*Takes in a deep breath of air* Mirror Entity. 2 generic and a white gives you a 1/1 shapeshifter with the ability to pay X. Paying X makes all of your creatures X/X and gain all creature types until end of turn, where X is the amount you paid. This is a no brainer. Ready to finish out the game? Have a bunch of creatures and some tokens? Make all of them 4/4, 5/5, 6/6 or more with just one card. This stacks with anthems, counters, and creatures that get bigger when other creatures are on the field (Like crusader). There's a repeatable combo (I say repeatable because it is interuptable, the best kind of combo imo) with Captain of the Watch, Stormfront Riders, and Cryptic Gateway. Stormfront Riders costs 4 and a white for a 4/3 flyer. He returns 2 creatures you control to their owners' hand when he ETB's, and when he or another creature you control is returned to your hand, you make a 1/1 soldier for each. Cryptic gateway is an artifact for 5, and allows you to tap two creatures that share a creature type and play a creature from your hand that share a type with the two you tapped (For example, soldier.) The combo goes like this. You have cryptic gateway and 2 soldiers on the field, as well as Captain of the Watch and Stormfront Riders in hand to begin with. You tap two soldiers to use cryptic gateway and play your Captain, getting her and 3 soldier tokens. Then, tapping another two soldiers, you play Stormfront Riders. Since his is an ETB ability, you can return him and the Captain of the Watch to your hand and you've netted 3 untapped soldiers thanks to his ability. Rinse and repeat until you have enough. Darien, King of Kjeldor is great. He's not a soldier himself, but he IS a human like most soldiers already in the deck tech featured. He is 4 and WW for a good 3/3 body and whenever you take damage, you get that many 1/1 soldiers. At worst, people become afraid to attack you. At best, you get a lot of soldiers off your opponents. A good trade for being smacked around, no? You could pair this with things like Soul Warden, Soul's Attendant, or Suture Priest to be refunded that life. These next two cards are great synergies for any deck that makes a lot of dudes. Archangel of Thune and Cathar's Crusade. The archangel gives creatures you control a +1/+1 counter every time you gain life, and Cathar's Crusade gives your creatures a +1/+1 counter when a creature enters your battlefield. Disclaimer: These synergies are not for the faint of heart. In the late game, if you somehow still have these cards, your turns will be drawn out as you get loads of dudes and triggers pop up left, right and center. Your friends will not like you, as your turns will become long and dull. Run only if you want to be THAT guy. And speaking of THAT guy, if you're a dirty player who likes quick ways of winning... INFECT. There's a couple options, though I would not advise running them in friendly settings. Lost Leonin has the benefit of being a soldier, though the only key word it has is Infect. It's a 1 and W for a 2/1, though, so it's cheap and can win you the game. The other, though not a soldier, is Shriek Raptor. It is a bird for 3 and WW, a 2/3 Flying and Infect. For mana fixing, I would suggest Nykthos, Shrine of Nyx. Extraplanar Lense. If budget is no issue, then Caged Sun and Gauntlet of Power are both great ways to pump up your creatures and get more from your lands. Weathered Wayfarer is a one drop for W, and lets you search for a land in your library and add it to your hand if you control fewer lands than an opponent. Skyhunter Skirmisher, a 1/1 for 1 and WW, and Skyspear Cavalry, a 2/2 for 3WW, both provide flying and double strike. The Skyhunter is a knight, however, while the Cavalry is a 5 drop. Still, for the two key words, I feel they are good additions. Celestial Crusader is a Spirit for 2WW, and as a 2/2 it brings to the table Flash, Split Second, flying and gives other white creatures +1/+1. What this means is it stops the stack, offers your creatures flying, and gives them a nice boost. Great for combat tricks. I like Brave the Sands and Duelist's Heritage for this deck. Brave the sands gives your creatures vigilance, and lets them block an additional creature. Lets you attack and boosts your defense, giving even more value to your tokens! And Duelist's Heritage gives a creature you control double strike when one or more creatures attack. And, of course, since one gets double strike they all get double strike. The Heritage ability triggers when a creature attacks, so you can use this defensively as well. While it does miss timing for Odric, if I'm not mistaken, you can throw double strike on one of your creatures to take out a particularly nasty threat in the declare blocker step. Card draw is actually not too bad in White, all things considered. You have access to Slate of Ancestry, Skullclamp, Rogue's Gloves, Oblation, and more besides. I find that the first three mentioned are more than enough, though. I usually draw one or more in most of my games. Finally. Admittedly, White finds it difficult to get up and go in the early game. So, cards that make it hard on your opponent to get up and go are welcome in my eyes. Imposing Sovereign, Stonehorn Dignitary(If you have a way to replay it(Stormfront Riders)), Kismet, and Authority of the Consuls are all good cards that cause certain, or in the case of Kismet all of your opponents' permanents to come into play tapped. Authority of the Consuls has the added benefit of granting you 1 life whenever a creature enters the battlefield under an opponents' control. If your meta is like mine, and people love their +1/+1 counter or -1/-1 counter synergies (looking at some of the nastier infect players in my play group) then Solemnity would be a great addition, as it prevents players from getting counters. This works with infect and experience counters both. It also blocks counters from being put on creatures, artifacts, enchantments as well as lands. Darn, those Vivid Lands don't do much of anything now! You can also look at Aura of Silence. This is a great way to make it hard for your opponents to play their artifacts and enchantments. Those Sol Rings won't look so delicious when they cost 3 to play, rather than 1! I hope this helps some of you. I know I kind of went overboard a bit on the typing. ^_^"
*Takes in a deep breath of air*
Mirror Entity. 2 generic and a white gives you a 1/1 shapeshifter with the ability to pay X. Paying X makes all of your creatures X/X and gain all creature types until end of turn, where X is the amount you paid. This is a no brainer. Ready to finish out the game? Have a bunch of creatures and some tokens? Make all of them 4/4, 5/5, 6/6 or more with just one card. This stacks with anthems, counters, and creatures that get bigger when other creatures are on the field (Like crusader).
There's a repeatable combo (I say repeatable because it is interuptable, the best kind of combo imo) with Captain of the Watch, Stormfront Riders, and Cryptic Gateway. Stormfront Riders costs 4 and a white for a 4/3 flyer. He returns 2 creatures you control to their owners' hand when he ETB's, and when he or another creature you control is returned to your hand, you make a 1/1 soldier for each. Cryptic gateway is an artifact for 5, and allows you to tap two creatures that share a creature type and play a creature from your hand that share a type with the two you tapped (For example, soldier.) The combo goes like this. You have cryptic gateway and 2 soldiers on the field, as well as Captain of the Watch and Stormfront Riders in hand to begin with. You tap two soldiers to use cryptic gateway and play your Captain, getting her and 3 soldier tokens. Then, tapping another two soldiers, you play Stormfront Riders. Since his is an ETB ability, you can return him and the Captain of the Watch to your hand and you've netted 3 untapped soldiers thanks to his ability. Rinse and repeat until you have enough.
Darien, King of Kjeldor is great. He's not a soldier himself, but he IS a human like most soldiers already in the deck tech featured. He is 4 and WW for a good 3/3 body and whenever you take damage, you get that many 1/1 soldiers. At worst, people become afraid to attack you. At best, you get a lot of soldiers off your opponents. A good trade for being smacked around, no? You could pair this with things like Soul Warden, Soul's Attendant, or Suture Priest to be refunded that life.
These next two cards are great synergies for any deck that makes a lot of dudes. Archangel of Thune and Cathar's Crusade. The archangel gives creatures you control a +1/+1 counter every time you gain life, and Cathar's Crusade gives your creatures a +1/+1 counter when a creature enters your battlefield. Disclaimer: These synergies are not for the faint of heart. In the late game, if you somehow still have these cards, your turns will be drawn out as you get loads of dudes and triggers pop up left, right and center. Your friends will not like you, as your turns will become long and dull. Run only if you want to be THAT guy.
And speaking of THAT guy, if you're a dirty player who likes quick ways of winning... INFECT. There's a couple options, though I would not advise running them in friendly settings. Lost Leonin has the benefit of being a soldier, though the only key word it has is Infect. It's a 1 and W for a 2/1, though, so it's cheap and can win you the game. The other, though not a soldier, is Shriek Raptor. It is a bird for 3 and WW, a 2/3 Flying and Infect.
For mana fixing, I would suggest Nykthos, Shrine of Nyx. Extraplanar Lense. If budget is no issue, then Caged Sun and Gauntlet of Power are both great ways to pump up your creatures and get more from your lands. Weathered Wayfarer is a one drop for W, and lets you search for a land in your library and add it to your hand if you control fewer lands than an opponent.
Skyhunter Skirmisher, a 1/1 for 1 and WW, and Skyspear Cavalry, a 2/2 for 3WW, both provide flying and double strike. The Skyhunter is a knight, however, while the Cavalry is a 5 drop. Still, for the two key words, I feel they are good additions.
Celestial Crusader is a Spirit for 2WW, and as a 2/2 it brings to the table Flash, Split Second, flying and gives other white creatures +1/+1. What this means is it stops the stack, offers your creatures flying, and gives them a nice boost. Great for combat tricks.
I like Brave the Sands and Duelist's Heritage for this deck. Brave the sands gives your creatures vigilance, and lets them block an additional creature. Lets you attack and boosts your defense, giving even more value to your tokens! And Duelist's Heritage gives a creature you control double strike when one or more creatures attack. And, of course, since one gets double strike they all get double strike. The Heritage ability triggers when a creature attacks, so you can use this defensively as well. While it does miss timing for Odric, if I'm not mistaken, you can throw double strike on one of your creatures to take out a particularly nasty threat in the declare blocker step.
Card draw is actually not too bad in White, all things considered. You have access to Slate of Ancestry, Skullclamp, Rogue's Gloves, Oblation, and more besides. I find that the first three mentioned are more than enough, though. I usually draw one or more in most of my games.
Finally. Admittedly, White finds it difficult to get up and go in the early game. So, cards that make it hard on your opponent to get up and go are welcome in my eyes. Imposing Sovereign, Stonehorn Dignitary(If you have a way to replay it(Stormfront Riders)), Kismet, and Authority of the Consuls are all good cards that cause certain, or in the case of Kismet all of your opponents' permanents to come into play tapped. Authority of the Consuls has the added benefit of granting you 1 life whenever a creature enters the battlefield under an opponents' control. If your meta is like mine, and people love their +1/+1 counter or -1/-1 counter synergies (looking at some of the nastier infect players in my play group) then Solemnity would be a great addition, as it prevents players from getting counters. This works with infect and experience counters both. It also blocks counters from being put on creatures, artifacts, enchantments as well as lands. Darn, those Vivid Lands don't do much of anything now! You can also look at Aura of Silence. This is a great way to make it hard for your opponents to play their artifacts and enchantments. Those Sol Rings won't look so delicious when they cost 3 to play, rather than 1!
I hope this helps some of you. I know I kind of went overboard a bit on the typing. ^_^"
Damn you for sure had to take a deep breath haha, many thanks for the help
If you go outside soldiers sungrace pegasus is so good, also where is the double strike, lifelink, and flying?
My friend... Daru Warchief feels left out
So the decklist has 4 shefet dunes...should 3 be basic lands of just find some other land to work in??
I'm using odric on my karametra deck, it's great to finish
Need a flyer
Love it
Why no Anointed Procession?