White Aggro-Midrange

by iCounter on 30 July 2015

Main Deck (60 cards)

Sideboard (13 cards)

Creatures (4)


Sorceries (4)


Enchantments (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Soooooo we have a white weenie/tokens build. I have tested a bunch of cards and iterations of aggressive white decks, and I believe this is the best balance of resilience and aggression in the standard format. This deck is not a blitz aggro style, as it can slow down and have controlling elements, create cluttered board states that allow flying threats to shine, and overall has a lot of play to it. This deck CAN be soft to Languish, but white weenie has been a contender in formats with Wrath of God before. There is some resilience built in. This deck's greatest strength is its ability to match up well with Rally the Ancestor decks. That deck is weak to flying creatures and white has access to the best disruptive cards against it: Hushwing Gryff and Hallowed Moonlight. I will go over the card choices and their role in the deck as opposed to other similar options:

Kytheon: Allows the curve to start at 1 cmc, really shines in the midgame to force bad attacks on the ground (good synergy with Swift Reckoning when Spell Mastery is online), or beats down. Getting familiar with this deck allows helps find the balance of when to force him to flip, when to hold back, and when to allow him to trade/die to removal. He costs 1 cmc and if he trades for a Hero's Downfall in the midgame, that's a huge tempo/mana advantage. If he gets hit with a Wild Slash that would otherwise be aimed at a turn two Consul's Lieutenant (which is a more integral part of our anthem + token gameplan), he died well. When flipped to Gideon, he synergizes incredibly well with the Tragic Arrogance in the board.

Consul of the Lieutenants: I absolutely believe this card is a better fit than Knight of the White Orchid. This deck's ability to attack both vertically (building a singular threat) and horizontally (attacking with a ton of small creatures) gives it a lot of play. Once renowned, he combos really well with Brimaz (stack the triggers so the token gets +1/+1) and with anthems, he can attack into many creatures in the format.

Hangarback Walker: Versatile, resilient, and has tremendous synergy with this gameplan. Having access to 12 2-drop creatures really helps make this deck consistent. Consul's Lieutenant is the best on turn 2, followed by Raise the Alarm, followed by Hangarback. Two big reasons to play Hangarback Walker are having Tragic Arrogance (select Hangarback as the artifact to keep) in the sideboard and UGIN. This deck can be disrupted by control and having a threat that cannot be swept away by Ugin is HUGE.

Raise the Alarm: The bread and butter of the deck. Gideon enabler, great with anthems, plays at instant speed for tempo, also enables Spell Mastery on Swift Reckoning.

Brimaz: Powerhouse, best white 3-drop in Standard, perfect for this deck.

Archangel of Tithes: This card hasn't impressed me as much as I was hoping, but it still earns its place. She drastically changes the tempo of the game and survives languish. Only gets stronger with anthems.

Ajani Steadfast: I really didn't want issues with the legend rule outside of Brimaz (which eats every top tier removal spell along with Archangel of Tithes). He plays really well when the deck's draw is moving towards playing vertically (powering up the single threat) or horizontally (spreading the +1/+1 counter love). I really like having 1 Ajani and 1 Spear. Also, Ajani is a planeswalker to keep when casting Tragic Arrogance.

Spear of Heliod: The deck likes anthems, it's the cheapest, and being both an artifact and enchantment allows it to play really well with Tragic Arrogances in the sideboard. It also dissuades free attacks if they are not lethal. This deck topdecks well and is not an all-in aggressive strategy. Anthems and strong fliers can allow this deck to come back from behind or break parity.

Dictate of Heliod: Incredibly powerful at instant speed, really what enables turn 5 kills. This deck wants a really consistent, quick curve, which is the only reason why there are 2 in the deck. It's also an enchantment for Tragic Arrogance.

Triplicate Spirits: This standard metagame can lead to ridiculously cluttered boards on the ground. Convoke works really well with Hangarback Walker tokens,Raise the Alarm and the vigilance of Brimaz. Incredible with anthems. I tested this on a whim, thinking it would get cut from the deck almost immediately. I was wrong. This card just wins games.

Secure the Wastes: Instant-speed mana sink, great against control, scales really well. Sometimes it is correct to just cast it as a three-drop if you have a renowned Lieutenant in play. I am not sure what the balance is between this and Triplicate Spirits, but I've liked this split thus far.

Removal: This is my favorite balance of removal. Banishing Light is a bit of a mise, but really is an all-star. It's clunky at times, but when you're playing against UB control and they top-deck Ugin, it's nice to have a removal spell in the main 60. Swift Reckoning plays well with Gideon, is cheap enough when on the draw against other aggressive decks, and just gets better as the game goes on. Harder to play around than Celestial Flare. Valorous Stance is versatile, cheap, instant-speed. The biggest downside to Valorous Stance is the prevalence of Bile Blight and Languish, which indestructible is useless against. Devouring Light IS A BLOWOUT card. The set-up cost can be high and it IS conditional, but when it works, it can completely change the tempo to your advantage. It really is, in my opinion, the perfect card for a 1-of. Powerful, unique, conditional. Many people would opt to analyze the strengths and weaknesses of each removal spell, try to find the best 1 or 2 of them, and jam multiple copies in. I instead opted to use multiple different ones (with some overlap in function) to make it much harder to play around and to allow you to sculpt a gamestate that enables the ones that are drawn.

Lands: Foundry of the Conuls is just amazing with Anthems and amazing in a deck that wants flood insurance. Forcing your opponent to Languish your Foundry tokens feels good. 5 Scry lands seems like the correct amount. You really want to set up your curve, even if it means going 2-drop, 2-drop, 4-drop turns 2,3,4, and really want to hit land drops AND protect against flood. It is RARE for a white deck to have access to this kind of deck manipulation and it is POWERFUL.

SIDEBOARD GUIDE TO COME!

Deck Tags

  • Standard
  • Gideon
  • Token
  • Aggro

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

550000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for White Aggro-Midrange

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