The bread and butter of our deck, these cards exist to take full advantage of our commander's ability and make our whole team really effective in combat and generally hard to deal with.
DOUBLE STRIKE
This is the keyword that'll hand you the game on a shiny plate. Double strike and indestructible are the only keywords that are valuable enough on their own merit to be included on dudes with no other abilities, and with good reason - they're hard for your opponents to deal with and give you a significant game state advantage.
Aven Sunstriker / Skyhunter Skirmisher: Simple, all-star team players, this duo grants evasion as well as dealing double damage. Protect them well, for they are little and easily pew-pew'd to death. Generally not a great idea to attack with them unless your opponent is wide open or you have protection.
Silverblade Paladin / Arashin Foremost / Fabled Hero: The second abilities of the Foremost and Hero are practically useless, but they sit really nicely in the mana curve: turn 3 double-striking dude into turn four Odric double-striking team is very effective. I advise soulbonding the Paladin with whatever creature you think will stick around the longest (
Darksteel Myr
is a hilariously good target) if Odric isn't around to take the spot, but it doesn't much matter.
Fireshrieker: Brutally effective, harder permanent type to remove, can go on anybody at any time it needs to.
Kor Duelist
: He needs a piece of equipment to get his keyword online, but that should be easy with all the tutoring we have distributed throughout the deck. Beyond that he's a fine turn one play to discourage others from swinging at you with their Elvish Mystics.
INDESTRUCTIBLE
Protect your dudes. Force your opponents to wipe pre-combat and prevent some damage that might have come your way. Be generally hard to deal with.
Bastion Protector: Easy to remove and relies on Odric to do her job, but the little buff she gives him is nice.
Darksteel Myr
: One of my personal favorite cards in the whole deck, because he gets the sort of "???" looks from everyone when he hits the table, and then just refuses to die forever. Having the ability innately on a creature is more useful that it first appears, as they have to deal with a straight-up indestructible creature in order to get rid of it, even if it's fairly useless otherwise. Like the double-strikers, it's at the perfect spot on the curve relative to our commander.
Darksteel Plate: Suit up your fav and go ham - like its Myr counterpart, this card is really hard to get rid of, which makes it worth the total to get it online. Again Odric is usually the best target for this, but watching opponents try to deal with an indestructible Gisela, the Broken Blade or Radiant, Archangel is an experience you don't want to miss out on.
Spirit Bonds: Admittedly still in testing phase, but I like its potential a lot because it can save your critters pre-combat, and the spirits themselves can chump stuff or get in for a little damage if needed - not to mention the fact that they give the crew flying for .
Aegis Angel: Odric is again the obvious target but if some reason he's not around pick your next most important guy. It's worth noting that you -can- use her to protect a noncreature permanent that's really important to you (maybe Caged Sun or Rest in Peace), but rarely is that the most effective play (especially since our creature count is fairly high). As an angel also grants flying.
Angelic Overseer: 10 humans including our commander allow her to be online with good frequency. Flying and double protection makes her very, very hard to contend with once she's started her engines.
GENERAL THREATS
These creatures grant 2 or 3 keywords to the team, often in addition to gaining us value with other abilities tacked on.
Wurmcoil Engine: Two sweet keywords on a fat body for comparatively little mana - and replaces himself when he dies. SO sweet. Our only source of deathtouch.
Baneslayer Angel: In addition to keywords, demons and dragons are both very popular in the format and she's happy to block or punch through them for days.
Gisela, the Broken Blade: She's like a mini Baneslayer for one less, and so earns her keep pretty well. If you manage to get Brisela, Voice of Nightmares on the table it's almost always GG for at least one opponent (also, it's super fun. Meld is derpy but thrilling).
Aerial Responder: Colorshifted Vampire Nighthawk (Vampire Whitehalk?!) is brutally efficient. Three mana for three keywords and a decent sized body is about as good as it gets.
Geist-Honored Monk: Okay technically SHE doesn't have more than one keyword but she makes you two lil bodies to hold up another, and can get pretty sizable.
Power Matrix
: This card is really fun because it's odd, and has really only been a "maybe" option in voltron decks before now. However, we've found the perfect place for it. After the initial mana investment, you get 3 evasive, relevant keywords for absolutely free.
Ovalchase Dragster: What really sealed the deal on this card was the crew 1, as it's easy to use one of our small guys we don't want the enemy to block and kill (like Aven Sunstriker) to crew, and suddenly that's 6-12 damage coming at their face. Trample and haste are two really valuable keywords that are harder to find in mono-white, and so this is nearly on par with
Haunted Cloak
/Chariot of Victory when it comes to value for mana cost. In addition, we'll have first or double strike often enough that opponents can't just kill it in combat after one swing.
Ajani Steadfast
: +1 is what makes him worthy of inclusion, but that -2 can be really saucy if you're looking to push through some damage just a little faster. His ultimate will win you games but that's typical of planeswalkers and not what you should be setting your sights on.