(8) 3CC
4x Righteous Charge
2x Army of Allah
2x Devouring Light
(3) 4CC
3x Battle Screech
(21) Land
21 Plains
First of all, realize this deck absolutely gets owned by
Pyroclasm-effects and random pingers. I don't see a lot of
decks in this format running those, so I think it's an
appropriate choice. The point is to play as many creatures,
early, on as you can and take a few chunks out of your
opponent's life count. Then finish it up with a mid-game
Charge or Allah. Raise the Alarm and Battle Screech give you
a powerful mid-game. You can win as early as turn 4 if not
met by any resistance. Burn, without sweeper spells, can't
keep up with all your creatures, and Splitter and the pump
make your deck much more efficient if they decide to race.
The typical games go:
Turn 1: Plains, Kami
Turn 2: Plains, Trooper (swing for 1)
Turn 3: Plains, Hawk, (swing for 3) pass, Raise The A Turn
4: Charge, (swing for 16)
or
Turn 1: Plains, Foot Soldier
Turn 2: Plains, pass, Raise the Alarm (swing for 1) Turn 3:
Plains, Hawk, Bonesplitter, equip (swing for
5)
Turn 4: Army, swing for (14)
or
Turn 1: Plains, Hawk
Turn 2: Plains, Soldier, Kami (swing for 1) Turn 3: Pacifism
(swing for 3) Turn 4: Plains, Righteous Charge (swing for 9)
Turn 5: Army of Allah (swing for 9)
Don't forget that you can use the Screech and Raise tokens
to cast Devouring Light for a nice surprise.