(Last Edited: 12/19/2014)If you are reading this, give it a play test against a deck you have created and let me know how the results went. If you beat me, let me know how. Also, if you have any sideboard suggestions in order to counter the way in which you beat me, drop a suggestion in the comments. Thanks to everyone for taking the time to view this.
I decided I wanted to make a completely creatureless deck and began constructing this. I believe that it is finally where I want it to be. Here is how I like it to work:
The tokens:
For the most part, the tokens come completely from the sorceries. I prefer to use my tokens as a weenie wall that buys me time until I can get my plainswalkers onto the battlefield. The tokens are also very effective at getting around your opponents defenses if you take an early creature lead. I put quite a bit of cheap token cards into this deck to make tokens very easy to get to the battlefield, you should rarely find yourself without a token to play (After turn 3). With this in mind, don't worry about blocking with multiple tokens to get rid of your opponents early game 3/3 & 4/4; you will be sure to have more tokens on the battlefield next turn.
Spectral Procession is a must have in this deck. As early as turn 3, you can have 3 fliers for protection which can buy you up to 3 waves of attacks to get your mana and plainswalkers onto the battlefield.
Lingering Souls is also a very nice early game card to play due to its flashback ability. 5 mana for 4 1/1 fliers creates a very nice wall and can also pose a serious threat to your opponent if they are having trouble blocking your airborne attacks.
Luminarch Ascension is one of my favorite turn 2 plays. if you can play a turn 2 Luminarch Ascension and a turn 3 Spectral Procession, you are well on your way to getting some quick quest counters onto it. Also, If all goes as planned, by turn 6, you can start pumping out 2 mana 4/4 fliers which will now pose a serious threat to your opponent.
Promise of Bunrei was one one the last cards I put into this deck. I hadn't even heard of it until recently. It has now become one of my staple cards to play early game. Since the real objective of this deck is to get your plainswalkers onto the Battlefield, you don't even have to attack with your tokens. Simply buy your time by casting more and more tokens while building up your wall. Promise of Bunrei is great because you can easily block with your tokens and get 4 more before your turn is over. Your wall will not be diminished easily. Plus, enchantment removal doesn't really come around that often except for Oblivion Ring and any other blue spell counters (Which, if your opponent was smart, he would save for your plainswalkers you're about to thrash him with).
The Beef:
Tokens are great for both attacking and defending but they aren't much of a threat. When facing a small early wave of 1/1 tokens, your opponent will likely attack you with his early 3/3s and 4/4s, slowly trying to beat down your wall until his creatures outnumber yours. This happens with any deck (you get a bunch of land with nothing to play) and you have to start working strategically to take the least amount of damage possible while you hope you draw a card you want. This happens to everyone at some point. For this deck the solution is simple..... More power.
Doubling Season & Parallel Lives are a godsend. They can turn any token drought into an immediate threat. Combined with Spectral Procession, you can throw out 6 or even 12 tokens onto the field for 3 mana. That should easily buy you some time. Also, if you have maxed out your Luminarch Ascension by now, you will be dropping handfuls of 4/4 fliers onto the battlefield. If you haven't maxed it out yet, do not worry because Doubling Season Doubles the counters you can add per turn. By now your opponent hates you because as he clears one wave of tokens with every trick he has, you can immediately have another wave by his next turn.
However, while there is strength in numbers, 1/1 creatures are still only 1/1 creatures and are very vulnerable. This is why I have added Beastmaster Ascension and Intangible Virtue.
Intangible Virtue really helps your offensive threat simply for the vigilance. Since, this deck really only needs tokens to stall for a while, you will commonly find that the only reason you don't attack is because you need your tokens untapped. But since you're battlefield is probably loaded with fliers, you will also notice that you will often be comfortable with attacking and losing a few tokens to chip away at your opponents life total. You'll most likely still have the numbers advantage and will likely always have a few blockers to mitigate damage. Being able to attack with a full wave makes vigilance a must have.... Also the +1/+1 doesn't hurt either :).
Now that Intangable Virtue has given you an offensive threat, Beastmaster Ascension will quickly gain all of your tokens +5/+5. Your attacking waves will likely be 4-10 tokens wick can easily achieve the ability condition of Beastmaster Ascension in 1-2 turns. This will be even quicker with smaller waves when you have doubling season on the field.
The Help:
Farseek - I love getting this card early game. knowing that you'll likely go into turn 3 with 4 mana and all your colors is Like winning the lottery with this deck.
Windbrisk Heights is also a great early game card. Since I don't have any 1 mana cards, this is normally my go-to 1st play of the game. I will always hideaway a plainswalker if available. If it is not available, I will go for one of the more expensive cards in the deck like Parallel Lives or [[Doubling Season]. Since your goal is to get tons of tokens onto the battlefield, its only a matter of time that you will be attacking with 3. However, plan your attack ahead of time. Make sure you're not attacking into a slaughter and leave your plainswalker defenseless. It's worth it to wait a turn or two and give your plainswalker safe entry into the game.
The Plainswalkers:
Everyone knows and cherishes plainswalkers for their powerful abilities and game changing effects. Everyone also knows that they are vulnerable as ****. This deck is perfect for plainswalkers because of its incredible ability to make a safe wall for plainswalkers to hide behind. This is why I have added 10 of them. All of these plainswalkers ultimates will make this game a win for you. Plus, they combine extremely well with Doubling Season, which allows plainswalkers to enter the battlefield with twice the number of loyalty counters on them when they enter the battlefield.However, Doubling Season does not double the amount of counters you can place onto a plainswalker while using an ability. In no particular order, Here are the plainswalkers:
Elspeth, Knight-Errant - While she doesn't have that "Finishing Blow" Ability that changes the game completely. Her +1s are very Handy in getting even more tokens onto the battlefield and attacking with some power.
Elspeth, Sun's Champion - Though, she's one of the most expensive plainswalkers in this deck, shes also the most useful. Her -3 ability is game changing and can wipe out your opponents forces right before you deal a finishing blow. She's won many games for me.
Elspeth Tirel - Since you've been playing the stall game, Elspeth Tirel is very handy in getting back the life you've lost up to this point. The best part about her her -5 ability which (without Doubling Season) is a game winner. she is possibly the best plainswalker in this deck.
Sorin, Lord of Innistrad is also one of my favorite plainswalkers in deck. Stealing your opponenets best creatures and then killing him with them is such a great feeling. plus giving all your creatures +1/0 and getting tokens with lifelink isn't bad either.
Vraska the Unseen normally does not make it to the end of the game. players are too concerned with killing her (Which normally harms their own creatures since you most likely have +1 her every time. However, If you are able to get your 1/1 Assassins onto the battlefield, you've finally got yourself another win condition.