When a player becomes the monarch, they draw an extra card at the end of their turn, but if an opposing player deals combat damage to them, they become the new monarch
Well, it's not

Creatures (26) 1 Mother of Runes 1 Weathered Wayfarer 1 Soltari Visionary 1 Michiko Konda, Truth Seeker 1 Sun Titan 1 Leonin Arbiter 1 Elesh Norn, Grand Cenobite 1 Grand Abolisher 1 Avacyn, Angel of Hope 1 Emeria Shepherd 1 Thalia, Heretic Cathar 1 Recruiter of the Guard 1 Alms Collector 1 Drannith Magistrate 1 Mangara, the Diplomat 1 Keeper of the Accord 1 Combat Calligrapher 1 Esper Sentinel 1 Guardian of Faith 1 Loyal Warhound 1 Lion Sash 1 Rumor Gatherer 1 Bennie Bracks, Zoologist 1 Battle Angels of Tyr 1 Archivist of Oghma 1 Deep Gnome Terramancer Lands (36) Spells (37) 1 Ghostly Prison 1 Pearl Medallion 1 Swords to Plowshares 1 Land Tax 1 Sol Ring 1 Kismet 1 Second Sunrise 1 Oblation 1 Tithe 1 Return to Dust 1 Mana Tithe 1 Path to Exile 1 Luminarch Ascension 1 Faith's Reward 1 Blind Obedience 1 Darksteel Mutation 1 Comeuppance 1 Authority of the Consuls 1 Settle the Wreckage 1 Teferi's Protection 1 Crush Contraband 1 Smothering Tithe 1 Unbreakable Formation 1 Generous Gift 1 Winds of Abandon 1 Sevinne's Reclamation 1 Nyx Lotus 1 Heliod's Intervention 1 Flawless Maneuver 1 Felidar Retreat 1 Akroma's Will 1 Secret Rendezvous 1 Archaeomancer's Map 1 Fateful Absence 1 Farewell 1 Halo Fountain 1 Smuggler's Share Draw and Ramp Lets start with what most people say is whites biggest flaw: lack of ramp and card draw

Marshals Anthem Marshal's Anthem overcharges on the front-end but gives you a mana sink that reanimates creatures with no restrictions
"Ursula's Return" [54] was made available to mass markets on May 31, 2024
This card is an ideal Convoke enabler, as it can generate mana of any of the decks three colors and also rewards you with tokens that can be used to either attack or pay future Convoke costs