Notes: A white weenie Tempest deck with a twist. Most creatures are shadow, so they are difficult to block by most decks. The Knights of Dawn and Master Decoys are an exception. The former can either get through defenders with protection from the appropriate color, or block if that becomes necessary. The Master Decoys can tap any shadow creatures the opponent has, or also prevent him from attacking. Repentance and Pacifism are designed to give creature advantage. Pound them early and hard. Gerrard's Battle Cry is good for a later game boost to creature's powers, or as a response to save a creature or creatures. You can sac one of your creatures (esp after it has attacked) and get a better one from your opponent using the helm of possession. If you have two helms out, then sacrifice the creature you got from your opponent and get another one - soon he will have no more creatures. Spirit Mirror provides creatures to sac to the helm of possession, as well as a blocker or attacker. Field of Souls gives you an added benefit when sacrificing a creature - you get an extra 1/1 white creature - or when losing one in combat. The Wastelands are there to get rid of the Mazes of Shadow your opponent is playing with, or any dual lands or Quicksands he may have.
Artifacts
3x
Helm of Possession
White
2x
Disenchant
1x
Field of Souls
2x
Gerrard's Battle Cry
3x
Knight of Dawn
4x
Master Decoy
4x
Pacifism
4x
Repentance
3x
Soltari Foot Soldier
2x
Soltari Lancer
3x
Soltari Monk
4x
Soltari Priest
1x
Spirit Mirror