer Priest 1 Veteran Armorer 1 Crusader of Odric 1 Makeshift Battalion 1 Blade Instructor 1 Inspiring Captain 1 Ampryn Tactician 1 Civic Stalwart 1 Angel of the Dawn 1 Stagecoach Security 1 Parhelion Patrol 1 Glorious Charge 1 Inspired Charge 1 Righteous Charge 1 Sanctified Charge 1 Guardians' Pledge 1 Dauntless Unity 1 Rootborn Defenses