R/W Sisters deck that I put together after getting some comments on my Mono W Sisters deck Sisters of The Sands.
Soul Warden and Soul's Attendant are of course the core to making the deck run. Their triggers make the whole thing run. Suture Priest and Martyr of Sands are missing from this build but could be played in some way.
Ajani's Pridemate and Archangel of Thune trigger off of the life gain from the sisters and are what really makes the deck powerful. The Pridemate's get +1/+1 with source of life gained. The Archangel spreads +1/+1 counters to all of my creatures each time I gain life, double the number of tokens the Pridemate see and making even my sisters formidable attackers.
Norin the Wary is an odd card that works well in this deck. Every time something is cast, he leaves play and comes back at the end of turn. That triggers the sisters every turn and ensures my creatures continue to grow, even during my opponents turn. To top it off, his ability makes him virtually impossible to kill.
Champion of the Parish works amazingly well with Norin and the sisters. He gets his +1/+1 every time Norin or a sister comes in. However, there are only 13 humans for Champion once one is in play which may not be enough to get a big benefit from him.
He may be replace down the road but Suture Priest, Martyr of Sands, Nyx-Fleece Ram, or if they could be found for a good price Auriok Champion for more life gain, Serra Ascendant for more aggro.
Legion Loyalist could end up being one of, if not the more valuable cards in the deck. 1/1 for is nothing special, but the ability to give my attacking creatures first strike AND trample is huge. So many times I have had a monstrous Pridemate and the inability to break through the opponents defenses. This will make it happen.
Purphoros, God of the Forge.... Not much is needed to be said. 5/6 for ... Helps pump my guys when I have extra mana.... and more importantly, deals 2 damage to my opponent for every creature I bring in..... Love it.
Spirit Bonds is my token generator to cause more triggers covered above.
Now, I know in a lot of similar builds Genesis Chamber is here but I decided after some testing to go with Bonds instead. Each gives you a 1/1 token for playing a creature card. Chamber does this for free while you play to activate Bonds. To me, that is the only advantage to chamber. Bonds gives you flying tokens which are more versatile but two more important things stick out to me with the two cards.
Genesis Chamber actually gives your opponents a token as well when they play a creature. The only way I'd be ok with that is If i have Suture Priest pinging them for each token, and even then I don't think it's worth it.
Spirit Bonds has a second ability that can be incredibly useful. Pay and sac a token, target creature becomes indestructible until end of turn.... Should your opponent try a board wipe, you can potentially save a couple of key creatures.
Impact Tremors is cheap, fast, and deals damage every time I drop a creature. Norin + Spirit Bonds is at least 2 damage a turn, then you play whats in your hand....
Chained to the Rocks is my creature control. I'm not running direct damage like Lightning Bolt or Lightning Helix though both would fit the deck. Oblivion Ring/Banishing Light are too slow and I'd rather not give my opponent a land with Path to Exile, so Chained comes in and does the job.
Secure the Wastes generates more tokens for me. More tokens means more triggers. More triggers means more life and +1/+1 counters on all my guys. I am currently running wastes but It could be substituted for Raise the Alarm or Spectral Procession for quicker punch. For now, I like the ability to generate more tokens if I have the open mana to do so.
Not going to break down the mana base. Only 5 cards of a 4 cmc keeping with 20 lands right now.
Thank you for taking the time to check out my deck. Any comments/suggestions/complaints/+1 are welcomed.