Building White Weenie in Yesterday's standard.
78White weenie is perhaps the oldest deck archtype around. Today it is as viable as it has ever been. WW still has the strongest creatures under 3 mana. Lets explore them:
Format for this is name- thoughts - personal rating 1-10 This is all my opinion so take it as that my opinion.
Card choices?:
Powerful 1 drops
- Akrasan Squire- exalted on this guy means that he will attack for 2 on turn 2. Also if you are attacking with only 1 creature (you shouldnt be but in case but never know) he will pump that creature. - 5/10
- Elite Vanguard- Not much to say about a 2/1 he will always attack for 2 damage. - 7/10
- Figure of Destiny- A must answer threat, left alone he will end the game. Even in the early game he gets in for average 2 damage a turn - 9/10
- Goldmeadow Stalwart- 2/2 for 1 is awesome, only draw back is he needs other kithkin to run. good thing that there is alot of good kithkin. - 9/10
Tricky 1 drops: (they have something up their sleeve, this is basicly relevant if you have a way to fetch them like ranger or eos)
- Burrenton Forge-Tender- the most popular of the choices and very relivant in today's metagame. gets around alot of the red board wipes that are everywhere, or simply lock down a red creature. Maindeck or Sideboard depending on the expected meta. 8/10
- Elvish Hexhunter- Have a pesky enchantment you need to get rid of. this is your answer. then again you may want to side in a card that can get rid of both enchantments or artifacts. good with ranger though. 6/10
- Goldmeadow Harrier- Some people say you need this guy to tap down opposing fatties. I prefer to use my removal on fatties. 3/10
- Mosquito Guard- I think this is a bit of overlooked tech. use the ranger to fetch this guy and you can use his reinforce once the game is past the point where a 1 mana creature is usually relevant. also with a few pump effects the first strike is pretty techy. 5/10
- Soul Warden- against a bitterblossom it gains you a minimum of 1 life per opponenets turn. Add in your own tokens and the warden can generate alot of life. 7/10
- Heap Doll- Sometimes it is important to remove a creature from your opponents graveyard. without the ranger fetching him it's better to use. Beckon Apparition 4/10
2 mana creatures: This is where the beef of the deck is, where it really shines.
- Knight of Meadowgrain- 2/2 first strike is nice. add to that he has lifelink and he becomes a must have. 8/10
- Knight of the White Orchid- another 2/2 first striker. also lets you run a few less land then normal. Combines well with the best removal in the format. Only downside is his lack of the kithkin title, which imo isnt a big deal. 8/10
- Mistmeadow Skulk- 1/1 for 2 mana isnt cool. but this guy is very resiliant and has lifelink so he still swings the damage around for 2 in your favor (-1 to your oppoent while +1 to you). He can chump block almost any threat all day long as well. good to note this guy survives most red sweepers used in today's meta. 6/10
- Sigiled Paladin- another first striking 2/2 this one pumps the lone attacker. Ive only heard of him being used in conjection with 1 drops to make them attack for 3. seems kinda like a step back to step farward. Still you never know when you wont be able to attack with more then 1 guy. 6/10
- Stormfront Pegasus- same damage as the others but even more likely to hit. 1 toughness may bring it down some as- 1. it makes him harder make him survive a volcanic fallout and 2. he will die to a bitterblossom token. 5/10
- Veteran Armorsmith- the fact that he will live in a fight against any of the other guys in the list should give him props (and survive volcanic fallout on his own. They all do something extra though and this guy only pumps soldiers. Very few of which make our list. 5/10
- White Knight- 2/2 pro black. avoids some removal. survives jund charm sweeping, honestly dont think pro black is that powerful in today's standard. 4/10 (for now maybe something will come up to change this)
3 mana guys:
- Kitchen Finks- not usually seen in WW. he is used more in control but he could see a place here. if nothing else he may deserve a sideboard spot coming in when you need to be a little defencive. 5/10
- Hearthfire Hobgoblin- If any 3 mana guy makes the cut (which they dont usually) It should be this guy. he starts out a pseudo 4/2 and get +2/+1 for every +1/+1 he would normally get. this is a big deal, but he gets out classed by the next guy. 7/10
- Spectral Procession- instead of 1 guy it makes 3 1/1's and they have flying. weakness of this is volcanic fallout. but otherwise every +1+1 a normal creature would get (from anthem effects) will give this "guy" +3/+3 instead. the real power comes from the land I will talk about in a min. 10/10
- Stillmoon Cavalier- Should see use either in your main deck or your sideboard depending on how much white you plan to see. 8/10
Larger: getting to the point where we have to run too many land to be aggressive enough. but some of these are worth it.
- Mirror Entity- good for an alpha strike. drop him turn 4 after a turn 3 procession. pump 5 into him for a 20 damage attack. Can be great, dont want to draw more then 1. only run 2 if you want to use him. (I put him in the larger then 3cc as he needs more then 3 mana to function) 6/10
- Elspeth, Knight-Errant- not a creature but can make one every turn. very good card. if you have a creature in play he will pump it over for the attack. if you dont he will make a new one. helps you recover from a wipe much better then anything else out there. 8/10
- Ranger of Eos- Card advantage and allows you to run 1 of's of some of the 1 mana utility creatures. 4th turn this guy gets 1 utility creature and 1 figure of destiny. figure can come down as a 4/4 for 5 next turn to be an 8/8 the next. if you are running the mana you should run him 9/10
- Baneslayer Angel- easy finisher not much else to say. getting to be a bit heavy in the casting costs though. 7/10
- Cloudgoat Ranger- Another form of card advantage. 4 for 1. pumps from anthems give him +4/+4 7/10
- Reveillark- 4/3 flier that your opponent doesnt want to kill. of course you could always path your own guy to get back your weenies if you dont want to use him to beat face... 9/10
Removal- needed spot removal to get rid of your opposing blockers or just to keep you alive while you trade hits with your opponent.
- Harm's Way- you can move 2 damage from opposing blockers to hit your opponent, keep your guys alive, kill your opposing creatures. also helps against red sweepers. 9/10
- Path to Exile- removes a creature and gets them a land. can be used in emergency to remove your creature and get you a land (in counter to their removal maybe) Good with knight of the white orchard. really the best removal available. 9/10
- Martial Coup- Sometimes you may need to just wipe the board. you know you are going to play this a turn or 2 and know to hold back while they dont. Very expencive for this deck though. 6/10
- Pacifism- does what it needs to, but subject to removal. also doesnt solve any abilities the creature may have. better removal for creatures like revlard though. 4/10
- Runed Halo- May not be removal but if it cant deal damage to you it may as well be removed sometimes... can also hit any targeting card. 8/10
- Oblivion Ring- more easily countered then others, but can also answer more threats such as opposing enchantment,artifacts, or planeswalkers even. 8/10
- Unmake- does what it needs to, just doesnt work on chamelion collosus.. 7/10
Pump: Global pump spells are the one thing that sets WW above any other aggro deck.
- Honor of the Pure- The new standard in pump spells. costing less then glorious anthem means you can cast it the turn before you cast spectral procession, or just cast it the same turn as before and have mana left over. 10/10
- Ajani Goldmane- the only downside of this guy is you can only have 1 out. then again after 4 uses you will need to cast another one. 10/10
Land: I'll cover the non basics: you really only want to run very strong ones as entering the battlefield tapped is bad for you.
- Mistveil Plains- May be needed if sanity grinding or similar decks become more popular. not as of yet though 2/10
- Mutavault- possible to use it as a man land. but lack of white mana brings its power in this deck down alot. also is not a white creature for use with honor of the pure. 3/10
- Rustic Clachan- you can easliy run this as you are sure to have some kithkin, and usually if there are none in your hand entering play tapped isnt a problem, assuming you dont just pump your guys with it. 7/10
- Windbrisk Heights- The most used hideaway land. mostly used in conjuction with spectral procession.
Sideboard options: not all the options you have for sideboard but some:
- Beckon Apparition- for any decks running lark tricks, running alot of unearth, or using any sort of grave yard tricks.
- Burrenton Forge-Tender- if you dont have him main deck, he needs to be sideboard.
- Silence- Against counterspells if nothing else, could probably throw it in to stop combos somewhere...
- Celestial Purge- more removal for troublesome decks?
- Mark of Asylum- Goodbye red removal.
- many of the cards listed above if not used main deck should find their way to the sideboard for certian match ups.
Big question Tribe or no tribe?
- Kithkin- tribal kithkin cards consist of wizen cenn. which gives your creatures (other then him) +1/+1. he is a solid creature in this matter, but I want a more reliable/ sturdy global pump. This is mostly due to the overwhelming presence of volcanic fallout in the format. assuming you play cenn to get your guys over the hump of 2 toughness and they survive it wont matter as cenn will die making them all small enough to die along with him. honor the pure works better. kithkin also lets you use goldmedow stuart more easily. but honesly you should still be running at least 3 other kithkin using only the best non tribal WW guys making him quite playable.
- Knights- Alot of the best guys availabe are actually knights tempting a tribal theme. But there is only 1 knight tribal card and that is Kinsbaile Cavalier. while double strike is a nice ability, I dont think it warrents a knight tribal theme.
- Soldiers- Again alot of good soldiers, esp in the 1 mana range. you can give them +0/+1 or +1/+0 but doing so really requires you to run subpar creatures. you can go all out and run Captain of the Watch. But really a soldier deck gets expencive (casting cost) pretty quick.
Dont run subpar creatures to support a tribe
I hope this has helped you with building your white weenie deck, or let you know what to expect when encountering them. Let me know your thoughts . . .
CommentsLoading...
Alas, the only problem with hubs about standard is that standard changes so often. As mentioned, white weenie has a solid record. What are the prospects with Zendikar in standard?








kidpurple 2 years ago
Nice - I've been thinking about a WW deck and have some good stuff here I would have missed.