I keep changing the pieces of this deck, but the shell remains the same. The main goal is to go wide with cheap creatures and tokens, and buff them with Trial of Solidarity, or with Shefet Dunes, for surprisingly swings with the squad. Here is Mono-White Solidarity.
This deck has been low-key pretty good for me since Rivals of Ixalan, but I think that the advent of Dauntless Bodyguard makes the one-drop suite quite legit now and Benalish Marshal gives the deck a huge power boost. Don't let the trials and cartouches trick you, this deck now packs quite a punch.
Going wide obviously synergizes well with board pumps like our favorite enchantment Trial of Solidarity, but it also has the benefit of making us resilient to targeted removal. And if Dominaria Standard is similar to Rivals of Ixalan Standard, then cheap removal will abound. Our one drops start with Skymarcher Aspirant. Two power at only one mana is already dope for our aggressive deck, but it can quickly acquire flying (thanks to our go-wide gameplan) and continue to be a relevant attacker late in the game even without a pump. Sacred Cat comes next. Its 1/1 body won't immediately strike fear into the hearts of opponents, but it sticks to the board well thanks to embalm and its lifelink can be clutch during races. Dauntless Bodyguard would get the nod just for being a two power one-drop, but its ability to throw itself in front of one of our other creatures seems like it could be occasionally be quite relevant. I think the most intuitive target for its sacrifice ability is Benalish Marshal, but I could also see this bodyguard jumping in front of a certain 4/4 double striking kitty cat. Our two drops kick off with Adanto Vanguard. This soldier is super hard to deal with due to its ability to become indestructible. It creates major headaches for opponents that rely on cards like Fatal Push or Harnessed Lightning as cheap removal. The addition of Moment of Craving and Baffling End reduce the near invincibility the Vanguard enjoyed in Ixalan Standard, but this two drop still has serious game. Adorned Pouncer is a decent attacker as a 1/1 double striker, and can effectively double up any power-buff you give it. What makes it most appealing though is its ability to come out of the graveyard as a 4/4 double-striker. The knife-cat really helps us come back from Fumigates or lots of cheap removal that would typically spell death for a token or white weenie deck. Servo Exhibition provides two bodies from just one card, and is incredible for quickly assembling a wide board and neutralizing an opponent's one-for-one removal. Trueheart Duelist currently grabs a two-off slot in the main deck because it's a bear that comes back from the graveyard for just three mana. Trial of Solidarity is a dead card without a board to pump and the Duelist does its part in making sure this doesn't happen, and its ability to double-block can be helpful when on the play against mono-red or other aggressive decks that get the beat on us. Benalish Marshal rounds out our creature/creature-producing suite and I'm super psyched to try him out. His "lord" ability seems amazing for a deck like this, and although I think we have to cut four Sunscorched Desert for this guy (we always want to be able to cast a turn three Marshal) it is a price that I'm happy to pay. Let's just hope that the knight doesn't get too expensive.
Cartouche of Solidarity helps us go wide, can push through damage in a board stall, and has the huge upside of bouncing back a Trial all for just one mana. Do be careful about playing a Cartouche into open mana, as your opponent can remove the creature you target and thereby nullify the aura. Trial of Solidarity is excellent at pumping up our weenie creatures and even gives them vigilance in case we can't quite muster an alpha strike. Notably, this iteration eschews Sram's Expertise in favor of a more aggressive build. Expertise could definitely be good (and slant the deck towards more lands that would naturally support Shefet Dunes and Adorned Pouncer eternalize activations), but I think that the quality of one-drops that white possesses now and the potential inconsistency of Expertise make it a reasonable cut.
The sideboard features some removal in Fragmentize and Baffling End. Fragmentize is great against many sagas, and as always is great against vehicles and enchantment removal. Not sure about Baffling End, but it's nice to have an unconditional answer to Glint-Sleeve Siphoner. Fairgrounds Warden was an easy "board in four" when on the play, but I'm not sure that we ever want to take out Benalish Marshal. As such, two seems like a good number to test with. Dusk / Dawn gets the nod because it can be a huge blowout against decks that go bigger than us, and could be a bomb against Mono-Green Stompy if that becomes a force. Finally, Knight of Grace gets a playset in the sideboard because of how good it will be against decks that rely on black removal. It didn't make the main-deck (although it might be correct to have a few, if not four, copies in there) because of its fragility against red-based removal. Where it goes will likely vary with the meta, but I know that it will be dope against U/B Control or other decks that rely on Moment of Craving to keep pace with aggro decks.