Sideboard

Enchantment (4)

Creature (2)

Land (2)

Instant (2)


Human Soldiers aggro tribal

The deck is almost completely focused on Champion of the Parish his subtype and his triggered ability. Thus the other creatures tend to be humans and empower the soldiers.

12 1-drops: 4x Champion of the Parish: Ridicolously strong card (if the deck is built after it). If dropped in the first turn it easily becomes a 4/4 around turn three and even more in the late game (it once got to become a 8/10). If dropped later, it serves as a normal 2/2 1-drop (since you almost always cast some other human before he attacks). It either gets removed quickly or becomes a huge threat. And that's just for one mana.

4x Soldier of the Pantheon: 2/1 Human Soldier 1-drop is already a good deal on its own, but his abilities make him even stronger.

4x Kytheon, Hero of Akros  : 2/1 Legendary Human Soldier with late-game indestructibility and planeswalker flippable side; I've invoked the gods for a replacement for Elite Vanguard and I've been satisfied xD Kytheon is not much stronger than the good ol' Vanguad in the early stages of the game (he's legendary, so he's perhaps even weaker than him then). But the more units you place on the field the more he becomes dangerous and, when transformed, he's a 1 mana threat to be acknowledged.

8 2- drops: 2x Thalia, Guardian of Thraben: 2/1 First Strike, Legendary, (1) mana tax on noncreature spell. Even though I myself play 14 noncreature spells, I can't ignore the powerhouse this human soldier happens to be.

4x Veteran Armorsmith: 2/3 half/lord Human Soldier. Very strong body and toughness increase for soldiers are a good deal. Not extremely useful for the one drops (that die notetheless to 2 dmg mass removal like Pyroclasm and Infest) but useful for the others. It also makes Field Marshal a possible attacker and not a simple anthem generator.

3x Thalia's Lieutenant 1/1 Human Soldier «lordling». Better than Anafenza, Kin-Tree Spirit in most situations: it impacts the board the turn he enters the battlefield, he is a decent threat for drawing removals, he's human.

6 3-drops: 4x Field Marshal: 2/2 Human Soldier Lord. He's quite fragile on its own and easily removed by almost anything, but he cannot miss in a Soldier Tribal. Turn 4 wins are quite difficult without him touching the field. Opponents will very often spend their removal spell on Champion of the Parish in the first turns before he grows too big, and that hopefully leaves more room for the good ol' Marshal.

2x Veteran Swordsmith: 3/2 Human Soldier Half/Lord. I opted for a 2x with this card since I never really liked it. The comparison with Field Marshal is just so meager. But experience with the previos versions of this deck taught me that aggro competitiveness stands mostly in the steady growth of the Power parameter of creatures turn by turn. So I couldn't ignore this one much longer (plus, she gives +2/+1 to CotP)

2 Finishers: 2x Hero of Bladehold: 3/4 Human Knight with Battle Cry and two 2/1 token generation on attack. It's huge, but unfortunately she doesn't help much on the turn she hits the board. Should she resist, however, she closes the match the successive turn most of the times. I also considerd as alternatives Elspeth, Knight-Errant, which I haven't tested yet (although I think would do much better) and Launch the Fleet which I tested and found quite strong (altough next to useless in absence of aggro cards like Veteran Swordsmith, Marshal and Honor of the Pure and in presence of less than three creatures). I'm also a fan of Odric, Master Tactician, but I think that three other attacking creatures are not always showing up. (old text)

12 Support cards: 3x Honor of the Pure: Self-explanatory. I would love a cc2 human soldier creatures that did something like this, but that would be asking too much. This, anyway, is pretty difficult to remove, making late game more reliable.

4x Path to Exile: Unrenounceable. 4 removal spells are, perhaps, too few. Excellent card. Not extremely helpful in early game but broken after the first three-four turns.

3x Brave the Elements: This is often a finisher on its own. It grants alpha-strikes against monocolored enemy fields, denies most spot removal (and damage based mass removal) and provides, if needed, amazing creature trades in combat. All for one mana. Pretty much the reason why a deck such as this can try to exist.

1x Return to the Ranks: I love this card. I'm tempted to play it in more than one copy but it risks becoming a dead draw if acquired too early in the game or too many times. Plus, Brave the Elements usually does the job of saving people on the field rather than getting 'em back from the graves, which is better. It almost always works wonders (considering the ETB effects of Champion of the Parish and Thalia's Lieutenant).

Lands are self-explanatory: Flagstones of Trokair for deck thinning (works nicely with Ghost Quarter). Mutavault for sinergy with anthems and strong manland power. Horizon Canopy for drawing potential in case of mana flood. Cavern of Souls for, well, uncounterable weenies.

I'll cover some other part of the deck description in future updates (Sideboard)

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 10 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 0 Mythic Rares

31 - 8 Rares

7 - 4 Uncommons

0 - 2 Commons

Cards 60
Avg. CMC 1.77
Tokens Emblem Elspeth, Knight-Errant, Soldier 1/1 W
Folders White Deck Inspiration, Saved Decks, Soldiers Mono-White, Human soldier tribal WW, Weenie, Others
Votes
Ignored suggestions
Shared with
Views