pie chart

The Crusade (Soldiers+Lifegain)

Modern Combo Humans Lifegain Mono-White Soldiers

Javak


Sideboard


Maybeboard


This is my favorite deck, and an updated variant of my very first serious deck. It was originally an EDH deck with Darien, King of Kjeldor as the the general. It is a deck based around three things, Life Gain, Soldiers, and Across the Board Pump. There is also a dash of board control, as this deck is a little slow compared to most Top Tier competitive decks... okay a lot slow. One of the hidden rules of the deck (because I can't for the life of me just create a solid competitive deck), is that the main board must contain exclusively permanents. Now for the Card by Card.

Planeswalkers

Elspeth, Knight-Errant: A very powerful Planeswalker, hitting the board on turn 4, and having two relatively powerful +1 abilities. If she can ultimate that essentially ends the game. Were it not for the legendary rule... and the fact that I have other Elspeths there would definitely be more of her in this deck.

Elspeth Tirel: She hits the field turn 5 with a +2 that nets me many life if I'm doing well, or for -2, births a decent number of soldiers to block. If shits really about to hit the fan I can ultimate her on turn (assuming I can protect her) and wipe the board.

Elspeth, Sun's Champion: Useful, despite the fact that she enters fairly late. As she can poop out three soldiers for +1, or force the entire board to go through a weight loss program by killing everything with a high power. If she ultimates I now have an army of Flying Soldiers.

Gideon, Champion of Justice: Enters turn four, and becomes an increasingly big threat, hard to remove through damage, and has the ultimate failsafe in the event that shit really hits the fan.

Gideon Jura: A very fun card to play, because you can really jerk around a player who relies on creatures that don't attack by making them attack and proceeding to pick the enemy apart.

Creatures

Darien, King of Kjeldor: Darien, once he hits the field can effectively force the game in my favor. When I get hit, I spit soldiers out, when I spit soldiers I retaliate... oftentimes much more powerfully when I retalite... you get the idea.

Avacyn, Angel of Hope: Though she doesn't usually enter the battlefield until the game is usually decided if it hasn't been it quickly becomes decided when an 8/8 Vigilant Flyer that makes everything indestructible enters the fray.

Bimaz, King of Oreskos: Is by itself a 3/4 vigilant creature that also puts more vigiliant tokens on the field whenever it attacks or blocks.

Field Marshal : Pumps all of my soldiers and gives them first strike to boot. He doesn't pump himself unfortunately, but still he can decisively add to my soldier's strength.

Captain of the Watch: What a lovely lady she is by making all of my lazy soldiers more vigilant to the dangers around them, and making them tougher to the threats they face. Better still she comes with her own entourage. She's also pretty mean by herself, never mind once interactions occur with any other board pump.

Precinct Captain: This tough guy hits the field very early... generally too early for the opponent to deal with a 2/2 First Striker. Add to that the fact that he puts a soldier token onto the field every time he actually hits someone.

Soul Warden: Soul Warden by herself nets life total very quickly, to help me gain an early edge over my opponent in terms of life total. If Darien hits the field, then my opponents are left with two choices, attack and grow my army, hoping that you can masterfully deliver a final blow. Or leave my life total alone basically meaning the same thing.

Crusader of Odric : The primary beater of my army, she becomes big very quickly given my high density of low cost creatures, and the commonality of field pumping effects.

Master Decoy : A cheap, very effective means of slowing down aggro, flyers, or any tapped abilities. Probably going to be replaced by Gideon's Lawkeeper in the near future

Enchantments

True Conviction : A bit late game for this card to be anything more the situational, however, if it does hit the field I will be finishing the fight very quickly.

Cathars' Crusade: This card is very mean, making my soldiers very big, very quickly. Paired with Captain of the Watch, or Elspeth's/Darien's token ability my army will be very big and very powerful quite soon indeed.

Spear of Heliod: This nasty little number provides a bit of field pump. Additionally, if I am having a shit game and I have this on the field I can always destroy whatever's mercilessly beating me down.

Story Circle : Story circle essentially allows me to choose whether to take damage or not. Either potentially allowing my army to grow, or sheltering me for one more turn against aggro.

Honor of the Pure : Pumps all of my creatures +1/+1 for two. 'nuff said.

Specialty Lands

Emeria, The Sky Ruin : Allows me to cycle back in dead creatures if I get enough lands. The land requirement just so happens to perfectly coincide with the time that I can either ultimate Elspeth, Knight-Errant or play Avacyn, Angel of Hope.

Mistveil Plains: Keeps my Library full, helps buy more time against mill decks, and is also a plains (and therefore contributes to activating Emeria) to boot.

Sideboard

To round it out, the Sideboard. Mine is oriented on allowing me to customize my deck to better deal with very specific cases within my play group.

Godsend: Enables me to deal with any indestructible things (such as online gods or the other Avacyn in my playgroup), and makes a beater a bigger beater.

The Chain Veil : Given that there are five planeswalkers in the deck I suspect that if I've time to actually get this out and use it, it will prove very useful.

Coat of Arms: Added to grow my soldiers even bigger in light of a slow moving opponent that also doesn't run tribal.

Acolyte's Reward : Denies my opponent a burned creature and enables me to burn them back in the face, or hit me if Darien's out.

Mark of Asylum : The ultimate F-You to burn happy opponents.

Circle of Protection: Artifacts : Very effective against a Myr Deck, which within my play group is not uncommon.

Disenchant: A very powerful and cheap Artifact/Enchantment hate spell for use gainst Equipment decks, or those ruddy control decks that love to O-Ring or D-Sphere my things.

Grand Abolisher: Effectively hoses down counter decks.

Palace Guard : Infinte Blocks, which is of the highest caliber of control, especially against aggro decks. This card was always practically begging to be paired with Ghostly Possession .

Ghostly Possession : Pairs perfectly with Palace Guard and turns it into a source of unlimited bulletproof FLYING blockers.

Well, that's it folks. Suggestions are sought out, though I do wish to avoid any $50 rares. I may be willing to invest more money in this deck than in others, but I am not willing to invest a crapton of money into sets of money cards, especially if cheaper alternatives exist. I have considered Brimaz, however I just can't sink together a good enough trade to make it work. Actively seeking suggestions that involve specialty plains.

Suggestions

Comments View Archive

Date added 10 years
Last updated 9 years
Legality

This deck is Modern legal.

Rarity (main - side)

7 - 2 Mythic Rares

23 - 2 Rares

4 - 5 Uncommons

9 - 6 Commons

Cards 60
Avg. CMC 3.31
Tokens Cat Soldier 1/1 W, Emblem Elspeth, Knight-Errant, Emblem Elspeth, Sun's Champion, Soldier 1/1 W
Folders Soldier Decks (Complete/Proto)
Votes
Ignored suggestions
Shared with
Views