Subject: Mobilize This! -- White *Casual* T2 Soldier Deck -- by Strider of Darkness 28 Creatures: 4 Gustcloak Sentinel 4 Gustcloak Harrier 4 Gustcloak Runner 2 Gustcloak Skirmisher 2 Whipcorder 2 Glory Seeker 2 Catapult Squad 2 Catapult Master 2 Jareth, Leonine Titan 2 Aven Brigadier 2 Pearlspear Courier 13 Spells: 4 Unified Strike 4 Piety Charm 3 Mobilization 2 Shared Triumph 20 Land: 4 Secluded Steppe 16 Plains 61 Cards Pretty simple deck, but here are my tips for it. There are two ways to play this deck (like many decks) Offensive: Offensive play will pay off rather quickly (especially 3rd turn Mobilization with a GC Runner and Shared Triumph already in play). This deck can start effectively with one mana, depending on your hand. Those Plains will come eventually, and when they do you're going to be drowning in Soldiers. Playing offensively, either attack every turn or use Catapult Squad and Master to get rid of stuff if it would be to your disadvantager to attack. Once you have the mana to play Jareth, you most likely have some blatant creature destruction going on. Once you play Jareth, you're set to attack every turn (especially if you have a Mobilization going). Defensively: Playing defense is fun, because once you get to the point that you're ready to attack, you do so and win within a few turns. Drop every creature in your hand on the board ASAP. If you get an early Mobilization + Shared Triumph, play GC Runner, Whipcorder, Catapult Squad, and Glory Seeker in addition to your token every turn. Defensively, more creatures are better than big ones, until you get Jareth out. Once you have 7-10 Soldiers (not hard to do), wait for them to attack you. Tap pumpable creatures (Like Nantuko Shade) with Whipcorder, kill small critters with Unified Strikes, and make good use of your tokens as blockers. The Catapult creatures are priceless on defense, so make sure you use your blocking creatures to activate their abilities. Don't forget: Mobilization + Catapult Squad/Master: Attack, then tap a buncha creatures to kill things. Mobilization + Shared Triumph: Hold off on 3-6 mana creatures. Play 1-2's and tokens every turn instead. Piety Charm: "Attacking doesn't cause creatures your control to tap this turn." is an invaluable choice if you don't have a Mobilization out (unless that 2 damage is going to have a big impact on the game, of course). Gustcloak Ability: This ability is something that should obviously not be overlooked considering half the creatures in the deck have it. Since the untapping and removing from combat happens when they're blocked, they deal/receive no damage and you can then turn them on the blocker (who's still blocking) and Catapult Squad him. Blah blah blah. I've pretty much listed everything you can do with this deck. Expect to lose with it every now and then, but expect every victory to be an exciting one that will make everyone in the room admit that it was pretty cool without being lame (like some people out there who seem to forget that this is--above and beyond all--just a game). Strider of Darkness Constructive criticism; praise? E-mail salitardimonte@hotmail.com