Next, white gets 10 cards. I gave more defensive options to the control deck, another way to sacrifice a creature and then a way to recur it, a pair of ways to make more tokens, two more cards that like a lot of tokens, a boardwipe that can cater to white's lower overall power, and then spirit bonds because it feels like it is at the crossroads of all the archetypes. Overall, this feels like an injection of power.

I also decided to lax on my earlier restrictions. I didn't want white to have artifacts or +1/+1 counters as it wasn't in those archetypes. I've decided it would be best if there was some of those in other colors.

I'll add mace of the valiant and captivating unicorn to the wishlist.