Post by gabochido on Apr 27, 2012 7:46:38 GMT -5
White Weenie Primer
I. Introduction
The White Weenie deck is one of the most straightforward decks of the classic Pauper format to understand and build, but it takes a lot of skill to master. It uses the best of white's cheap and efficient creatures with evasion and other synergistic abilities and pumps them up with equipment while clearing the opponent's board of threats with well placed removal.
II. The Deck
*Note - BULK refers to a price of less than .1tx
Core
Kor Skyfisher BULK
As a 2/3 flyer for 1W its one of the most efficient creatures in the format. Its "drawback" is that you have to return a permanent to your hand but more often that not it allows you to re-use creatures with come-into-play effects, reposition a Journey to Nowhere on a greater threat, or just replay a tapped land when you missed a land drop.
Benevolent Bodyguard BULK
A 1/1 for W that can be sacrificed to give a creature protection from a color. It gives the deck something to do on the first turn and saves your larger creatures from removal.
Guardian of the Guildpact BULK
A 2/3 for 3W doesn't sound appealing but this one has protection from monocolored, which is a large percentage of the field so it often acts like it has protection from everything. This is the most expensive of this deck's cards, but is invaluable against many of the matchups due to many decks not being able to deal with it.
Icatian Javelineers BULK
Another 1/1 for W. This one has a more aggressive ability that can deal one damage to a creature or player once. This is actually quite useful as there are many key creatures that have 1 toughness (Sparksmith and Spellstutter Sprite come to mind). It works well with the Kor Skyfisher as its a cheap creature to recast and doing so allows it to deal its one damage again.
Razor Golem BULK
A 3/4 with vigilance with a casting cost of 6, but its Affinity for plains means its usually cast for 3 or 2. This is the deck's big brute and is usually one of the biggest creatures out there, which makes it a great bargain when you play him for only 2.
Squadron Hawk BULK
A 1/1 flyer for 1W that can get its 3 other buddies. This is a great source of card advantage and is invaluable against decks that try to beat you through attrition like Mono Black Control.
Bonesplitter .12
This is the most efficient equipment in the format, giving a creature +2/+0 for the bargain casting cost of 1 and 1 more to equip. This deck can easily handle the expense of playing and equipping this and it makes every creature into a certifiable threat.
Journey to Nowhere BULK
This is the most efficient creature removal spell in white at common, an enchantment that exiles a creature from the game until the enchantment itself is removed, for 1W. For pauper white does not have anything else as cheap and as unconditional as Journey.
Other Creatures
Suture Priest BULK
A 1/1 for 1W with two very useful abilities: when an opponent gets a creature they lose one life, and when you get a creature you gain one life. This ability gives you a huge edge when racing other aggro decks and gives the empty the warren decks a very hard time. This leaves only a few decks where he doesn't work well.
Kor Sanctifiers BULK
A vanilla 2/3 for 2W that can be kicked for an extra W to destroy an artifact or enchantment. The fact that most decks have some form of enchantment or artifact they play coupled with the fact that, at the worst, he's a 2/3 creature to add to your army makes him valuable main deck material.
Loyal Cathar BULK
Doomed Traveler BULK
A 2/2 with vigilance for WW that comes back from the dead as a 2/1 that can't block and a vanilla 1/1 that comes back as a 1/1 flyer. They both give decent card advantage against removal which is why they have been incorporated into the WW builds recently. The Cathar in particular makes an excellent target for the Skyfisher's requirement to return a permanent after being transformed.
Leonin Skyhunter BULK
A 2/2 flyer for WW.
Shade of Trokair BULK
A 1/1 that can be pumped +1/+1 for W. It costs 3W but can be suspended for 3 turns for W
Knight of Sursi BULK
2/2 with flying and flanking. Like the shade, it costs 3W but can be suspended for 3 turns for W
Order of Leitbur BULK
A 2/1 with protection from black for WW that has two abilities: For W it gains first strike and for 1W it gains +1/+0.
These four creatures are efficient and aggressive but have been replaced in recent builds by creatures with more utility or card advantage.
Lone Missionary BULK
Aven Riftwatcher BULK
Lone Missionary is a 2/1 that gains 4 life when it comes into play, the riftwatcher is a 2/3 flyer that gains 2 life when it comes in and another 2 when it goes out but it also lasts only 3 turns. Both of these were ideal cards against aggro decks since they made racing harder while giving aggressive creatures but in recent builds they have been substituted by Suture Priest.
Gideon's Lawkeeper BULK
A 1/1s for W that can can tap any creature. This is a decent one drop but is often too slow for what White Weenie wants.
Other Spells
Unmake .51
This black/white instant exiles a creature at instant speed forever for W/B,W/B,W/B. Effectively a 3 mana spell in white weenie it loses out to Journey due to that extra mana in its cost. White Weenie can be a very mana intensive deck and removal that costs 3 can often be too expensive to cast itself and another threat in a single turn. However, its still the cheapest spell in white pauper that can exile unconditionally at instant speed.
Prismatic Strands 1.33
Prevents all damage from a colour of your choice for 2W and has flashback by tapping an untapped white creature. This seemingly narrow card card has a use against every single matchup in the metagame. It gives you a huge edge in races against aggro and can be a complete blowout if used in the right moment. It's one of the few cards that can stop a grapeshot and it can give you an extra couple of turns against empty the warrens, though its a little slow for both of this. It can also stop pumped infect creatures and rolling thunder. Because of this, most decks use this card main deck in recent builds.
Oblivion Ring BULK
Similar to Journey to Nowhere, this enchantment exiles any permanent until the enchantment is removed, but costs 2W. The extra mana makes it much less desirable than journey and the ability to target non-creature permanents isn't usually enough to push it over. The fact that it has to be played at sorcery speed and can be removed also keeps it from substituting Unmake.
Mana Tithe BULK
Counter a spell unless its controller pays 1. This white Force Spike can appear to be useful in the early game but being a reactive spell doesn't fit with the strategy of White Weenie to overwhelm the opponent with threats. There are few cases where it can work effectively thus its not used very often.
Sideboard
Against decks with auras or pump
Standard Bearer 2.04
Coalition Honor Guard BULK
Against burn
Benevolent Unicorn 1.13
Against specific colors
Circle/Rune of Protection: Red/Black/Green/White/Blue BULK
Crimson Acolyte 1.8
Obsidian Acolyte .36
Against Artifacts and/or enchantments
Divine Offering BULK
Dust to Dust BULK
Disenchant
Against combat based combo or aggro
Holy Day 0.15
Against swarms of small creatures
Holy Light BULK
Against creatures
Sunlance BULK
Serrated Arrows 6.55
Playing the deck
This is a deck where its important to curve your threats in. That is, play land and use up all your mana each turn. On the first turn you want to be playing a Javelineer or Bodyguard, second turn either a suture priest or hawk o alternatively, play a Bonesplitter and equip it, etc. The kor skyfisher is best left till the 3rd or 4th turn when you can reuse a javelineer or have the "drawback" be taken advantage of by replaying a land when missing a land drop. The Razor Golem can be played as early as third turn, but, if there are ways to take full advantage of your mana, its best to leave him until you ave 4 lands, to optimize your mana usage even more. By midgame you want to be using your removal spells on the biggest threat. Your creatures will usually be bigger than most of the ones other aggro decks use, so you can usually lean on combat to give you an edge, therefore, use your removal very wisely. A prismatic strands in hand can give you a huge edge when racing any other aggro deck, so be very aggressive when you have it.
It is often enticing to keep a one land hand that contains some one drops and a bonesplitter. However, this is a dangerous path, since the deck really needs 4 lands in the mid game (turns 5-7) and it takes an average of 9-10 turns to draw 3 lands. 2 to 4 lands are generally ok and a 5 land hand will usually lose the game against any kind of skilled opponent unless you draw like a champ so a mulligan is recommended. Removal is never enough by itself neither against control nor aggro. 5 lands or more mean that you won't have enough threats to play and each land you draw is basically a card lost so its usually worth mulliganing. The only exception to this is a hand with both bonesplitter and a squadron hawk vs non-blue and non-combo decks. The hawk's ability to bring in his friends reduces the card disadvantage and the bonesplitter makes each hawk a considerable threat.
AndreyS Tip! My advice to others playing the White Weenie deck: Believe in the deck. Take pride in playing it and the deck will answer you, you will top deck the best card at the critical moment!
Financial Analysis
Not including the sideboard, this is probably the cheapest competitive deck in Pauper. Most of the cards in the main are sold at bulk pricing and the few that aren't are not even fully required for the deck. You can make a build of this deck that includes a few of the pricey cards like Prismatic Strands (1.33) and Unmake (.51) for about 6 tix. Unfortunately the sideboard includes some cards with a hefty price tag, including Serrated Arrows (6.55 tix) and Standard Bearer (2.03). A fully loaded sideboard will cost you close between 20-30 tix, though 90% of this cost will go to the previously mentioned Arrows and Bearer. The Serrated Arrows aren't really necessary but the Bearer is very important against Infect so its metagame dependant how many you will include. Most of the other cards are at bulk pricing so you should be able to build a fitting sideboard for around 3-5tix if you don't include the expensive ones.
III. The Deck List
Main Deck
60 cards
21 Plains
21 lands
3 Benevolent Bodyguard
3 Guardian of the Guildpact
4 Icatian Javelineers
2 Kor Sanctifiers
4 Kor Skyfisher
4 Razor Golem
4 Squadron Hawk
2 Standard Bearer
3 Suture Priest
29 creatures
3 Bonesplitter
3 Journey to Nowhere
2 Prismatic Strands
2 Unmake
10 other spells
Sideboard
1 Benevolent Unicorn
1 Circle of Protection: Red
2 Divine Offering
1 Dust to Dust
1 Holy Day
3 Holy Light
1 Journey to Nowhere
1 Kor Sanctifiers
2 Rune of Protection: Black
1 Standard Bearer
1 Suture Priest
IV. The Matchups
Vs Goblins (even+)
Sideboard: +Suture Priest, +Lone Missionary, +Crimson Acolyte, +Rune/Circle of Protection: Red, +Serrated Arrows, +Prismatic Strands, +Sunlance, +Holy Day, +Holy Light, -Kor Sanctifiers,
You're the control deck in this matchup so try to keep the board clear. Always look for profitable or even trades and don't start attacking unless you have the option of defending profitably or once you can successfully race or take control. Suture priest and Lone Missionary can buy you the time you need. Leave your removal for Sparksmiths if you can since they are their best threat against this deck but don't be afraid to use it on raiders/sledders since they can easily ruin combat for you. The best sideboard card against them is probably Crimson Acolyte, but make sure you don't use it to block unless really necessary or they are tapped out. Holy Light is usually not as good as expected due to most of their goblins having higher than 1 toughness and the presence of Sledders/Raiders.
Vs Affinity (even+)
Sideboard: +Divine Offering, +Dust to Dust, +Disenchant, +Kor Sanctifiers, +Crimson Acolyte
Vs Cloudpost (bad)
Sideboard: +Kor Sanctifiers, +Crimson Acolyte, +Doomed Traveler, +Loyal Cathar, -Prismatic Strands, -Journey to Nowhere, -Oblivion Rig, -Icatian Javelineer
Resolving a Bonesplitter is key to be able to deal enough damage through with the few creatures that will survive their removal and counterspells. Take advantage of the fact that its a slow deck that needs to set up and attack as efficiently as possible. However, to play around condescend and other counterspells, its often a good choice to do nothing when they are untapped so that you can play various threats in a single turn and hope to resolve the most important ones. A guardian of the guildpact is very difficult to deal with once it hits so make sure you play around counterspells to get it in. Some people suggest going after their mana base by removing their Prophetic Prisms with Kor Sanctifiers, though the best use for these is to remove Serrated Arrows. Crimson Acolyte can help against their removal but he's still susceptible to Capsize, Blue Dude that deals damage and Serrated Arrows. If your metagame has a lot of Cloudpost you may want to use removal resistant cards like Doomed Traveler and Loyal Cathar instead of other utility creatures.
AndreyS Tip! Against Cloudpost we can't do anything if our opponent develops well. The only real chance is to finish the game quickly. However, if our opponent plays slowly, a technical weakness the Cloudpost deck has, you can try to win on time (never concede in the first game).
Vs BlueAggro (even)
Sideboard: +Holy Light, +Kor Sanctifiers, +Serrated Arrows
Javelineer is key against those pesky faeries and Kor Skyfisher stops all of their creatures from attacking. Make sure to play around their soft counters like Spellstutter sprite and Force Spike/Daze.
Vs BlueControl (even)
Sideboard: +Kor Sanctifiers,
As with the blue aggro matchup, play around their soft counters. They have very few finishers so prioritize destroying them.
Vs Warren/Grapeshot Storm (bad)
Sideboard: +Benevolent Unicorn, +Holy Light, +Holy Day, +Prismatic Strands
You're only real chance game 1 is having them fizzle or living until you can play a Prismatic Strands. After sideboarding, make sure to mulligan fiercely until you have your disruption since that is all that matters in this matchup.
AndreS Tip! Against Storm combo decks you need to get lucky. If you can play a suture priest vs Empty the Warrens or a Benevolent Unicorn vs Grapeshot, it can often be enough to win. Prismatic Strands also very Strong. If I have Hawk and Strands in hand at start of game, I play a turn 2 Hawk, search for 3 Hawks and discard the Prismatic Strands at end of turn to be able to play through its flashback cost.
Vs BlackControl (even+)
Sideboard: +Order of Leitbur, + Circle/Rune of Protection: Black, +Obsidian Acolyte, +Serrated Arrows.
Game one is very even but they have an edge as their removal also gains them life, but your deck is much faster. Games 2 and 3 if you can get a Circle/Rune of protection in there, it is very difficult for them to win. Always try to protect your Guardian from Edict effects by not playing him on his own unless he's your last card in hand in which case, he's likely to get discarded.
Vs Infect (bad)
Sideboard: +Standard Bearer, +Coalition Guard, +Benevolent Unicorn, +Holy Day, +Holy Light, +Circle/Rune of Protection: Green
Use your creatures to block everything you can. Use your removal on your turn to force them to use up their protection spells without pumping. Game one is very hard but after sideboard if you can get a Standard Bearer or Coalition Guard to stick, the game should be yours.
Vs Stompy (even+)
Sideboard: +Standard Bearer, +Coalition Guard, +Benevolent Unicorn, +Holy Day, +Holy Light, +Circle/Rune of Protection: Green
This matchup is similar to the infect matchup but you have much more time. Prismatic Strands can give you a huge edge and again a Standard Bearer or Coalition Guard really gives them a hard time.
Vs Mirror (even)
Sideboard: +Dust to Dust, +Disenchant, +Kor Sanctifiers
Make sure to neutralize their artifacts and you will have an edge.
(Copied from pauperscage.blogspot.ca/2012/04/mtg-pauper-classic-decks-white-weenie.html )
I. Introduction
The White Weenie deck is one of the most straightforward decks of the classic Pauper format to understand and build, but it takes a lot of skill to master. It uses the best of white's cheap and efficient creatures with evasion and other synergistic abilities and pumps them up with equipment while clearing the opponent's board of threats with well placed removal.
II. The Deck
*Note - BULK refers to a price of less than .1tx
Core
Kor Skyfisher BULK
As a 2/3 flyer for 1W its one of the most efficient creatures in the format. Its "drawback" is that you have to return a permanent to your hand but more often that not it allows you to re-use creatures with come-into-play effects, reposition a Journey to Nowhere on a greater threat, or just replay a tapped land when you missed a land drop.
Benevolent Bodyguard BULK
A 1/1 for W that can be sacrificed to give a creature protection from a color. It gives the deck something to do on the first turn and saves your larger creatures from removal.
Guardian of the Guildpact BULK
A 2/3 for 3W doesn't sound appealing but this one has protection from monocolored, which is a large percentage of the field so it often acts like it has protection from everything. This is the most expensive of this deck's cards, but is invaluable against many of the matchups due to many decks not being able to deal with it.
Icatian Javelineers BULK
Another 1/1 for W. This one has a more aggressive ability that can deal one damage to a creature or player once. This is actually quite useful as there are many key creatures that have 1 toughness (Sparksmith and Spellstutter Sprite come to mind). It works well with the Kor Skyfisher as its a cheap creature to recast and doing so allows it to deal its one damage again.
Razor Golem BULK
A 3/4 with vigilance with a casting cost of 6, but its Affinity for plains means its usually cast for 3 or 2. This is the deck's big brute and is usually one of the biggest creatures out there, which makes it a great bargain when you play him for only 2.
Squadron Hawk BULK
A 1/1 flyer for 1W that can get its 3 other buddies. This is a great source of card advantage and is invaluable against decks that try to beat you through attrition like Mono Black Control.
Bonesplitter .12
This is the most efficient equipment in the format, giving a creature +2/+0 for the bargain casting cost of 1 and 1 more to equip. This deck can easily handle the expense of playing and equipping this and it makes every creature into a certifiable threat.
Journey to Nowhere BULK
This is the most efficient creature removal spell in white at common, an enchantment that exiles a creature from the game until the enchantment itself is removed, for 1W. For pauper white does not have anything else as cheap and as unconditional as Journey.
Other Creatures
Suture Priest BULK
A 1/1 for 1W with two very useful abilities: when an opponent gets a creature they lose one life, and when you get a creature you gain one life. This ability gives you a huge edge when racing other aggro decks and gives the empty the warren decks a very hard time. This leaves only a few decks where he doesn't work well.
Kor Sanctifiers BULK
A vanilla 2/3 for 2W that can be kicked for an extra W to destroy an artifact or enchantment. The fact that most decks have some form of enchantment or artifact they play coupled with the fact that, at the worst, he's a 2/3 creature to add to your army makes him valuable main deck material.
Loyal Cathar BULK
Doomed Traveler BULK
A 2/2 with vigilance for WW that comes back from the dead as a 2/1 that can't block and a vanilla 1/1 that comes back as a 1/1 flyer. They both give decent card advantage against removal which is why they have been incorporated into the WW builds recently. The Cathar in particular makes an excellent target for the Skyfisher's requirement to return a permanent after being transformed.
Leonin Skyhunter BULK
A 2/2 flyer for WW.
Shade of Trokair BULK
A 1/1 that can be pumped +1/+1 for W. It costs 3W but can be suspended for 3 turns for W
Knight of Sursi BULK
2/2 with flying and flanking. Like the shade, it costs 3W but can be suspended for 3 turns for W
Order of Leitbur BULK
A 2/1 with protection from black for WW that has two abilities: For W it gains first strike and for 1W it gains +1/+0.
These four creatures are efficient and aggressive but have been replaced in recent builds by creatures with more utility or card advantage.
Lone Missionary BULK
Aven Riftwatcher BULK
Lone Missionary is a 2/1 that gains 4 life when it comes into play, the riftwatcher is a 2/3 flyer that gains 2 life when it comes in and another 2 when it goes out but it also lasts only 3 turns. Both of these were ideal cards against aggro decks since they made racing harder while giving aggressive creatures but in recent builds they have been substituted by Suture Priest.
Gideon's Lawkeeper BULK
A 1/1s for W that can can tap any creature. This is a decent one drop but is often too slow for what White Weenie wants.
Other Spells
Unmake .51
This black/white instant exiles a creature at instant speed forever for W/B,W/B,W/B. Effectively a 3 mana spell in white weenie it loses out to Journey due to that extra mana in its cost. White Weenie can be a very mana intensive deck and removal that costs 3 can often be too expensive to cast itself and another threat in a single turn. However, its still the cheapest spell in white pauper that can exile unconditionally at instant speed.
Prismatic Strands 1.33
Prevents all damage from a colour of your choice for 2W and has flashback by tapping an untapped white creature. This seemingly narrow card card has a use against every single matchup in the metagame. It gives you a huge edge in races against aggro and can be a complete blowout if used in the right moment. It's one of the few cards that can stop a grapeshot and it can give you an extra couple of turns against empty the warrens, though its a little slow for both of this. It can also stop pumped infect creatures and rolling thunder. Because of this, most decks use this card main deck in recent builds.
Oblivion Ring BULK
Similar to Journey to Nowhere, this enchantment exiles any permanent until the enchantment is removed, but costs 2W. The extra mana makes it much less desirable than journey and the ability to target non-creature permanents isn't usually enough to push it over. The fact that it has to be played at sorcery speed and can be removed also keeps it from substituting Unmake.
Mana Tithe BULK
Counter a spell unless its controller pays 1. This white Force Spike can appear to be useful in the early game but being a reactive spell doesn't fit with the strategy of White Weenie to overwhelm the opponent with threats. There are few cases where it can work effectively thus its not used very often.
Sideboard
Against decks with auras or pump
Standard Bearer 2.04
Coalition Honor Guard BULK
Against burn
Benevolent Unicorn 1.13
Against specific colors
Circle/Rune of Protection: Red/Black/Green/White/Blue BULK
Crimson Acolyte 1.8
Obsidian Acolyte .36
Against Artifacts and/or enchantments
Divine Offering BULK
Dust to Dust BULK
Disenchant
Against combat based combo or aggro
Holy Day 0.15
Against swarms of small creatures
Holy Light BULK
Against creatures
Sunlance BULK
Serrated Arrows 6.55
Playing the deck
This is a deck where its important to curve your threats in. That is, play land and use up all your mana each turn. On the first turn you want to be playing a Javelineer or Bodyguard, second turn either a suture priest or hawk o alternatively, play a Bonesplitter and equip it, etc. The kor skyfisher is best left till the 3rd or 4th turn when you can reuse a javelineer or have the "drawback" be taken advantage of by replaying a land when missing a land drop. The Razor Golem can be played as early as third turn, but, if there are ways to take full advantage of your mana, its best to leave him until you ave 4 lands, to optimize your mana usage even more. By midgame you want to be using your removal spells on the biggest threat. Your creatures will usually be bigger than most of the ones other aggro decks use, so you can usually lean on combat to give you an edge, therefore, use your removal very wisely. A prismatic strands in hand can give you a huge edge when racing any other aggro deck, so be very aggressive when you have it.
It is often enticing to keep a one land hand that contains some one drops and a bonesplitter. However, this is a dangerous path, since the deck really needs 4 lands in the mid game (turns 5-7) and it takes an average of 9-10 turns to draw 3 lands. 2 to 4 lands are generally ok and a 5 land hand will usually lose the game against any kind of skilled opponent unless you draw like a champ so a mulligan is recommended. Removal is never enough by itself neither against control nor aggro. 5 lands or more mean that you won't have enough threats to play and each land you draw is basically a card lost so its usually worth mulliganing. The only exception to this is a hand with both bonesplitter and a squadron hawk vs non-blue and non-combo decks. The hawk's ability to bring in his friends reduces the card disadvantage and the bonesplitter makes each hawk a considerable threat.
AndreyS Tip! My advice to others playing the White Weenie deck: Believe in the deck. Take pride in playing it and the deck will answer you, you will top deck the best card at the critical moment!
Financial Analysis
Not including the sideboard, this is probably the cheapest competitive deck in Pauper. Most of the cards in the main are sold at bulk pricing and the few that aren't are not even fully required for the deck. You can make a build of this deck that includes a few of the pricey cards like Prismatic Strands (1.33) and Unmake (.51) for about 6 tix. Unfortunately the sideboard includes some cards with a hefty price tag, including Serrated Arrows (6.55 tix) and Standard Bearer (2.03). A fully loaded sideboard will cost you close between 20-30 tix, though 90% of this cost will go to the previously mentioned Arrows and Bearer. The Serrated Arrows aren't really necessary but the Bearer is very important against Infect so its metagame dependant how many you will include. Most of the other cards are at bulk pricing so you should be able to build a fitting sideboard for around 3-5tix if you don't include the expensive ones.
III. The Deck List
Main Deck
60 cards
21 Plains
21 lands
3 Benevolent Bodyguard
3 Guardian of the Guildpact
4 Icatian Javelineers
2 Kor Sanctifiers
4 Kor Skyfisher
4 Razor Golem
4 Squadron Hawk
2 Standard Bearer
3 Suture Priest
29 creatures
3 Bonesplitter
3 Journey to Nowhere
2 Prismatic Strands
2 Unmake
10 other spells
Sideboard
1 Benevolent Unicorn
1 Circle of Protection: Red
2 Divine Offering
1 Dust to Dust
1 Holy Day
3 Holy Light
1 Journey to Nowhere
1 Kor Sanctifiers
2 Rune of Protection: Black
1 Standard Bearer
1 Suture Priest
IV. The Matchups
Vs Goblins (even+)
Sideboard: +Suture Priest, +Lone Missionary, +Crimson Acolyte, +Rune/Circle of Protection: Red, +Serrated Arrows, +Prismatic Strands, +Sunlance, +Holy Day, +Holy Light, -Kor Sanctifiers,
You're the control deck in this matchup so try to keep the board clear. Always look for profitable or even trades and don't start attacking unless you have the option of defending profitably or once you can successfully race or take control. Suture priest and Lone Missionary can buy you the time you need. Leave your removal for Sparksmiths if you can since they are their best threat against this deck but don't be afraid to use it on raiders/sledders since they can easily ruin combat for you. The best sideboard card against them is probably Crimson Acolyte, but make sure you don't use it to block unless really necessary or they are tapped out. Holy Light is usually not as good as expected due to most of their goblins having higher than 1 toughness and the presence of Sledders/Raiders.
Vs Affinity (even+)
Sideboard: +Divine Offering, +Dust to Dust, +Disenchant, +Kor Sanctifiers, +Crimson Acolyte
Vs Cloudpost (bad)
Sideboard: +Kor Sanctifiers, +Crimson Acolyte, +Doomed Traveler, +Loyal Cathar, -Prismatic Strands, -Journey to Nowhere, -Oblivion Rig, -Icatian Javelineer
Resolving a Bonesplitter is key to be able to deal enough damage through with the few creatures that will survive their removal and counterspells. Take advantage of the fact that its a slow deck that needs to set up and attack as efficiently as possible. However, to play around condescend and other counterspells, its often a good choice to do nothing when they are untapped so that you can play various threats in a single turn and hope to resolve the most important ones. A guardian of the guildpact is very difficult to deal with once it hits so make sure you play around counterspells to get it in. Some people suggest going after their mana base by removing their Prophetic Prisms with Kor Sanctifiers, though the best use for these is to remove Serrated Arrows. Crimson Acolyte can help against their removal but he's still susceptible to Capsize, Blue Dude that deals damage and Serrated Arrows. If your metagame has a lot of Cloudpost you may want to use removal resistant cards like Doomed Traveler and Loyal Cathar instead of other utility creatures.
AndreyS Tip! Against Cloudpost we can't do anything if our opponent develops well. The only real chance is to finish the game quickly. However, if our opponent plays slowly, a technical weakness the Cloudpost deck has, you can try to win on time (never concede in the first game).
Vs BlueAggro (even)
Sideboard: +Holy Light, +Kor Sanctifiers, +Serrated Arrows
Javelineer is key against those pesky faeries and Kor Skyfisher stops all of their creatures from attacking. Make sure to play around their soft counters like Spellstutter sprite and Force Spike/Daze.
Vs BlueControl (even)
Sideboard: +Kor Sanctifiers,
As with the blue aggro matchup, play around their soft counters. They have very few finishers so prioritize destroying them.
Vs Warren/Grapeshot Storm (bad)
Sideboard: +Benevolent Unicorn, +Holy Light, +Holy Day, +Prismatic Strands
You're only real chance game 1 is having them fizzle or living until you can play a Prismatic Strands. After sideboarding, make sure to mulligan fiercely until you have your disruption since that is all that matters in this matchup.
AndreS Tip! Against Storm combo decks you need to get lucky. If you can play a suture priest vs Empty the Warrens or a Benevolent Unicorn vs Grapeshot, it can often be enough to win. Prismatic Strands also very Strong. If I have Hawk and Strands in hand at start of game, I play a turn 2 Hawk, search for 3 Hawks and discard the Prismatic Strands at end of turn to be able to play through its flashback cost.
Vs BlackControl (even+)
Sideboard: +Order of Leitbur, + Circle/Rune of Protection: Black, +Obsidian Acolyte, +Serrated Arrows.
Game one is very even but they have an edge as their removal also gains them life, but your deck is much faster. Games 2 and 3 if you can get a Circle/Rune of protection in there, it is very difficult for them to win. Always try to protect your Guardian from Edict effects by not playing him on his own unless he's your last card in hand in which case, he's likely to get discarded.
Vs Infect (bad)
Sideboard: +Standard Bearer, +Coalition Guard, +Benevolent Unicorn, +Holy Day, +Holy Light, +Circle/Rune of Protection: Green
Use your creatures to block everything you can. Use your removal on your turn to force them to use up their protection spells without pumping. Game one is very hard but after sideboard if you can get a Standard Bearer or Coalition Guard to stick, the game should be yours.
Vs Stompy (even+)
Sideboard: +Standard Bearer, +Coalition Guard, +Benevolent Unicorn, +Holy Day, +Holy Light, +Circle/Rune of Protection: Green
This matchup is similar to the infect matchup but you have much more time. Prismatic Strands can give you a huge edge and again a Standard Bearer or Coalition Guard really gives them a hard time.
Vs Mirror (even)
Sideboard: +Dust to Dust, +Disenchant, +Kor Sanctifiers
Make sure to neutralize their artifacts and you will have an edge.
(Copied from pauperscage.blogspot.ca/2012/04/mtg-pauper-classic-decks-white-weenie.html )