Sideboard


Maybeboard


"And all together they formed a collective, a superorganism that was something bigger. Something that they for themselves could never become."

Madness-Start --- Swing for 36

  1. Plains + Signal Pest
  2. Plains + Consul's Lieutenant
  3. Plains + Swing with Consul's Lieutenant and Signal Pest for 3, at it's best the Lieutenant becomes renown; then Raise the Alarm + Signal Pest
  4. Plains + Launch the Fleet onto 4 creatures. Yepp, 4th turn and you and your Legion swing for 33 damage (2x 2/2, 6x 4/2, 1x 5/2)... good game! (All in all dealing 36 damage)

To give you one alternative --- Swing for 21

  1. Plains + Signal Pest
  2. Plains + Honor of the Pure
  3. Plains + Spectral Procession
  4. Plains, then Launch the Fleet on all 4 creatures and swing for 21

there are SO many alternatives, just playtest it

The first thing to understand is that this deck developed over a long time. The surprisingly great and just efficient outcome, you can see here, has grown out of a simple deck once handed to me by a friend. Afterwards many games followed, plenty of decks challenged this deck and a lot of inspirations came together. But I never thought, that after some trial and error, the deck would begin to work that good. I am very proud of what it has become since.

Strategy

Focus lies on token spawn and power-ups. Your tokens are provided through token machines coming as creatures, or get cast straight into the battle. Power-ups come in different ways as well: There are mighty enchantments, +1/+1-counter- and battlecry-splashes and synergetic planeswalker-abilities. Not much time needed, until your legion stands and overruns your opponent in terms of quantity and quality. Support your recruitment stages with all those mighty spells White has got to offer! Too much order makes you predictable, so there are some kind of different cards in-deck, but they work out absolutely harmonically and proofed themselves worthy. Check it out!

  • put out your tokens and weenies

  • buff your legion

  • protect your legion

  • interrupt opponents deck flow (combo-takedown)

  • maybe weaken defence (not always necessary)

  • swing with your legion (be aggressive)

  • 20 --> 0

Having different tokens to spawn protects us from token-removals like Bile Blight, Declaration in Stone or Detention Sphere.

Ajani Goldmane's -1 + Mikaeus, the Lunarch: two +1/+1-counters for all and vigilance!

Signal Pest or the renowned Consul's Lieutenant + Launch the Fleet: The ultra Aggro-Move

Launch the Fleet + Brave the Elements: Unblockable against Mono, and almost against Multi-coloured

Launch the Fleet and if a lot of tokens died: Timely Reinforcements in the next turn!

Hour of Reckoning (Sideboard) + Tokens: The stage is yours!

Selfless Spirit (Sideboard) + Brave the Elements: Not touchable!

Soul Warden (Sideboard) + TokenGenerator (eg. Spectral Procession): A lot of life!

and many more to find!

Inventory

Plains: For an agressive, fast and stable start it is very important that we keep our mana white and ready to tap when it enters the battlefield. That way we make full use of the strength of a monocoloured deck.

Windswept Heath, Flooded Strand: Later on we do not want to draw Plains, so we get our Realms out of the deck by fetching them and therefor using two cards for one Plains (deck-thinning)

Westvale Abbey  : Our contingency plan. Can not be countered, lifelink and aerial-protection. Always a good, tide-turning and surprising tactical option. Beware of exiling though! Two lands providing colourless mana is okay with us, even though we got Spectral Procession. When going competitive I would recommend to only play with one Westvale Abbey   in the mainboard.

Raise the Alarm: one of this decks pillars: two mana, two creatures. Becoming stronger each turn or already starting off as some champs when one or more of your PowerUp's are out. Also, this spell is coming as an instant, what can be tactically useful. Block your enemies surprisingly, or keep the option to play something else!

Gather the Townsfolk: Two situations that Gather the Townsfolk protects us from: 1) If Raise the Alarm is taken out of our deck by cards like Surgical Extraction it provides us a stable token spawn. 2) The Tokens are Humans and not Soldiers, so Bile Blight and others don't hurt that much! Though it is not coming as an instant, it got a nice different effect to trigger, when we are at low life, what can happen from time to time, due to almost no lifelink or very low burn protection in this deck.

Spectral Procession: Definitely a four-off in a mono-white token deck! Three 1/1's with flying. So much fun to check all the synergies of this card with all the other power-up's and sorceries in this deck. By the way flying is still one of the best aggro-abilities for creatures and sets a lot of pressure on our opponents.

Brimaz, King of Oreskos: Awesome card for three mana. Boltproof Token spawner, as well as a good defender and attacker at the same time. Always remember, that when Power-Ups are on the battlefield already, the tokens of token machines like Brimaz come into game even stronger! A game-winner together with Hero of Bladehold.

Hero of Bladehold: The greatest spawning machine in this deck - a real game finisher with its battle-cry-ability and the two tokens it brings. Beautiful - The only downside is that it needs another turn to start off, try to protect the Hero with Brave the Elements or Selfless Spirit. If you are playing against decks coming with a lot of destruction or exiling; sideboard!

Launch the Fleet: Even though this card just got one purpose and leaves us with less strategical options, its the pure power of the swarm, which we can release from early on. One of our game-finishers but also useful for the aggro playstyle of this deck if you swing together with Signal Pest and the renowned Consul's Lieutenant, to get our opponent into the defence by surprise. Your tokens stay afterwards, if not destroyed.

Precinct Captain: In a way similar to Consul's Lieutenant, but coming with an recruitment-effect. Great, when on the field, against counter and control decks!

Timely Reinforcements: Goes very well with our aggro playstyle and with Launch the Fleet, where we also loose some of our creatures from time to time. Perfect sit and wait card to splash in the right moment. If we got more creatures outside still great life-comeback!

Mikaeus, the Lunarch: The Power-Ups provided by Mik come as +1/+1-counters and not as enchantments, what is the key against counters (Mana Leak) or enchantment destructions. Also our dear boy can be a second turn drop, and leaves us some nice strategical options, due to his mana-cost-variability. He is even the best Power-Up in this deck cause he buffs your weenies again and again.

Honor of the Pure: One of our essentials. Cheap and not one of our best power-ups cause it has nothing in addition but straight forward! No attacking needed like it is with battlecry and not coming as a creature. Also Mikaeus, the Lunarch survives when he dropped his last counter.

Path to Exile: The classy, white, award-winning spot-removal everybody knows. Can also help us out of a bad situation. Got no plains outside? We just exile a token and get one! We have to use our spot-removal really, really at the right time and at the right place (we mostly wait as long as possible to use it - if we dont even need to cast it, thats a good sign!).

Brave the Elements: Beautiful card, which can be used in many different situations. For just one mana we are quite flexible and can search for the perfect tactic. Either we make our attacking force indestructible and unblockable (!!!), or we use it to protect our creatures. We flash it out in a wicked creature-battle or to keep the tokens we just got with Launch the Fleet. It is quite important that we keep our attacking force together and this card is one of the essentials on our quest to achieve this.

Signal Pest: Our perfect first turn drop, but always a cheap cast with high outcome. Hard to get around for our opponents and they may waste removal for this nasty creature. It buffs our army with every charge and is one of our tempo/aggro-pushers. For a lot of fun we signal the charge and drop Launch the Fleet to overrun our opponents by surprise.

Consul's Lieutenant: Our Lieutenant is one of the finest, swinging with 2 and first strike and becoming renown afterwards, giving him the ability to buff all our creatures when attacking. This we can also force with Brave the Elements, so that Consul's Lieutenant really reveals his full potential.

Ajani Goldmane: It is the second ability, which makes him so synergetic with this deck. All our creatures get a +1/+1-counter and vigilance (so Ajani is even protected if we attack). If Mikaeus, the Lunarch is on the battlefield he can even multiply the +1/+1-counter from Ajani. Ajani is even able to boost our creatures three times again (much better then Gideon, Ally of Zendikar), so our opponents will have to focus on him, giving us some more time to win the game.
Sundering Growth: This is a very important card against decks which come with Virulent Plague, similiar enchantments or just mighty artifacts. If possible we also copy one of our (ideally: flying) white tokens and get another creature out, while we disrupt our opponents deck-flow.

Runed Halo: Our utility spell for combo-breakdown. For 2 mana quite affordable.

Hour of Reckoning: One of our best synergetic spells. On average it costs us 3 mana to cast it (we just tap four creatures) and then we sit back and enjoy as our opponent's forces fade away, while our very own tokens and PowerUp's remain. Wow.

Soul Warden: If we got some life problems, but always a good drop against token and weenie. Better then Auriok Champion in this deck, cause shes a one off and its okay for us if shes a target, cause better she gets removed then Brimaz, King of Oreskos for example.

Grand Abolisher: This card must be mainboarded, when we play against counter and control. We are able to stop the disruption on our deck-flow and swarm out to get an attack force for our final blast. Also "Flash"-Decks do not harm us anymore (e.g. Spell Queller or Prophet of Kruphix).

Wrath of God: If somebody is keepin our army down - so we can not cast Hour of Reckoning, we do it this way, to get back the board control. As an aggro deck, we are able to rebuild very fast and get the engine going again, before our opponents even understood what just happened.

Declaration in Stone: Good mass destruction against tokens or weenies for example. But also a great spot-removal, with a bit of a bad taste at the end, cause our opponents may have the chance to investigate. Still it steals time, what goes well with our strategy! We go with one, cause we have Path to Exile in the mainboard.

Selfless Spirit: One for all! And all survive! We counter that Supreme Verdict, or Anger of the Gods or whatever else is to come! We can protect our legions in battle, to weaken the defence and attack with same strength the next turn. Also with a strength of 2 and his flying ability a good, little striker.

Brave the Elements: Sometimes three Brave the Elements is not enough against vampire-decks with Blade of the Bloodchief and Bile Blight, or blue-white-whatsoever-decks with Detention Sphere or burn-decks with Lightning Bolt against Consul's Lieutenant. So if we really want to feel secure, we maximize our chance to protect all of our creatures of becoming a target and if there is no removal we strike twice with unblockable.

Guardians' Pledge: One of my old favourites! A hard game finisher and great in combination with Brave the Elements. Three mana is quite expansive for a one turn effect though and there is no purpose for this card in the early game. So I'll sit and wait for a card coming in the future maybe, with an +2/+1-effect for 2 mana or something alike.

Anointed Procession: Does not fit into our aggro, tempo playstyle. Very good card for midrange and lategame though...

I always loved Elspeth, Knight-Errant but it seems that Ajani Goldmane got more to offer concerning the synergy in our deck.

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Date added 7 years
Last updated 6 years
Exclude colors UBRG
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 4 Mythic Rares

20 - 6 Rares

15 - 0 Uncommons

5 - 5 Commons

Cards 60
Avg. CMC 2.26
Tokens */* W Creature Avatar, Cat Soldier 1/1 W, Human 1/1 W, Human Cleric 1/1 BW, Soldier 1/1 W, Spirit 1/1 W
Folders white weene, Modern, No creature need, Of interest, Modern inspiration
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