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Esper Sentinel is one of the new toys introduced in MH2 that this deck gets to play with. Each turn, when our opponent casts a non-creature spell for the first time, they have to pay the Sentinel Tax, i.e. extra mana equal to Esper Sentinel's power. If they can't (or don't), we draw a card. Against decks that are spell-heavy rather than creature-heavy, this will generate some extra cards for us. It's particularly good against Control and Green Tron, because those decks don't have a whole lot of cheap, early game removal to get rid of it, they'll likely have to pay the tax a few times. We also have a full playset of Luminarch Aspirant and Thalia's Lieutenant so we can often buff our Esper Sentinel to more than just 1 power. If we have multiple Sentinels, the effect stacks, so our opponent will have to pay for each one and for any they don't pay, we draw. Combine this with Thalia, Guardian of Thraben making non-creature spells themselves more expensive to cast, we'll be making control type decks pretty miserable.
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Dauntless Bodyguard has always been a personal favorite of mine and (in my humble opinion) severely underrated in white weenie style decks. As it enters the battlefield, we get to "pair" it with another one of our creatures. After that, we can sacrifice the Bodyguard at instant speed to give the other creature Indestructible until end of turn. There are some great applications for this. We can use it to protect a creature that's giving our opponent a hard time, such as Thalia, Guardian of Thraben against a control deck, or a Sanctum Prelate that's denying a crucial spell our opponent wants to cast, or an Esper Sentinel that's drawing us a bunch of cards, or a Meddling Mage that's shutting off their one main threat; the applications are endless. Furthermore, we can effectively use this to block 2 creatures if needed. Let's say our opponent attacks with at least 2 creatures and we need to survive so we can retaliate next turn. We can put Dauntless Bodyguard in front of one and our paired creature in front of the other. Then before combat damage, we sac the Bodyguard (so the creature it was blocking has its attack fizzled) and give our other creature Indestructible so it blocks its creature with no worries about dying.
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Champion of the Parish is a pretty straightforward combat oriented creature. It buffs itself with a permanent +1/+1 counter whenever a Human enters the battlefield under our control. This is a cheap, early game threat that scales into the mid and late game if it isn't dealt with.
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Thalia's Lieutenant gives all of our Humans a permanent +1/+1 counter when it enters the battlefield. After that, it simply becomes another Champion of the Parish, buffing itself with a +1/+1 counter every time we play a Human.
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Luminarch Aspirant lets us put a +1/+1 counter on one of any of our creatures when we move to combat. This is a little different from Thalia's Lieutenant who gives a one time buff. With Luminarch Aspirant, we can make one of our creatures very tall instead of being forced to go wide. Esper Sentinel is a great target, because the bigger it gets, the bigger tax our opponent will have to pay or just let us draw a card. Even if we have no other targets, we can simply put the +1/+1 counter on Luminarch Aspirant itself.
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Auriok Champion is an extremely underrated card in the main deck. Firstly, it keeps us healthy throughout the game because it gains us life whenever ANYONE plays a creature (not just us). We have a ton of creatures in our deck and since we're spamming them, Auriok Champion will be gaining us a lot of life on our side of the board alone. If our opponent happens to be playing a creature-heavy deck as well, that's just a bonus. This card helps us race aggressive decks and edge them out. However, the best part of this card is the fact that it has protection from Black and Red, meaning it cannot take damage from sources that have either of those colors. It can block Dragon's Rage Channeler, Monastery Swiftspear, Soul-Scar Mage, Ragavan, Nimble Pilferer, Goblin Guide, Death's Shadow, Kroxa, Titan of Death's Hunger, Lurrus of the Dream-Den all day long. It also can't be targeted by Lightning Bolt, Kolaghan's Command, Lava Dart, Fatal Push etc. Need I go on? Even in matchups without Red or Black, at the very least it's gaining us life and working with our other Human synergies. Don't sleep on this card.
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Thalia, Guardian of Thraben is our reward for playing a deck made almost entirely out of creatures. She makes all non-creature spells cost 1 more to cast, which doesn't affect a lot of cards in our deck but will be a Thorn of Amethyst in the side of any deck that relies on non-creature spells. Particularly annoying against Tron, as they usually want to play a Karn Liberated at exactly 7 mana, Thalia will make it cost 8. She also has First Strike, making her pretty useful in combat.
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Meddling Mage can name any non-land card we want when it enters the battlefield and as long as it sticks around, nobody can cast the named spell. This is an excellent card as long as we know what the main threats are in our opponent's deck. We can name Living End or Crashing Footfalls for example and Cascade decks literally can't combo off until they get rid of Meddling Mage.
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Sanctum Prelate is finally legal in Modern and it's a powerhouse when used correctly. The trick with this card is knowing and understanding matchups. What's the worst possible non-creature spell our opponent could cast right now? What is that spell's mana cost? Name that number when you play Sanctum Prelate. Going against UW Control and have a board full of creatures? Declare 4 to stop Supreme Verdict. Going against Living End or Crashing Footfalls? Declare 0 and they won't be able to cast them even if they cascade into them. Going against Tron? Declare 7 to prevent Karn Liberated or All Is Dust. Going against Hammer Time or UR spellslinger decks? Name 1 to shut off most of their spells. Have multiple Sanctum Prelates? Your opponent is not going to have a good time.
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Reflector Mage severely slows down creature-reliant aggro decks because it not only returns a target creature to hand when it ETBs, but prevents your opponent from casting anything with that name during their next turn.