Light-Paws, Emperor's VoiceLight-Paws, Emperor's Voice | Art by Randy Vargas
The House Always Wins
Welcome back to Power Sink, the article series where we even the odds with the strongest commanders in the format. This time we're going to roll the dice with a commander who tends to be a sure bet: Light-Paws, Emperor's VoiceLight-Paws, Emperor's Voice.
Light-Paws is the second most popular commander in mono-white, with 8,316 decks on EDHREC. Her ability to find an Aura and attach it to her every time an Aura you cast enters the battlefield makes her quite the high roller. This essentially means you're getting two Auras for the price of one, and since the second one comes out of your deck, she's essentially a card advantage engine in the command zone. While she doesn't have any keywords and her power and toughness are pretty low, that quickly becomes irrelevant as her ability finds way to make her a hard-to-remove threat in no time.
What's truly wild about Light-Paws is that's she's only two mana, meaning she can come early or you can sandbag her for a turn when you have more mana and can deploy a few Auras on her the turn you cast her. Her low cost also makes her a viable target for the recursion effects in white that hit things of mana value three or less. Being mono-white is still a setback, but the color identity doesn't struggle nearly as much as it has in the past, so there are at least decent card draw options to go alongside the best removal and protection in the format. Let's take a look at the average deck to see what the deal is.
Light Paws - Average Deck
View on ArchidektCommander (1)
- 1 Light-Paws, Emperor's VoiceLight-Paws, Emperor's Voice
Enchantments (33)
- 1 All That GlittersAll That Glitters
- 1 Angelic DestinyAngelic Destiny
- 1 Angelic GiftAngelic Gift
- 1 Armored AscensionArmored Ascension
- 1 Battle MasteryBattle Mastery
- 1 Benevolent BlessingBenevolent Blessing
- 1 Chains of CustodyChains of Custody
- 1 ConvictionConviction
- 1 Darksteel MutationDarksteel Mutation
- 1 Daybreak CoronetDaybreak Coronet
- 1 Ethereal ArmorEthereal Armor
- 1 Felidar UmbraFelidar Umbra
- 1 FlickerformFlickerform
- 1 Hyena UmbraHyena Umbra
- 1 IdolizedIdolized
- 1 Light of PromiseLight of Promise
- 1 Mantle of the AncientsMantle of the Ancients
- 1 Mask of Law and GraceMask of Law and Grace
- 1 On Serra's WingsOn Serra's Wings
- 1 OssificationOssification
- 1 Planar DisruptionPlanar Disruption
- 1 Realmbreaker's GraspRealmbreaker's Grasp
- 1 ReprobationReprobation
- 1 Sage's ReverieSage's Reverie
- 1 Sentinel's EyesSentinel's Eyes
- 1 Shield of Duty and ReasonShield of Duty and Reason
- 1 Shielded by FaithShielded by Faith
- 1 Sigarda's AidSigarda's Aid
- 1 Songbirds' BlessingSongbirds' Blessing
- 1 Spirit MantleSpirit Mantle
- 1 StoneskinStoneskin
- 1 Timely WardTimely Ward
- 1 Unquestioned AuthorityUnquestioned Authority
Artifacts (7)
- 1 Arcane SignetArcane Signet
- 1 Helm of the GodsHelm of the Gods
- 1 Mind StoneMind Stone
- 1 Pearl MedallionPearl Medallion
- 1 Sol RingSol Ring
- 1 Swiftfoot BootsSwiftfoot Boots
- 1 Thran Power SuitThran Power Suit
Creatures (16)
- 1 Archon of Sun's GraceArchon of Sun's Grace
- 1 AuramancerAuramancer
- 1 Danitha Capashen, ParagonDanitha Capashen, Paragon
- 1 Dauntless DismantlerDauntless Dismantler
- 1 Eidolon of Countless BattlesEidolon of Countless Battles
- 1 Esper SentinelEsper Sentinel
- 1 Heliod's PilgrimHeliod's Pilgrim
- 1 Hero of IroasHero of Iroas
- 1 Katilda, Dawnhart Martyr // Katilda's Rising DawnKatilda, Dawnhart Martyr // Katilda's Rising Dawn
- 1 Kor SpiritdancerKor Spiritdancer
- 1 Mesa EnchantressMesa Enchantress
- 1 Ondu SpiritdancerOndu Spiritdancer
- 1 Sram, Senior EdificerSram, Senior Edificer
- 1 Starfield MysticStarfield Mystic
- 1 Transcendent EnvoyTranscendent Envoy
- 1 Umbra MysticUmbra Mystic
Sorceries (5)
- 1 Brilliant RestorationBrilliant Restoration
- 1 Idyllic TutorIdyllic Tutor
- 1 Open the ArmoryOpen the Armory
- 1 RetetherRetether
- 1 Winds of RathWinds of Rath
Instants (6)
- 1 Galadriel's DismissalGaladriel's Dismissal
- 1 Karametra's BlessingKarametra's Blessing
- 1 Loran's EscapeLoran's Escape
- 1 Path to ExilePath to Exile
- 1 Surge of SalvationSurge of Salvation
- 1 Swords to PlowsharesSwords to Plowshares
Lands (32)
- 1 Eiganjo, Seat of the EmpireEiganjo, Seat of the Empire
- 1 Hall of Heliod's GenerosityHall of Heliod's Generosity
- 1 Nykthos, Shrine to NyxNykthos, Shrine to Nyx
- 27 PlainsPlains
- 1 Rogue's PassageRogue's Passage
- 1 War RoomWar Room
Considering what the commander does, it was a sure bet we'd be getting an Aura-based Voltron deck. Light-Paws can load up the field with enchantments in no time, so Ethereal ArmorEthereal Armor, All That GlittersAll That Glitters, and Eidolon of Countless BattlesEidolon of Countless Battles can bring the commander's power to lethal levels quickly, while Sage's ReverieSage's Reverie provides some card draw on top of that power boost. Getting through is also no issue with things like Spirit MantleSpirit Mantle, On Serra's WingsOn Serra's Wings, and Angelic GiftAngelic Gift.
Light-Paws players also seem to be hedging their bets against people packing removal. I found about fourteen different pieces of protection in the average list. Timely WardTimely Ward, and Shielded by FaithShielded by Faith grant Indestructible, or you could get Totem Armor from Felidar UmbraFelidar Umbra or Umbra MysticUmbra Mystic. Protection can be had from the likes of Benevolent BlessingBenevolent Blessing or Mask of Law and GraceMask of Law and Grace. StoneskinStoneskin is an unexpected choice here, but Toxic DelugeToxic Deluge shows up in over 270,000 decks on EDHREC and this is a clever way to save your commander from that and similar effects.
Even with no protective permanents on the field, trying to remove something is a gamble against this deck with all the cheap instants. Loran's EscapeLoran's Escape and Karametra's BlessingKarametra's Blessing grant hexproof and Indestructible to a creature. Surge of SalvationSurge of Salvation only grants hexproof, but it grants it to everything and the fact that it prevents damage from red and black sources is useful against the commonly used Blasphemous ActBlasphemous Act. Galadriel's DismissalGaladriel's Dismissal is particularly awesome here. It can save the commander and all attached permanents from just about anything and it's flexible as a temporary removal spell.
Finally the deck is held together with some typical enchantress fare. Mesa EnchantressMesa Enchantress, Kor SpiritdancerKor Spiritdancer, and Sram, Senior EdificerSram, Senior Edificer keep you in cards as you're casting all these auras. Transcendent EnvoyTranscendent Envoy, Hero of IroasHero of Iroas and Starfield MysticStarfield Mystic reduce aura costs, and if all those auras get lost in the graveyard, there's Brilliant RestorationBrilliant Restoration and RetetherRetether to get it all back.
With any other commander these card in conjunction lead to a largely fair deck, but Light-Paws adds a level of speed and consistency that puts it on another level. That consistency also poses a problem as having a tutor in the command zone can lead to overly similar play patterns. Luckily I've got a plan for both tuning down this commander and adding some variance.
Roll the Dice
We're going to be limiting what Light-Paws can find in the deck by randomizing which Auras go in. Rather than shuffling a number of random Aura cards, we're going to take a cue from another Magic product and format, Jumpstart. Jumpstart is played by shuffling two seeded booster packs together to make a deck. In the case of our Light-Paws deck, we're going to have a base deck of 76 cards, which contains our lands and basic support cards and we'll complete our deck by adding two packs from among the eight theme "boosters" which contain most of the Auras that will be in the deck.
First of all, let's talk about the main deck. This time I kept much of the main deck intact with just a few additions. Mesa EnchantressMesa Enchantress, Sram, Senior EdificerSram, Senior Edificer, and Sage's ReverieSage's Reverie are still there, but we've also added Tenuous TruceTenuous Truce as a fun way to draw cards and trigger our commander. We're also keeping Helm of the GodsHelm of the Gods, Thran Power SuitThran Power Suit, and Archon of Sun's GraceArchon of Sun's Grace to develop power. Since we might not end up with many Auras that add to our damage output, we're also adding Ajani's ChosenAjani's Chosen and Boon of the Spirit RealmBoon of the Spirit Realm.
OblationOblation has fallen out of favor since the tuck rule was implemented and commanders can be sent back to the command zone instead of getting shuffled in. I still think it's a good include, because anything you're removing is likely worse than two random cards, and in this deck, we can shuffle away one of our auras to draw two cards and our commander can just tutor it back to the field later. Speaking of enchantments hitting the field, SkybindSkybind is one of my favorite enchantment payoffs. Since we're often getting two enchantments for the price of one, we're going to be able to clear out blockers or get more use out of AuramancerAuramancer or Heliod's PilgrimHeliod's Pilgrim. We can even use it to blink our lands so they're ready for instant speed effects later.
Light-Paws goes to Vegas
View on ArchidektCommander (1)
- 1 Light-Paws, Emperor's VoiceLight-Paws, Emperor's Voice
Recursion (4)
- 1 AuramancerAuramancer
- 1 Brilliant RestorationBrilliant Restoration
- 1 Mantle of the AncientsMantle of the Ancients
- 1 RetetherRetether
Back-arat (12)
- 1 Angelic DestinyAngelic Destiny
- 1 Brilliant HaloBrilliant Halo
- 1 Cage of HandsCage of Hands
- 1 ConvictionConviction
- 1 Flickering WardFlickering Ward
- 1 Forced WorshipForced Worship
- 1 Gift of ImmortalityGift of Immortality
- 1 Gryff's BoonGryff's Boon
- 1 ShacklesShackles
- 1 Skyblade's BoonSkyblade's Boon
- 1 Spectral SteelSpectral Steel
- 1 Sun ClaspSun Clasp
Mana (7)
- 1 Arcane SignetArcane Signet
- 1 Danitha Capashen, ParagonDanitha Capashen, Paragon
- 1 Mind StoneMind Stone
- 1 Pearl MedallionPearl Medallion
- 1 Sol RingSol Ring
- 1 Starfield MysticStarfield Mystic
- 1 Transcendent EnvoyTranscendent Envoy
Hold 'Em (12)
- 1 Darksteel MutationDarksteel Mutation
- 1 Faith UnbrokenFaith Unbroken
- 1 Grasp of the HieromancerGrasp of the Hieromancer
- 1 Intercessor's ArrestIntercessor's Arrest
- 1 Minimus ContainmentMinimus Containment
- 1 OssificationOssification
- 1 Planar DisruptionPlanar Disruption
- 1 Prison TermPrison Term
- 1 Realmbreaker's GraspRealmbreaker's Grasp
- 1 ReprobationReprobation
- 1 Soul TitheSoul Tithe
- 1 Vow of DutyVow of Duty
Damage (8)
- 1 Ajani's ChosenAjani's Chosen
- 1 Archon of Sun's GraceArchon of Sun's Grace
- 1 Boon of the Spirit RealmBoon of the Spirit Realm
- 1 Eidolon of Countless BattlesEidolon of Countless Battles
- 1 Halvar, God of Battle // Sword of the RealmsHalvar, God of Battle // Sword of the Realms
- 1 Helm of the GodsHelm of the Gods
- 1 Katilda, Dawnhart Martyr // Katilda's Rising DawnKatilda, Dawnhart Martyr // Katilda's Rising Dawn
- 1 Thran Power SuitThran Power Suit
Ante Up (12)
- 1 Born to DriveBorn to Drive
- 1 Cartouche of SolidarityCartouche of Solidarity
- 1 Cathar's CallCathar's Call
- 1 Commander's AuthorityCommander's Authority
- 1 Commanding PresenceCommanding Presence
- 1 FlickerformFlickerform
- 1 Knightly ValorKnightly Valor
- 1 Mantle of LeadershipMantle of Leadership
- 1 Martial ImpetusMartial Impetus
- 1 Murder InvestigationMurder Investigation
- 1 Nurturing PresenceNurturing Presence
- 1 Squire's DevotionSquire's Devotion
Poker Face (12)
- 1 Chains of CustodyChains of Custody
- 1 Cho-Manno's BlessingCho-Manno's Blessing
- 1 Hyena UmbraHyena Umbra
- 1 IndestructibilityIndestructibility
- 1 Kithkin ArmorKithkin Armor
- 1 Mammoth UmbraMammoth Umbra
- 1 Mask of Law and GraceMask of Law and Grace
- 1 PariahPariah
- 1 Shield of Duty and ReasonShield of Duty and Reason
- 1 Shielded by FaithShielded by Faith
- 1 Spectra WardSpectra Ward
- 1 Timely WardTimely Ward
High Roller (12)
- 1 All That GlittersAll That Glitters
- 1 Armored AscensionArmored Ascension
- 1 Candlelight VigilCandlelight Vigil
- 1 Daily RegimenDaily Regimen
- 1 Eldrazi ConscriptionEldrazi Conscription
- 1 Empyrial ArmorEmpyrial Armor
- 1 Ethereal ArmorEthereal Armor
- 1 Glacial PlatingGlacial Plating
- 1 Gleam of AuthorityGleam of Authority
- 1 Hope Against HopeHope Against Hope
- 1 IdolizedIdolized
- 1 Sinstriker's WillSinstriker's Will
Cards (9)
- 1 Heliod's PilgrimHeliod's Pilgrim
- 1 Idyllic TutorIdyllic Tutor
- 1 Kor SpiritdancerKor Spiritdancer
- 1 Mesa EnchantressMesa Enchantress
- 1 Open the ArmoryOpen the Armory
- 1 Sage's ReverieSage's Reverie
- 1 Songbirds' BlessingSongbirds' Blessing
- 1 Sram, Senior EdificerSram, Senior Edificer
- 1 Tenuous TruceTenuous Truce
Removal (6)
- 1 OblationOblation
- 1 Ondu Inversion // Ondu SkyruinsOndu Inversion // Ondu Skyruins
- 1 Path to ExilePath to Exile
- 1 Promise of LoyaltyPromise of Loyalty
- 1 SkybindSkybind
- 1 Swords to PlowsharesSwords to Plowshares
Wild Cards (12)
- 1 Angelic GiftAngelic Gift
- 1 Battle MasteryBattle Mastery
- 1 Benevolent BlessingBenevolent Blessing
- 1 Daybreak CoronetDaybreak Coronet
- 1 Griffin GuideGriffin Guide
- 1 Holy MantleHoly Mantle
- 1 Pentarch WardPentarch Ward
- 1 Sentinel's EyesSentinel's Eyes
- 1 Sentinel's MarkSentinel's Mark
- 1 Serra's EmbraceSerra's Embrace
- 1 Spirit MantleSpirit Mantle
- 1 Unquestioned AuthorityUnquestioned Authority
Protection (6)
- 1 Blacksmith's SkillBlacksmith's Skill
- 1 Galadriel's DismissalGaladriel's Dismissal
- 1 Sigarda's AidSigarda's Aid
- 1 Surge of SalvationSurge of Salvation
- 1 Swiftfoot BootsSwiftfoot Boots
- 1 Umbra MysticUmbra Mystic
King of Hearts (12)
- 1 Celestial MantleCelestial Mantle
- 1 Faith's FettersFaith's Fetters
- 1 Felidar UmbraFelidar Umbra
- 1 Light of PromiseLight of Promise
- 1 Luminous WakeLuminous Wake
- 1 On Serra's WingsOn Serra's Wings
- 1 Ordeal of HeliodOrdeal of Heliod
- 1 Rune of SustenanceRune of Sustenance
- 1 Soaring HopeSoaring Hope
- 1 Spirit LinkSpirit Link
- 1 Spirit LoopSpirit Loop
- 1 SunbondSunbond
Boxcars (12)
- 1 Armor of FaithArmor of Faith
- 1 Chosen by HeliodChosen by Heliod
- 1 Conclave's BlessingConclave's Blessing
- 1 Eland UmbraEland Umbra
- 1 EntanglerEntangler
- 1 Gauntlets of LightGauntlets of Light
- 1 Glaring AegisGlaring Aegis
- 1 Hero's ResolveHero's Resolve
- 1 Holy ArmorHoly Armor
- 1 Saving GraceSaving Grace
- 1 Solid FootingSolid Footing
- 1 StoneskinStoneskin
Land (35)
- 1 Bonders' EnclaveBonders' Enclave
- 1 Demolition FieldDemolition Field
- 1 Hall of Heliod's GenerosityHall of Heliod's Generosity
- 1 Minas TirithMinas Tirith
- 1 Mistveil PlainsMistveil Plains
- 1 Opal PalaceOpal Palace
- 24 PlainsPlains
- 1 Roadside ReliquaryRoadside Reliquary
- 1 Rogue's PassageRogue's Passage
- 1 Scavenger GroundsScavenger Grounds
- 1 Terrain GeneratorTerrain Generator
- 1 War RoomWar Room
Back-arat
Now let's talk about the "Jumpstart" packs. Each pack contains 12 Aura cards based around a specific strategy. For example, this pack contains cards that return themselves or other cards to hand or to the battlefield such as ConvictionConviction. This pack incidentally has a lot of control in it as Forced WorshipForced Worship, ShacklesShackles, and Cage of HandsCage of Hands all have activated abilities to return them to hand, as well as a bit of evasion thanks toAngelic DestinyAngelic Destiny and Skyblade's BoonSkyblade's Boon. This pack can be surprisingly powerful as bouncing and recasting Auras will trigger the commander as well as the numerous cards that care about enchantments being cast or entering the battlefield.
Boxcars
Like a train, this is all about having a lot in the back. For the most part, it's toughness boosting effects like StoneskinStoneskin and Holy ArmorHoly Armor with Gauntlets of LightGauntlets of Light and Solid FootingSolid Footing being the key cards. It's simple, but there are some cool defensive tricks like blocking infinite creatures with EntanglerEntangler or a surprise fog with Saving GraceSaving Grace
King of Hearts
This pack is focused on life gain. We can get lifelink with cards like On Serra's WingsOn Serra's Wings and Felidar UmbraFelidar Umbra or gain it more directly with Luminous WakeLuminous Wake and Ordeal of HeliodOrdeal of Heliod. Regardless of how we get it, we're looking to weaponize that life gain with Light of PromiseLight of Promise and SunbondSunbond.
Wild Cards
This pack is focused towards giving keywords to our commander. For the most part, we're looking at flying with effects like Angelic GiftAngelic Gift and Serra's EmbraceSerra's Embrace or protection from creatures with cards like Holy MantleHoly Mantle and Unquestioned AuthorityUnquestioned Authority. Vigilance from Sentinel's EyesSentinel's Eyes and Daybreak CoronetDaybreak Coronet are particularly useful as the evasion available to us serves to make our commander a potent blocker.
Poker Face
This is the protection package of the deck. Our opponents are going to have a hard time removing our commander with effects like Shielded by FaithShielded by Faith and Mask of Law and GraceMask of Law and Grace. We can even give our commander a power boost while protecting her with Spectra WardSpectra Ward and Mammoth UmbraMammoth Umbra. With so many protection and Indestructible effects it's quite likely PariahPariah will make us incredibly difficult to damage.
Ante-Up
With this pack, we're adding tokens to the pile. Auras like Cartouche of SolidarityCartouche of Solidarity, Nurturing PresenceNurturing Presence, and Squire's DevotionSquire's Devotion make tokens when they enter the battlefield. This normally wouldn't amount to an army, but our commander guarantees we can find FlickerformFlickerform to blink those auras. We've also got more passive token makers like Cathar's CallCathar's Call and Commanding PresenceCommanding Presence. Rounding out this pack are cards that increase our commander's power like Born to DriveBorn to Drive and Mantle of LeadershipMantle of Leadership as well as Martial ImpetusMartial Impetus which we can use as an anthem for our tokens.
Hold 'Em
This is the Control pack. We can lock down our opponents' cards with effects like Prison TermPrison Term and Planar DisruptionPlanar Disruption. We also have the option to remove them entirely with Chains of CustodyChains of Custody and Faith UnbrokenFaith Unbroken. Problem commanders can be dealt with by Darksteel MutationDarksteel Mutation and ReprobationReprobation. Finally we can lock up some of an opponent's mana by attaching Soul TitheSoul Tithe to a permanent they really want to keep.
High Roller
The last pack is all about power. Ethereal ArmorEthereal Armor and All That GlittersAll That Glitters are no surprise and IdolizedIdolized from the upcoming Fallout set can do some serious damage here as it's likely we'll have a ton on nonland permanents. We can also build up power a little more slowly with Glacial PlatingGlacial Plating or by passing around counters with Gleam of AuthorityGleam of Authority. Finally, we can further weaponize our power by turning it into removal with Sinstriker's WillSinstriker's Will.
Cash Out
Admittedly this deck would take a bit more managing than a regular commander deck, but I think it's a great way to add variance to Light-Paws. I've encountered a fair number of people who have taken this commander apart because it plays out the same way and hopefully this idea helps them see it in a new light. I've seen other decks out there that randomize their 99 and I definitely want to shout out my inspiration where I can. Quinn, one of the hosts of MTGLexicon has a reanimator deck led by Sedris, the Traitor KingSedris, the Traitor King that uses Craw WurmCraw Wurm as a placeholder for reanimation targets. My good friend Drake also does something similar with Mayael the AnimaMayael the Anima. If you've ever done something similar with a deck I'd love to hear all about it in the comments.
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