Sideboard


Maybeboard


This is my unique human tribal White Weenie build. It mixes speed with light disruption, and allows us to run away with the game relatively quickly. I've built it to be flexible, being able to play out in multiple ways while having the tools to adapt to many situations, especially with use of the sideboard.

If there is anything in this description you think should be added or removed to improve depth or understanding of the deck, please don't hesitate to tell me. If you like the deck or have something to say, upvotes and comments are greatly appreciated. If anybody would be interested/willing in helping me fancify the page and such, that would be fantastic!

I would like to say thank you to everyone who has helped me get to this stage of development, from those on tappedout.net to those at my local FNM and playgroup. I really appreciate the time you've taken to take a look and give input.
For those of you who are not familiar with White Weenie, it is a mono white deck comprised of small efficient creatures, or weenies, that synergize fairly well. Then you buff these up to take your opponent from 20 to 0 quickly.

The typical White Weenie line of play:

  • Put out your weenies

  • Buff your weenies

  • Remove a creature or two and protect your weenies

  • Swing with your weenies

  • Take you opponent from 20 to 0

Overall, it is a very easy archetype for new players to understand, but has a very wide range of cards to choose from for both the mainboard and the sideboard, which allows for a lot of customization and personalized decks, which can lead to many nuances and intricacies that continue to make the deck interesting and fun. There are many variants that have stemmed from White Weenie, such as Death & Taxes, Hatebears, and Soul Sisters.

As I said before, this is a fairly different take on White Weenie in regards to how the deck is constructed. I have chosen to primarily run 1-2 CMC creatures and 1 CMC noncreature spells in the mainboard. I have done this to greatly increase the deck's consistency and give me many more options in any given situation (being able to play anything in your hand T2 is a wonderful thing), and to be able to run less lands, which gives me a few more nonlands so I have more to do in a game. Our lack of large drops is largely filled by activated abilities, such as our Thraben Inspector s' clue tokens or allowing our Mutavault s to swing. There may be a few exceptions such as Field Marshal , but overall the deck adheres to this idea for the mainboard. Typically we want to be fast enough to go for a free win game 1, and then if need be we can play a little slower out of the sideboard and use the hate given to white to cripple our opponent's gameplan long enough to get lethal damage in.

Thraben Inspector (4): She is a good 1 drop that trades favorably with removal. While her stat line isn't very aggressive, she gives us a bit more resilience to removal such as Zealous Persecution and Electrolyze . The clue also allows us to draw at the end of our opponent's turn, which means that we can dodge targeted hand discard when topdecking, and it meshes quite nicely with the other things we might want to do during our opponent's turn so that we can either leave ourselves with options or conceal our true intentions.

Soldier of the Pantheon (4): He acts as an attacker that helps us keep up early game pressure as a 2/1 while dodging some of the removal in the format like Kolaghan's Command and Abrupt Decay . He can also swing through and block multicolor creatures with no drawbacks or additional mana investment. One last thing he provides us with is some life gain that can help against decks like Burn.

Champion of the Parish (4): He will often become a 3/3 swinging in on turn 2, and provides a good amount of pressure so long as you back him with more humans. If your opponent chooses not to remove him or isn't able to, he can become a 6/6 as early as turn 4, and will only get larger as the game progresses.

Kytheon, Hero of Akros   (3): He has an aggressive stat line as a 2/1, and wants to swing in alongside multiple creatures which is something that this deck naturally wants to do. He has an activated ability that allows him to power through nonexile-based removal, and flips into the powerful planeswalker Gideon, Battle-Forged that greatly enhances our ability to control and manipulate combat to our advantage by removing a blocker/forcing an attacker, untapping and protecting a creature/himself, and finally becoming a 4/4 indestructible attacker that can also receive buffs as a human soldier.

Thalia's Lieutenant (4): She acts as a very powerful anthem effect that then becomes an ever-growing beater like Champion of the Parish . While she doesn't have a static anthem effect like most lords do, she gives our current creatures a more permanent effect in the form of +1/+1 counters, meaning that if she is removed our other creatures will not reduce in size, which is important in combat. At the same time this means that creatures that come into play afterwards won't receive the buff but will buff her. How we play out our hand with this card is important.

Thalia, Guardian of Thraben (3): She is a powerhouse of disruption. She slows down most decks in the format, and some of those decks are drastically slowed down. She is also an excellent turn 2 play, especially when your opponent is holding mana up as they will occasionally not be able to cast their removal spell that turn (at least not on her). While she also slows us down a little bit, we aren't very spell reliant in the first place, leaving us much less affected by the tax than the majority of our opponents. First strike is also an ability that is excellent against other creature decks.

Mayor of Avabruck   (3): In addition to having a excellent mustache he provides the deck with another anthem effect that is well worth the splash. Because we are already running Cavern of Souls and Horizon Canopy , it isn't very out of our way to include him. His flip side, Howlpack Alpha also can come in handy for grinding out value in games that have become stalled out. A 3/3 for 2 is good, but pumping out a 2/2 that receives his new anthem buff at the end of each of our turns is a big deal. This means that in topdeck mode we can grind value or force our opponent to play out their hand prematurely to keep him from flipping.

Precinct Captain (4): Another first striker that rewards us for getting damage in with 1/1 soldier tokens. This means that we will have residual value if he is removed after dealing damage to our opponent, which means that he will put pressure on our opponent to deal with him quickly.

Field Marshal (3): His powerful anthem effect introduces a soldier subtheme to the deck. Note that he gives his anthem to all but the 3 Mayor of Avabruck   in the deck (not including a few sideboard creatures). That's a lot of creatures, and tacking on first strike makes our team excellent in combat. While he isn't very aggressive on his own, he can often get big enough through anthems to deal some damage in combat as well. One thing to note: if your opponent removes him while you are in combat, it can be dangerous. Also, keep in mind that it will also buff opposing soldiers and adjust accordingly.

Brave the Elements (3): A great reason to be playing white. This can help us in combat for either getting through damage or blocking for free, and can protect against spot removal and damage based wipes.

Path to Exile (4): The best removal white has to offer. Instant speed for 1 mana, just like the rest of our mainboard noncreature spells. Exile based removal is important because it acts as hard removal that doesn't allow your opponent to gain value off of it being in the graveyard. Giving our opponent a land in return is usually worth it so long as we capitalize on the tempo we get from it.

Mutavault (2): These help keep our land count high while also providing us options and gas. They get around sorcery speed removal (when used for attacking) and can't be targeted by a few removal spells like Abrupt Decay and Detention Sphere , and allows us to keep swinging after wrath effects. On top of this, it is all creature types, meaning that it receives all of the anthem buffs from our lords. One thing to note is that this is colorless, which is both good and bad. It won't be affected by Brave the Elements , but it will be able to block Etched Champion .

Cavern of Souls (4): Provides a way for us to get our guys onto the field through countermagic. It acts as colored mana (including green for Mayor of Avabruck  ), but only for our humans, meaning that we won't be able to cast Burrenton Forge-Tender off of this when we board it in, and it won't provide colored mana for our noncreature spells.

Horizon Canopy (3): Allows us to have more lands in the deck, and redraw when we are starting to run out of steam. It also fixes us for Mayor of Avabruck  . We can sacrifice this so that we have less lands than our opponent and get Knight of the White Orchid to trigger, or can allow Razorverge Thicket to come into play untapped. The only downside is that we take damage from it, so keeping multiple in our starting hand is often a bad idea.

Razorverge Thicket (4): This is a painless way to fix for Mayor of Avabruck  . If you are able to, it is often best to hold this for a turn so we don’t reveal that we are playing a splash.

Shefet Dunes (2): This can occasionally be painful for us to have around, but also lets us get in the last few points of damage we often need against uninteractive decks.

Plains (6): Self-explanatory.

Ghost Quarter (1): This can be added to improve a number of matchups to interfere with ambitious manabases or destroy manlands. It is easy to slot in and can also be added to bring your land count from 21 to 22 when you add in Ranger of Eos .

Burrenton Forge-Tender (3): This is helpful for protecting yourself from aggressive red decks while also being able to protect key creature from red damage based removal like Lightning Bolt or red damage based board wipes like Anger of the Gods . The only real downside to this card is that it isn't a human or a soldier, but we can live with that.

Mirran Crusader (2): He's a decent creature that has protection from two relevant colors in some of the midrange matchups. Double strike gets even better with anthem buffs.

Ranger of Eos (2): This helps us stay in the game against removal heavy decks where we expect the game to drag out a little longer, usually midrange and control. Being able to fetch a combination of card draw (Inspectors), pro multicolor (Soldier of the Pantheon), big threats (Champions), and a difficult to remove permanent (Kytheon) makes him very valuable.

Stony Silence (2): Hinders decks that utilize a lot of artifacts, the chief of which being Affinity, Hardened Scales, and Tron. One thing to remember is that this will also turn off our ability to crack clue tokens, although that is a price we are more than willing to pay.

Rest in Peace (3): Makes putting away decks that heavily utilize the graveyard easy. Because it is a replacement effect, it will also cause death triggers like Hangarback Walker and Arcbound Ravager not to trigger.

Declaration in Stone (2): Extra exile based removal spell that can hit multiples. This is good to bring in against token decks, decks with many 4 ofs of creatures, or against decks where you simply need more removal. The sorcery speed and clues aren't optimal, but the drawback is typically worth it if you capitalize on the tempo it gives you.

Tithe Taker : We finally have a new card that may be worth putting into the deck. Tithe Taker theoretically gives us a small amount of resilience to removal/sweepers and in conjunction with Thalia they would make it more difficult for our opponent to play during our turn, making combat much cleaner for us and countermagic more difficult to pull off.
None at the moment.

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Placed second overall in a PPTQ.

Quarterfinals Matchup: Simic Eldrazi, Result: 2 - 0

Semifinals Matchup: Esper Death's Shadow, Result: 2 - 0

Finals Matchup: Affinity, Result: 0 - 2

Overall I felt like I got fairly lucky in what decks I played against and reasonably lucky with my draws, though I felt like I had a sizeable advantage over most of the field. In the finals I lost to my buddy Fooo who I test with. If anyone has any questions on specific matchups, I'd be happy to give you some answers.

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Revision 46 See all

(5 years ago)

-1 Mana Tithe main
-1 Plains main
+1 Rest in Peace side
+2 Shefet Dunes main
-1 Stony Silence side
+1 Tithe Taker maybe
Top Ranked
  • Achieved #12 position overall 7 years ago
Date added 7 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

39 - 11 Rares

5 - 4 Uncommons

4 - 0 Commons

Cards 60
Avg. CMC 1.51
Tokens Clue, Soldier 1/1 W, Wolf 2/2 G
Folders Tribal, Cool Decks, Deck, Decks, Modern Stuff, Modern, Ideas, Possiblity, Tribal (Modern/Standard), G/W humans build modern
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