Valhala

White

Armored Pegasus x 2
Benalish Hero x 2
Calming Licid x 1
Honor Guard x 1
Knight of Dawn x 1
Master Decoy x 1
Mesa Pegasus x 3
Soltari Lancer x 1
Soltari Priest x 1
Soltari Trooper x 2
Soul Shepperd x 2
Tundra Wolves x 4
Vigilant Martyr x 1
Warrior En-Kor x 1
White Knight x 4


Armageddon x 2
Aura of Silence x 1
Crusade x 4
Disenchant x 1
Enlightened Tutor x 1
Field of Souls x 1
Pacifism x 1
Pursuit of Knowledge x 1
Wrath of God x 1

Artifacts

Infinite Hourglass x 1

Land

Plains x 19

Sideboard

CoP: Black x 1
CoP: Blue x 1
CoP: Green x 1
CoP: Red x 1
CoP: White x 1
Disenchant x 2
Elkin Bottle x 1
Gerrard's Battle Cry x 1
Serra's Blessing x 1
Pacifism x 1
Feldon's Cane x 1
Reverse Damage x 1
Wall of Swords x 1
Wrath of God x 1

This deck was contructed with one idea in mind: producing a fast, but powerful, creature swarm. It has gone through many mutations, though the current version is probably one of the best, though even I can see places that need improving.

With 27 creatures, you'll never be short of soldiers. All creatures in this deck cost one or two mana, with the exceptions of the Knights of Dawn and the Soltari Lancer. This is without a doubt a white weenie deck. Of course, with 4 Crusades your oppponents will quickly forget that. The Infinite Hourglass helps everyone's creatures out but with the amount of creatures that you will have on the board with this deck you will almost always benefit from this artifact. A lot of your creatures have first strike, and this is a huge bonus since the Infinite Hourglass only ups your critters' power.

Once you have four lands in play, you should keep your plains in your hand. Nothing in this deck costs more than four mana to cast. When you pull an Armageddon, drop the sucker and watch your opponent squirm, unless he playing a deck which doesn't require much mana.

With a deck of this type, why include a Wrath of God? Though you will often have the creature advantage, you can never know when things are going to get out of control. Maybe you have the Infinite Hourglass out and your opponent has started to cast creatures by the dozen. Throw a pegasus-sized monkey wrench into his plans by killing off his army. What about your creatures? Not to worry, you've got Field of Souls.

Valhala is the place where brave warriors go when they die. Why let your greatest hero go to waste just because he's dead? Once Field of Souls is in play, you can honour your fallen soldiers by letting keep fighting. This enchantment generates a 1/1 white flying token whenever a non-token creature you control goes to the graveyard. That's right, a white token all your Crusades still affect it, and it's a creature, so it gets all the bonuses from the Infinite Hourglass too. Your Master Decoy feeling brave today? Throw him in front of that crazed Scaled Wyrm. He'll be rewarded with a second chance at life.

What about all those bodies taking up valuable real-estate in the graveyard? Have your most holy of clerics, the Soul Shepperd, dispose of it, netting you a life in the process.

Yes, selfless sacrifice is the name of this game as well as the key to beating your opponent into the ground.

Side note: this deck is completly type-II tournament legal because I entered it in a tourney at a local card shop. I won once out of six matches (best 2 out of 3). Ouch. What does this mean? It's a great deck to play with your friends, it's fun and will win very often, but keep it out of serious play. If I did try to play this in another tournament, I'd probably drop the Infinite Hourglass and Pursuit of Knowledge. They only took up space in my hand as I didn't have a chance to safely play them. What would I put in instead? Probably another Armageddon (if I had one) and more shadow creatures (possibly even removing some non-shadow too.)

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