Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Flood the board with cheap creatures and artifacts to trigger Haliya's incremental lifegain, crossing the 3-life threshold each turn to draw an extra card. You snowball card advantage while building a wide board, then close with a payoff anthem or token swarm. The Warp cost lets you deploy Haliya early on turn one for a low-risk source of value.
Repeatable card advantage in mono-white, a color historically starved for draw
Lifegain is trivially easy to hit with cheap creatures, tokens, and artifacts
Cheap commander (3 MV, or 1 with Warp) that comes down early and starts engines fast
Synergizes with both go-wide token strategies and artifact-matters builds
Mono-white means limited ramp, interaction, and tutoring compared to multicolor decks
Card draw is capped at one per turn unless you build redundant draw engines
Vulnerable to board wipes since the deck wants to commit many permanents
No inherent evasion or fast win, so games can stall against control or stax
Premier mono-white ramp that fuels casting many permanents to fire Haliya's triggers.
Add efficient mono-white ramp (Smothering Tithe, Land Tax, mana rocks) and redundant draw payoffs (Welcoming Vampire, Mentor of the Meek) to never run dry. Layer in token doublers and anthems to convert your board into reliable lethal damage, and include protection like Teferi's Protection and Flawless Maneuver to survive wraths. A few fast token producers and Treasure makers let you deploy multiple permanents per turn to maximize Haliya's draw trigger.