Summary:
B/W tokens was a tier 1.5 deck before Bitterblossom, with bitterblossom in the deck I feel like it gained a huge power boost, judt enough to push it into tier 1. I feel this decks power comes with it's versatility, it can switch gears from aggro, to control, and back again. Able to outgrind even Jund decks. There's bound to be a lot of aggro, faeries, Jund, tron, and melira-pod with the recent changes to the banlist. We have a decent chance against all of them, if we play our cards right. We create a lot of chumps and we can stall agrro out until they run out of fuel. Faeries is full of a bunch of x/1 fliers. we can outgrind Jund. Tron is an issue for us, they run 4 Pyroclasm main last time I checked. We really rely on good sideboarding for this matchup, or just hope for a nutdraw. Pod decks seem easy enough, though I'm less experienced here. Lay down some questions that need to be answered, I think you'll find they won't be able to answer quickly enough.
Main Board:
Creatures:
Auriok Champion x4
A pro red, pro black soul sister, all of our token producers make more than one creature per card. Not to mention she gets rid of Bitterblossom's drawback.
Token producers:
Bitterblossom x4
Insane token generation for virtually no cost, literally no cost with Auriok Champion.
Lingering Souls x4
Value city, has seen competitive play in all formats at least once (excluding vintage, because vintage is silly(silly in the best of ways)).
Raise the Alarm x4
Nothing feels better than getting 2 1/1 soldiers at the end of my opponent's turn. Creates tokens, they play nicely with
Intangible Virtue
and
Honor of the Pure
.
Spectral Procession x3
3 mana, 3 tokens, all of them have evasion. If need be you can mix and match mana. 2 colorless and 2 white, 4 colorless 1 white, or even just 6 colorless (though I can't guarantee that you're going to win if you cast it for 6 colorless).
Anthems:
Honor of the Pure
x1
A very good anthem, but with Sorin, Lord of Innistrad and Bitterblossom not what the deck wants, still very good with most of our token generators.
Intangible Virtue
x4
Our anthem of choice. Plays nicely with all of our creatures except for Auriok Champion, though we shouldn't mind if she doesn't have a big butt. Allows for massive swings and lets us swing all the time while leaving a defense up.
Zealous Persecution x3
An anthem at instant speed, debuffs opponent's creatures, buffs your own guys at an opportune moment. This card has worked as a 1-sided board wipe for me before, and I love everything about it. It's unwise to take this card for granted as it can win games out of nowhere.
Hand disruption:
Inquisition of Kozilek x4
In a format where faeries is likely going to be a large deal (at least towards the beginning), I feel early hand disruption is the kind of thing I want to be packing. T1 Inquisition of Kozilek/Thoughtseize can help guarantee that you push your threats through and get around that Spellstutter Sprite or Abrupt Decay.
Thoughtseize x2
The other half of the hand disruption package. Any card is really good, and 2 life is a very small price to pay. With Bitterblossom, fetchlands, and shocks finding their way into the deck I'm not so sure I want 4 Thoughtseize and 2 Inquisition of Kozilek. If I find that I need that "nonland card" clause more often, then I'll probably adjust it.of thing I want to be packing. T1 Inquisition of Kozilek/Thoughtseize can help guarantee that you push your threats through.
Removal:
Path to Exile x3
Best "unconditional" removal in the format. I would much rather my opponent get a tapped basic land from their deck than have a 5/6 Tarmogoyf.
Lands:
Mutavault
x1
I couldn't shake the feeling that I wanted at least one of these guys, they're just so good. If the mana base proves too difficult with
Mutavault
then I'll cut it, but until then it sticks.
Fetchlands; Arid Mesa x2, and Marsh Flats x4
In what world wouldn't you want perfect mana?
Dual lands; Godless Shrine x4, Isolated Chapel x2, Fetid Heath x2
We want to be able to cast any spell in our deck without worry, right? These ensure it happens that way. By the time you get isolated chapel or fetid heath you likely already have a Plains, Swamp, or Godless Shrine in play, so they're more often than not unconditional duals.
Windbrisk Heights x3
It feels really good to be able to randomly cast an anthem mid combat, this card makes your opponent rethink everything in combat.
Basic lands; Plains x3, Swamp x1
basic lands, we're set in case of Ghost Quarter or Path to Exile.
Planeswalkers:
Sorin, Lord of Innistrad x2
Sorin, Lord of Innistrad was an all-star in standard, or so I'm told. Sorin, Lord of Innistrad fits in perfectly with the playstyle of this deck. His +1 creates a token, and the lifelink really isn't a joke when there are 2 anthem effects in play. His -2 is very good, a permanent anthem. When we have 3 tokens it's already better than elspeth's +2/+2 and flying (most of our creatures have some sort of evasion anyway). I'm pretty sure the -6 is strictly magic christmas land material. I imagine there will be a time in 1000 games where it would be relevant to at least some degree, so I have no complaints.
Side Board:
Grafdigger's Cage x2
Hates on graveyard based strategies, as well as toolbox strategies (melira pod/kiki-pod)
burrengton forge-tender x4
By far this deck's biggest weakness is to Pyroclasm and its kin. I want a full 4 in the board to try and rule this scenario out.
Fulminator Mage x4
Our deck can run it easily, may as well hate out the greedy mana bases, utility land, or just beat down.
Tidehollow Sculler x3
Consider this thoughtseize 3-5, Except let's give thoughtseize legs and remove the loss of life clause in exchange for an Oblivion Ring effect. If it dies we held off the card we didn't want them to have for a turn, and they're down a removal spell.
Stony Silence x2
This card hates on affinity and tron, and we can always use that