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This deck is based on the stalwart ground forces of humans coupled with the air force of angels. It uses enchantments to bolster the weenie factor of cheaper creatures to ramp them up for combat while steadily building life. There is a limited toolbox function of some cards (disenchant, et al.), but the real strength is in the creatures. This deck is designed to participate in a 5 person edh game. Each deck is mono-colored and this in the white entry. The goal is to make all 5 decks balanced with each other with maximum casual fun. Therefore there is no "Protection from X", no outright color-hosers (i.e anarchy, deathgrip, karma etc), no game lock combos, no land destruction, no discard spells. In this game format the win condition is to eliminate the opposition colors. For this deck, red and black are the enemies and green and blue are friendly to the white, but opposed to each other. This means that attacks cannot be declared on allies, nor can direct damage be leveled at allies. All other spells are fair game, though some are "unfun" and eliminated. Single card winners are eliminated. There is a fair amount of politics and the clever use and timing of spells win.
Bring out critters fast and furious. Hold spot removal in reserve. If you have Mesa Ench. or Kor Spiritdancer in hand cast them before auras and non-gossamer chains enchantments. If you have Serra's Sanctum in hand, put that on the board posthaste and then get all the enchantments out there. The mana is too valuable. This deck can get mana intensive if the draw is poor, but there should be enough cheap permanents to ride out till the big girls come out to play.
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