Decks/Mono-White Aggro

About the Author
I'm just a Diamond 1 player. Take my advice with a grain of salt.

Playing the Deck
1. A mulligan guide can be tricky since you're never sure what your opponent is playing. I usually like to see a curved out hand of a 1-drop, a 2-drop, and a 3-drop (or 3 1-drops and a 3-Drop; specifically a Marshall). Usually two lands in opening hand is ideal.

2. Activating Legion's Landing can help you if you're stuck on two mana.

3. Against RDW your goal is to build up a decent life-leecher / first striker. You don't have to play too defensively. Punch back when they leave themselves open, especially with your vigilance creatures. Trial of Solidarity shines in this matchup since you can strike with everyone and still have blockers next turn. Honestly this match-up isn't too hard if it's against budget version. The full version with Ferocious Raptors, Scar-Mages, and Chainwhirlers is significantly harder to win against, but most people either haven't caught on or crafted their Chainwhirler's.

4. Second Sun is a pretty easy match up. Just play dudes and smash their face. Once they hit turn 4 they'll leave their mana open for Settle the Wreckage. Just slow roll them and hit them with only a couple dudes instead of your full board so they don't get huge value out of it. Unless it's the last turn you possibly have to win or they've already played 4, always assume they have a second or even third Settle the Wreckage. If they tap out to use Second Sun, punish them with a big alpha strike. Some of these lists tech in Lyra, but even she's not that big of a deal if you have enough guys on board to buff and swing through.

5. Merfolk can be a nightmare. You have to play pretty aggressively and get them to block and thin out their board, especially the one that makes +1/+1 counters. If they get a nut draw with multiple buff-lords and +1/+1 counter generators they can quickly grow their board to the point where it's untenable.

6. Watch out for mono-white decks that keep their mana open once they have four lands. Some are teching in Settle the Wreckage main-board to improve their matchups against other aggro decks.

7. If Dauntless Bodyguard is your only turn 1 play, always drop her for tempo. THe ability rarely becomes relevant.

8. Chaining HIstory of Benalia is pretty huge. You get a ton of tempo plus multiple turns of buffing that can usually break the back of most decks, especially when used in conjunction with Trial of Solidarity.

Card Choices
Legion's Landing — Really great card. Can generate tokens when the game goes long. Sometimes your best strategy is to go wide until you can use a Dune's or drop a Marshall to punch through a smaller board of bigger creatures. Basically generates two permanents towards Ascendency, which helps out Snubhorn or Conqueror's Pride.

Snubhorn Sentry — One of the more questionable cards in my list. The 3 body isn't irrelevant, though, dodging Magma Spray, Golden Demise, and being able to chump a good deal of creatures until he comes on-line. With 4 Cartouche's, 4 History of Benalia, 4 Legion's Landing, and Seal Away / Cast Out / Ixalan's Binding / Trial of Solidarity being enchantments it's not hard to get him going. I often attach him with a Cartouche for a 1/4 first-striker so he can contribute early. If you're not comfortable with this card, replace with Skymarcher Aspirant.

Adanto Vanguard — Being able to swing with this guy and your opponent not knowing whether you'll pay the life or not is valuable. This creature is a straight up beater. Even against RDW sometimes the play is to activate just to thin out their board. Can ram itself into first-strikers and survive to kill them.

Adorned Pouncer — This is the card I like the least. Without a Marshall out the best it can hope to do is trade with a x/2. Doesn't get buffed by History of Benalia. Its only use is sometimes the opponent will be too afraid of it coming back as a 4/4 to block it, but that rarely happens.

Benalish Marshall — This wouldn't be a deck without this guy. He's got a decent body but since it's not the magical 4 number it's sometimes best to just leave him at home as an enchantment while your other guys do the dirty work. Primary Dauntless target.

Shefet Dunes — Doesn't come into play tapped. Generates white mana. Buffs your field. There's no reason not to run 4.

Cartouche of Solidarity — Makes a creature a first-striker and produces a 1/1 vigilant token. Helps Snubby come online and can bounce Trial of Solidarity. Helps with a grow-wide strategy and generally a decent card. Feel free to replace with another creature, though. The only thing that makes it playable is that it generates a body so it's not a complete blow out if they kill the creature you attach it to.

Trial of Solidarity — A questionable card. Highly telegraphed since it's an enchantment. That being said, sometimes it's really useful to be able to attack with everyone and still have defenders the next turn. It doesn't get bounced as often as you think by Cartouche since usually you play them before you get Trial (and I wouldn't suggest holding Cartouche until you get a Trial). Can EASILY be replaced by Conqueror's Pride. Definitely a flex-slot with your buffer of choice. Can be devastating when used in conjunction with Histroy of Benalia.

History of Benalia — Marshall makes this a deck, but without History it would be a much, much, worse deck. This card is pretty nutty. Turn 1 it generates a 2/2 vigilant knight for 3 mana. Turn 2, you get a free 2/2/ vigilant knight. Turn 3 those knights become 4/3's without a Marshall. It's just a huge tempo card, and if you can chain them there's little your opponent can do with multiple turns of buffing/flow of units.

Knight of Grace — No-brainer pick. 2/2 First Strike with hexproof against Black and counts as a Knight. Can be replaced by Martyr of Dusk, but why?

Oketra the True — FLex slot. I run Oketra because I like kitty-momma, and she's a real headache in some match-ups. As a one of though, it's inconsistent. I've experimented with Gideon of the Trials and found him a suitable replacement. Could also be a third Trial / Conqueror's Pride / 4th Snubhorn.

Seal Away — This can be Seal Away / Cast Out / Ixalan's Bindings. Cut creatures / enchantments as you see fit if you feel like you need more than 2. If you go with Seal Away there will be times you wish it was a binding, and if you go with binding there will be times you wish it was a seal away. Just the nature of the beast. Main targets are Phoenix, Hezret, or anything else you just have to get rid of.