Innistrad is back, and that means GW Humans are back. But these are the days of Champion of the Perished, not Champion of the Parish. Humans this time around still like to go wide, but in a much more insane and janky way.
The plan here is basically to vomit as many creatures as possible onto the battlefield, using a plethora of ramp & card advantage engines to do pull off absolutely filthy turns. Then come the anthem effects to turn our wide army of weenies into an avalanche.
RAMP
Katilda, Dawnhart Prime is the main breadwinner on the ramp side, allowing every creature & token in the deck to tap for absurd amounts of mana very quickly. Circle of Dreams Druid is the lone non-Human in the deck and can similarly do stupid things, albeit only in green, but also without tapping the rest of your creatures.
CARD ADVANTAGE
There are a few card advantage engines that all do it in a different way.
Rite of Harmony does serious work once the ramp is online, basically letting you play creatures continuously until you exhaust your gratuitous amount of mana. It can even do some good work with limited mana thanks to the token producers.
Werewolf Pack Leader does its thing in this deck with plenty of support to trigger the draw, and its size makes it a nice defender against aggro.
Augur of Autumn helps hit land drops and easily activates its Coven ability in this deck. With the vast majority of the deck being either lands or creatures, he can pull off big turns without costing you a card in hand.
Ellywick Tumblestrum sits in a nice spot on the curve and can dig deep for important creatures to get our engine going. As an added bonus, the ultimate ability + Rite + Katilda is basically play-your-whole-deck territory due to haste.
ANTHEMS
Maja, Bretagard Protector does double-duty both as an anthem effect as well as a token producer. Sigarda, Champion of Light chips in on the card advantage front while also serving as an anthem. Makindi Stampede
is the perfect spell land for a deck like this.
The ideal closer for this deck is Intrepid Adversary, which can take advantage of all the mana to turn the team into absolute monsters.
THE ASSORTED HUMANS
Lunarch Veteran
gets things started as a one-drop and can gain tons of life throughout the game, making a big difference to stay alive against aggro before we snowball past them and put the game out of reach.
Join the Dance is a card you wish you could play 8 of, as it fuels the ramp engines for cheap and abuses cards like Lunarch and Rite that just care about the number of creatures coming into play.
Adeline, Resplendent Cathar grows to comical power levels while chipping in some tokens.
Brutal Cathar
is the removal option; probably need to craft more of these tbh.
Selfless Glyphweaver
protects the team from board wipes or any other inconvenient deaths.
Saryth, the Viper's Fang can protect our valuable creatures while giving the more disposable ones deathtouch, and with Katilda you can tap creatures at will if need be. Saryth can also untap Circle of Dreams Druid if "need be," aka you need 30 mana.