Thraben Inspector
(4): She is a good 1 drop that trades favorably with removal. While her stat line isn't very aggressive, she gives us a bit more resilience to removal such as
Zealous Persecution
and
Electrolyze
. The clue also allows us to draw at the end of our opponent's turn, which means that we can dodge targeted hand discard when topdecking, and it meshes quite nicely with the other things we might want to do during our opponent's turn so that we can either leave ourselves with options or conceal our true intentions.
Soldier of the Pantheon
(4): He acts as an attacker that helps us keep up early game pressure as a 2/1 while dodging some of the removal in the format like
Kolaghan's Command
and
Abrupt Decay
. He can also swing through and block multicolor creatures with no drawbacks or additional mana investment. One last thing he provides us with is some life gain that can help against decks like Burn.
Champion of the Parish
(4): He will often become a 3/3 swinging in on turn 2, and provides a good amount of pressure so long as you back him with more humans. If your opponent chooses not to remove him or isn't able to, he can become a 6/6 as early as turn 4, and will only get larger as the game progresses.
Kytheon, Hero of Akros
(3): He has an aggressive stat line as a 2/1, and wants to swing in alongside multiple creatures which is something that this deck naturally wants to do. He has an activated ability that allows him to power through nonexile-based removal, and flips into the powerful planeswalker
Gideon, Battle-Forged
that greatly enhances our ability to control and manipulate combat to our advantage by removing a blocker/forcing an attacker, untapping and protecting a creature/himself, and finally becoming a 4/4 indestructible attacker that can also receive buffs as a human soldier.
Thalia's Lieutenant
(4): She acts as a very powerful anthem effect that then becomes an ever-growing beater like
Champion of the Parish
. While she doesn't have a static anthem effect like most lords do, she gives our current creatures a more permanent effect in the form of +1/+1 counters, meaning that if she is removed our other creatures will not reduce in size, which is important in combat. At the same time this means that creatures that come into play afterwards won't receive the buff but will buff her. How we play out our hand with this card is important.
Thalia, Guardian of Thraben
(3): She is a powerhouse of disruption. She slows down most decks in the format, and some of those decks are drastically slowed down. She is also an excellent turn 2 play, especially when your opponent is holding mana up as they will occasionally not be able to cast their removal spell that turn (at least not on her). While she also slows us down a little bit, we aren't very spell reliant in the first place, leaving us much less affected by the tax than the majority of our opponents. First strike is also an ability that is excellent against other creature decks.
Mayor of Avabruck
(3): In addition to having a excellent mustache he provides the deck with another anthem effect that is well worth the splash. Because we are already running
Cavern of Souls
and
Horizon Canopy
, it isn't very out of our way to include him. His flip side,
Howlpack Alpha
also can come in handy for grinding out value in games that have become stalled out. A 3/3 for 2 is good, but pumping out a 2/2 that receives his new anthem buff at the end of each of our turns is a big deal. This means that in topdeck mode we can grind value or force our opponent to play out their hand prematurely to keep him from flipping.
Precinct Captain
(4): Another first striker that rewards us for getting damage in with 1/1 soldier tokens. This means that we will have residual value if he is removed after dealing damage to our opponent, which means that he will put pressure on our opponent to deal with him quickly.
Field Marshal
(3): His powerful anthem effect introduces a soldier subtheme to the deck. Note that he gives his anthem to all but the 3
Mayor of Avabruck
in the deck (not including a few sideboard creatures). That's a lot of creatures, and tacking on first strike makes our team excellent in combat. While he isn't very aggressive on his own, he can often get big enough through anthems to deal some damage in combat as well. One thing to note: if your opponent removes him while you are in combat, it can be dangerous. Also, keep in mind that it will also buff opposing soldiers and adjust accordingly.
Brave the Elements
(3): A great reason to be playing white. This can help us in combat for either getting through damage or blocking for free, and can protect against spot removal and damage based wipes.
Path to Exile
(4): The best removal white has to offer. Instant speed for 1 mana, just like the rest of our mainboard noncreature spells. Exile based removal is important because it acts as hard removal that doesn't allow your opponent to gain value off of it being in the graveyard. Giving our opponent a land in return is usually worth it so long as we capitalize on the tempo we get from it.
Mutavault
(2): These help keep our land count high while also providing us options and gas. They get around sorcery speed removal (when used for attacking) and can't be targeted by a few removal spells like
Abrupt Decay
and
Detention Sphere
, and allows us to keep swinging after wrath effects. On top of this, it is all creature types, meaning that it receives all of the anthem buffs from our lords. One thing to note is that this is colorless, which is both good and bad. It won't be affected by
Brave the Elements
, but it will be able to block
Etched Champion
.
Cavern of Souls
(4): Provides a way for us to get our guys onto the field through countermagic. It acts as colored mana (including green for
Mayor of Avabruck
), but only for our humans, meaning that we won't be able to cast
Burrenton Forge-Tender
off of this when we board it in, and it won't provide colored mana for our noncreature spells.
Horizon Canopy
(3): Allows us to have more lands in the deck, and redraw when we are starting to run out of steam. It also fixes us for
Mayor of Avabruck
. We can sacrifice this so that we have less lands than our opponent and get
Knight of the White Orchid
to trigger, or can allow
Razorverge Thicket
to come into play untapped. The only downside is that we take damage from it, so keeping multiple in our starting hand is often a bad idea.
Razorverge Thicket
(4): This is a painless way to fix for
Mayor of Avabruck
. If you are able to, it is often best to hold this for a turn so we don’t reveal that we are playing a splash.
Shefet Dunes
(2): This can occasionally be painful for us to have around, but also lets us get in the last few points of damage we often need against uninteractive decks.
Plains
(6): Self-explanatory.