Weenie White Soldiers

Nice and simple deck idea. Spam as many soldiers tokens as possible in the early game, then pump them with the Obelisk of Urd or the Dictate of Heliod and overwhelm the opponent. Windbrisk Heights allows some combat phase shenanigans with Day of Judgment and Frontline Medic or allows Captain of the Watch to be played much earlier for added effect.


Day of Judgment + Frontline Medic Attack making my creatures indestructible, then board-wipe opponents in the 2nd main phase.

Day of Judgment + Windbrisk Heights A board-wipe at the start of the declare blockers step leaving an opponent wide open.

Obelisk of Urd + Raise the Alarm +2 for all my soldiers by turn 4.


Captain of the Watch Provides an additional pump for all my creatures, 3 more tokens and vigilance enabling me to attack without the need to leave back blockers.

Frontline Medic Allows attacks without the drawback of anything dieing. This also pairs with Day Of Judgment for a potential board-wipe win condition.

Precinct Captain Yet another source of tokens and an early game deterrent.

Preeminent Captain Another way to cheat more soldiers onto the battlefield (as well as Windbrisk Heights) e.g. Captain of the Watch.

Captain's Call Part of the two spells which throw tokens out quickly.

Raise the Alarm The other part of the quick token spamming spells.

Day of Judgment The rest button if things aren't going well or the win-con if an attack with Frontline Medic is possible.

Launch the Fleet This can be deadly in the late game when spare mana is available doubling the number of tokens at my disposal.

Dictate of Heliod A cheeky pump when played with flash.

Obelisk of Urd Allows the tokens to be pumped early due to it's convoke cost.

Windbrisk Heights Provides combat phase trickery allowing a Day Of Judgment to be played at instant speed at the start of declare blockers step, clearing out any opponents defenses.

Elspeth, Sun's Champion Incredibly versatile and powerful. Its +1 spam ability just pumps out even more 1/1 soldiers, the -3 is very useful at removing major threats whilst keeping my creatures alive due to their initial low power. The -7 is a an obvious win condition with its simultaneous pump and providing flying to all creatures.




If you think this is a good deck then you may also be interested in my other decks:


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