Weenie White Soldiers
Aim
Nice and simple deck idea. Spam as many soldiers tokens as possible in the early game, then pump them with the
Obelisk of Urd
or the
Dictate of Heliod
and overwhelm the opponent.
Windbrisk Heights
allows some combat phase shenanigans with
Day of Judgment
and
Frontline Medic
or allows
Captain of the Watch
to be played much earlier for added effect.
Key Combos
Day of Judgment + Frontline Medic
Attack making my creatures indestructible, then board-wipe opponents in the 2nd main phase.
Day of Judgment + Windbrisk Heights
A board-wipe at the start of the declare blockers step leaving an opponent wide open.
Obelisk of Urd + Raise the Alarm
+2 for all my soldiers by turn 4.
Main Board
Captain of the Watch
Provides an additional pump for all my creatures, 3 more tokens and vigilance enabling me to attack without the need to leave back blockers.
Frontline Medic
Allows attacks without the drawback of anything dieing. This also pairs with Day Of Judgment for a potential board-wipe win condition.
Precinct Captain
Yet another source of tokens and an early game deterrent.
Preeminent Captain
Another way to cheat more soldiers onto the battlefield (as well as Windbrisk Heights) e.g. Captain of the Watch.
Captain's Call
Part of the two spells which throw tokens out quickly.
Raise the Alarm
The other part of the quick token spamming spells.
Day of Judgment
The rest button if things aren't going well or the win-con if an attack with Frontline Medic is possible.
Launch the Fleet
This can be deadly in the late game when spare mana is available doubling the number of tokens at my disposal.
Dictate of Heliod
A cheeky pump when played with flash.
Obelisk of Urd
Allows the tokens to be pumped early due to it's convoke cost.
Windbrisk Heights
Provides combat phase trickery allowing a Day Of Judgment to be played at instant speed at the start of declare blockers step, clearing out any opponents defenses.
Elspeth, Sun's Champion
Incredibly versatile and powerful. Its +1 spam ability just pumps out even more 1/1 soldiers, the -3 is very useful at removing major threats whilst keeping my creatures alive due to their initial low power. The -7 is a an obvious win condition with its simultaneous pump and providing flying to all creatures.
Disclaimer
All my deck centre around trying to do one or two things well based around a certain theme, they are not intended to be able to defend and cope with everything and anything that comes their way. (Good Card Suggestions vs Deck Dilution)
I am a 'kitchen table' player with a limited budget. As with all my decks advice and suggestions (as well as +1's) are always very welcome but keep in mind anything above the $5 per card mark I'm unlikely to consider.
The more reasoning you can give with any suggestion you make, the more likely I am to consider running it in the deck. This is because I can't always spot the combo or idea you are going for. Letting me know what your thinking gives me a better insight into how you think this deck might be made better by the suggestion.