Here is my take on mono-white utilizing a tribal knight approach. I tried to keep most of my cards CMC relatively low for a semi aggro, team swing attack style but threw in a few higher cost cards to keep the mid-late game advantage. Here's a short description of my thought process on including each card. Please let me know what you think and include any suggestions or card replacements you may deem helpful! Thanks all!
Creatures:
Knight Exemplar - Self explanatory with 3 CMC for a 2/2 with first strike, plus the added bonus of powering up most of my other creatures and granting indestructibility.
Knight of the Holy Nimbus - While he doesn't have first strike which i tried to include generously, he does have flanking to level the battlefield and the regeneration is sure to be useful.
Knight of the White Orchid - 2 CMC for a 2/2 with first strike plus mana ramp to help drop some of the higher mana cost creatures.
Mikaeus, the Lunarch - While he doesnt fit the tribal knights theme he is an easy way to get some very powerful knights very quickly. Plus how could i possibly organize a crusade without a little clerical intervention. lol
Mirran Crusader - Double strike gives this guy the potential to get very powerful especially if he can land any of my other buffs. Pro-green and Pro-black can only be useful and if he gets Spirit Mantle he becomes very difficult to remove from the board.
Pentarch Paladin - While he is only a 3/3 for 5 CMC flanking helps make up the difference and the target permanent removal of a color of my choice is just 2 good to pass up.
Student of Warfare - a low cost knight that has the potential to become one of my most powerful creatures. Even if he never reaches his full potential (lvl 7) a 3/3 with first strike for 2 CMC is over powered.
Sun Titan - Since this deck has no draw power sun titan will allow me to reuse some of my deceased knights. Being a 6/6 with vigilance also makes him the most powerful drop in the deck.
Lands: I felt i could only use 2 of each of these colorless mana sources as most of my knights take more then 1 plains to play. A 1st hand heavy in either of these cards could really slow me down alot.
Cavern of Souls - great for protection against creature removal.
Ghost Quarter - fantastic synergy with Sun Titan assuming i can keep my knights on the field. Removes more useful land cards for basic ones or mana screw a multicolor deck that only runs basics. This card has many uses that can make the opponent sweat!
Instants/Enchantments: From hear on out is really where i can use some help! I've had to make tough decisions on a lot of similar cards to keep my deck running quickly and efficiently. All suggestions on card swaps or new replacements i might have missed are greatly appreciated (please explain ur reasoning!)
Brave the Elements vs. Pentarch Ward - Both cards provide protection against a chosen color however BtE provides it to all my creatures for one turn while the Ward gives it to one creature for the game. BtE is great because it will protect against all board wipes (assuming my knights arent already protected by Knight Exemplar or Elspeth, Knight-Errant if i decide to play her) and also allows to a team strike kill shot late game. In the end my decision rests on the usefulness of BtE over the ward and the extra draw power not being worth 2 more mana to play it.
Path to Exile - I cant see removing this card for anything else. The 1 CMC removal is boss status, you can have your land any day.
Light from Within vs. Honor of the Pure - i switched out some of my knights (such as Accorder Paladin) when i made the move LfW to include more plains in the mana costs. although its a little more expensive it provides more then a 1/1 bonus to all my creatures except Mikaeus, the Lunarch and Student of Warfare.
Spirit Mantle vs. Unquestioned Authority - it really comes down to 1 more mana for an extra draw or +1/+1 to a single creature.
Lightning Greaves - is included because i like the extra speed and shrouding mirriam crusader Pentarch Paladin Sun Titan or Knight Exemplar can cause some serious problems
I really would like to include Bonds of Faith and/or To Arms! for the draw power but dont know what i can remove for them or if it would be worth it at all.
Side Board: My side board is full of situationally useful cards
Day of Judgment - Board wipe with indestructible Knights?? good night
Leyline of Sanctity - for control and spell based decks
Rest in Peace - trade in for Sun Titan against graveyard based decks
Revoke Existence - self explanatory removal for some exceptionally powerful enchantments or artifacts
Story Circle - I freaking love this cards potential if i could figure out where to sub it into my main board
Thalia, Guardian of Thraben - useful in slowing down the opponent but it doesnt fit the knight theme, I included it however to keep my creature count high enough if i decide to switch in some of my other side board cards.
Dont forget to Upvote and leave any suggestions! Thanks for reading!