Sorry about the name, I couldn't resist.
1 x
Kytheon, Hero of Akros2 x
Hanweir Militia Captain2 x
Wharf Infiltrator2 x
Labyrinth Guardian2 x
Selfless Spirit1 x
Temmet, Vizier of Naktamun4 x
Eldrazi Sky Spawner2 x
Bygone Bishop2 x
Oketra's Monument1 x
Invocation of Saint Traft1 x
Collective Effort1 x
Oketra the True1 x
Aven Wind Guide3 x
Cast Out2 x
Anointed Procession1 x
Valor in Akros1 x
Sram's Expertise1 x
Gideon, Ally of Zendikar1 x
Angel of Invention2 x
Dusk // Dawn2 x
Regal Caracal1 x
Drowner of Hopes8 x
Plains5 x
Island2 x
Prairie Stream1 x
Westvale Abbey2 x
Glacial Fortress2 x
Meandering River4 x
Evolving WildsHanweir Militia Captain - Obviously this goes in any go wide deck with white. The nice thing here is despite being a removal magnet they are likely to recur late in the game with Dawn, when your opponent may be running low on removal.
Wharf Infiltrator - flex spot, here mainly for card draw, but tokens could be relevant and it recurs with Dawn and triggers Bishop. Also, any creatures you discard can be recurred with Dawn.
Labyrinth Guardian - early D, resilience, makes tokens
Selfless Spirit - maybe a flex spot
Temmet, Vizier of Naktamun - also flex, he hasn't done much yet
Eldrazi Sky Spawner - always nice to have, evasion, tokens, and ramp all in one. Also comes back with Dawn.
Bygone Bishop - I added these cause I felt I needed more card draw in creature form.
Oketra's Monument - definitely one of the more important cards in the deck, this will produce a lot of tokens in the long drawn-out games this deck tends to produce. Just don't play more than one at a time; I've made this mistake more times than I'd care to admit.
Invocation of Saint Traft - oh, this is a juicy one. If you're lucky enough to pull it with an Anointed Procession in play, that's 8 evasive damage out of nowhere, assuming no 2 for 1, of course. And if you have a Valor in Akros as well like I did that one time, that's +2/+2 to the board as well...
Oketra the True - tends to just win games. I don't think I've played her and not been able to use her as a creature yet. I haven't even needed to use her token-producing ability.
Aven Wind Guide - the flying and vigilance is very nice to have, but hardly necessary. I suppose this could be a flex spot, but I'm keeping it until I get tired of it.
Cast Out - absolutely essential, this card has singlehandedly brought so much versatility to Duels.
Anointed Procession - the reason to play this deck in the first place. Once you get this out, so many good things can happen.
Valor in Akros - wish I could find room for more than one, as it tends to win games. But discretion is the better part of...
Sram's Expertise - another one I want more of, but we're already heavy on four-drops. Here's a typical play: Expertise into Skyspawner with Oketra's Monument in play. That's 7 creatures off of four mana. And we're not even taking our "do-nothing" enchantments into account.
Gideon, Ally of Zendikar - I wish I could not run him, but it's a white deck. And he has synergy besides.
Angel of Invention - another card I'm not wild about, but tokens and the buff is very useful.
Dusk // Dawn - this is the big one. First, it's a one-sided sweeper, which is exactly what you need at the midpoint of the game when the mid-range creatures are starting to outclass you. Second, most of your creatures are probably in the graveyard at this point, having been removed or used for chump blocking. Third, you are likely to have a monument or Anointed Procession by the time you cast Dawn, which means not only do you get massive card advantage, but you get all the incidental tokens as well. This is the deck this card was made for.
Regal Caracal - a solid card on its own, it gets quite busted with the enchantments, and the lifelink is very relevant, as you'll often be in burn range by the time you stabilize against aggro.
Drowner of Hopes - haven't actually pulled it yet, but in theory it should be solid.
Westvale Abbey - this one will win you a lot of games. Many decks have no answer for Ormendahl, and flipping him is nothing for this deck. Too bad the mana base will only support one, unless you want to cut a card and add a 25th land. Probably worth it.
To sum up, for a theme deck this has proven surprisingly viable - in fact, I'm starting to get used to winning games that I thought were lost for sure. I wouldn't put it in the top tier by any means, but I've been consistently stealing games from Vehicles, which is much better than I expected. There is so much synergy that you will find yourself in MCL more often than you would think, and I tried to ensure that every creature is strong on its own (no
Anointer Priests, for example), to make room for the Monuments and enchantments. I have to say I'm thrilled that with the addition of Amonkhet this kind of janky deck is truly viable for the first time. Probably mostly because of Cast Out, lol.