A flavorful white deck focused on humans, angels and exile.
Are your companions playing nasty things again?
Are they fuckin' up everything for you just by being there?
Are you fed up to see your world in flames?
Fear Nevermore! I have the solution to all your problems!
Just Exile the problem. Tell it to go away. Or do it like Patrick Star, and just move it from the battlefield to outside the game.
The humans and angels of the multiverse have joined forces to aid you in your endavours and to make you just the asshole, you wanted to fight. But you have style!
Humans (or how I like to call them: "The Witchhunters")
Precinct Captain
He has seen many battles and rose through the ranks. Now he has a strength that only few humans ever possesed. The ability to inspire the common people to our cause is a great boon and allows us to engage enemies, that need to be strangled with numbers.
Note: The body is straight up value through the combination of First Strike and being a 2/2. He should effortlessly be able to beat anything in the early game and spit out tokens. There is also great synergy with Honor of the Pure.
Grand Abolisher
Life has a mean left hog, and the Wicked do not make it much easier either. But this poor fellows was beaten to the edge of utter desperation by the atrocities the evil commited. While his strength might not be able to purge this evil, he damn well tries to be the greatest imaginable hindrace to their foul cause.
Note: He mainly exists in the deck, because I do not like it to play against counterspells in Multiplayer rounds as well as always to be in the danger of removal. He is not a real threat and goes often overlooked, because other participants are easier to hamper.
Banisher Priest
She banishes the Evil and slayes the Wicked. For their is no place in our realms, this kind of scum deserves.
Note: While Exile sounds permanent you have to be aware of the fact that they can be removed and the threat returns. See it as a tempo advantage you gain and a removal magnet.
The Angels (the heavenly advantage you gain for joining this alliance)
Archangel of Tithes
While the cause of the Inquisition is permeated with aggression, there are those that recognize its inherent vulnerability to overwhelming odds and the need for protection. To even out the odds she decided to extort every resource necessary from the wicked, that might have been used to deliver harm. Under her wings the assault will prevail.
Note: This is a real value card. Good on the offense and the defense. It makes it difficult to attack you and makes it necessary to make a decision, that otherwise would not have existed. On the ofense it allows us to press through the last bit of damage needed or entirely denies the enemy the right to block, if he is tapped out.
Baneslayer Angel
Some evils faced by men are not meant to be slain by their hand. To defend the meek never was her expertise even though she abhores the darkness and fear spread by the scions of hell and chaos like most other angels. Long she was alone in her hunt for the wicked, but even though her success was undeniable she recognized the advantages of a joint cause.
Note: A Baneslayer Angel that remains uncontest can take over the game. If she connects with the enemy, you create a ten point life swing and might even be able to stabilize after being on the backfoot for the longest time. In a 'fair' game there a really few things outside of straight-up removal that really beat her. She is needed, if our start was slow or heavily disrupted. She replaced Angelic Overseer who was to conditional and not able to stabilize. The deck performed noteably better this change.
The Lady (chosen by merit in the name of the Cause)
Elspeth, Sun's Champion
Her expertise in commanding troops is unrivaled and if she calls the men to arms the order is met with thus far unknown levels of devotion. Elspeth goes out of her way to smite foes far larger than the common Inquisitor and even then odds for her command only to incite great waves of righteous fury to banish the enemy once and for all.
Note: Elspeth, Sun's Champion is able to grind out otherwise lost matches by creating sheer masses of soldier tokens or clearing out the biggest threats on the field. Should we be able to use her ultimate it practically is already a won match.
The Codex (the empowerment through our righteous Path)
Honor of the Pure
Nothing cleanses the soul more than the adherence to order and duty. Strength is best gathered through Loyalty and Honor may be given to you by the brothers and sisters inside the order. Do not betray the Light or be wrought by misery and be smited by the Inquisition.
Note: The best anthem effect in the game. It pushes our weaker creatures to a competetive level and doubles the strength of our tokens. You will notice it, if you do not have it on the board.
Our Methods of Intervention (or the tools of the High-Judge)
Oblivion Ring
You do not like it? Banish it into Oblivion! What could be worse punishment to be there where there is nothing?
Note: There is not much to say. While it is sorcery speed removal, it can target every permanent except lands which makes it just great removal overall.
Ghostly Prison
Some barriers are just in ones head and while they're not physical, some opponents will never break them, because it is to taxing on the mind.
Note: There is a great synergy between Archangel of Tithes and this. If you have two of any of these active it becomes very 'taxing' to attack and disturb you. Some will try just on principle to attack you, but they will notice very fast, that it completly sucks them of all their mana to do anything else.
TL;DR: Have some fun exiling their stuff, while being an annoying asshole. because this does not look like it, but it is essentinally a control deck.