Anointed Procession 2.0 - should do good in token.dec and embalm.dec. I'm not sold on the value of white's embalm though
Anointer Priest 1.0 - Might work in flicker.dec. Will be useful is more Burn decks show up. 1/3 survives blocking most 1 and 2 drops and a bunch of 3 drops.
Binding Mummy 1.5 - Not quite sold. It appears to me that many AKH decks are gonna want to go with the "go wide" strategy. This means sweepers will be more of a thing than they already are. And we're getting more. Playing dudes every single turn just seems like a recipe for getting blown out. Will work with creatures that bring multiple tokens into play with them though (fabricate, Thopters ect)
Cartouche of Solidarity 1.5 - Not a fan of Auras myself. At least it brings a dude with it, so if the dude you put it on (and you must have one ALREADY in play, can't put it on the token) dies, atleast it's only a 1.5-for-1 instead of a 2-for-1.
Cast Out 3.0 - Strict upgrade for other similar exile effects due to FLASH, or goes in a deck in addition to the others. Cycling is nice when facing control.
Compulsory Rest 0.5 - Worse than Arrest. Do we play with Arrest?
Devoted Crop-Mate 4.0 - One of the best cards in AKH white. Key to the City loves this card. We have tons of great creatures at 2 spread across the many sets we have. This card will be played.
Djeru's Resolve 2.0? - I'm not sure on this one. I see this being played on a fragile trampler (something like the 6/1 Trample Haste Vehicle) to get you within 1 turn of lethal.
Dusk // Dawn 3.0 - Sweepers are good. Getting a bunch of creatures out of your GY is also good. Probably played in the same deck as Devoted Crop-Mate in which you're trying to get value out of cheap creatures, however, it also probably kills everything in that deck.
Fan Bearer 0.5 - Goes in boredom.dec in which you are trying to bore your opponent so much that he concedes.
Gideon of the Trials 5.0 - What do we need to say about this that hasn't been said in the other thread. Put it in a deck with other Gideons obv.
Glory-Bound Initiate 2.0 - About the best thing this can do is flip the 1/1 Lifelink 1 drop that transforms into a 4/4. Never been to excited about Lifelink but this could be good. A 4/4 on T3 is gonna usually gonna survive, so it's probably worth 8 life if played on curve.
Quick question; Can your opponent respond to Exert, or is it like
Stensia Masquerade where the creatures just GAIN first strike without it going on the stack? Just wondering if your opponent would have to Shock the Initiate before Combat, or if he could wait until you decide to exert it or not.
One line in Gatherer includes this: "Any abilities that trigger on exerting an attacking creature will resolve before blockers are declared." Which seems to indicate it's a triggered ability and triggered abilities DO go on the stack.
Gust Walker 2 - A 3/3 flyer on T3. This is not your smuggler's copter little brother though. Could go in Humans.dec but not sure it makes the cut. In fact, I'm pretty sure it doesn't. Not an overly exciting Exert, but not great either. (Not this card was added to the list AFTER I made my other EXERT comments regarding how there were no good white exert cards)
In Oketra's Name 2.0 - Blow out when your opponent thinks he has lethal on the back swing and lets everything through unblocked. Not 2.5 because it's not that good in anything but Zombies. It CAN be used defensively, but that's not it's intention. Will probably just delay your loss more often than it will turn the tides. Use it more like an Instant Speed Overrun.
Oketra's Attendant 1.5 - meh. 3/3 flyer for 5. At least it takes 2 removal spells from your opponent. Can be cycled when you need that 1 card in your deck to win the game.
Oketra the True 4.0 - OH MY GOD BECKY, LOOK AT HER BUT. Why does an Indestructable Doublestriker need 6 toughness? Token maker on a BIG stick. Doesn't seem hard to activate to attack with. I wouldn't expect to block with her often though. But that's why she can spit out tokens at instant speed.
Regal Caracal 1.5 - Overcosted Lord for an unrepresented tribe. Someone will use
Stonework Pumas and we will laugh at them.
Renewed Faith .5 - Lifegain. What a disgusting card.
Rhet-Crop Spearmaster .5 - Fragile. Takes a turn off. Is there any exciting Exert in white?
Sacred Cat .5 - At best this kills a Bomat Courier for you. 90% of the time it'll only be a minor roadblock for your opponent. Maybe you like minor roadblocks. Pair this up with Stonework Puma for a fun deck.
Sparring Mummy 1.5 - Maybe goes in flicker.dec. We have several creatures with tap abilities that someone is going to want to use this card to abuse. Bounce for more abuse.
Tah-Crop Elite 2.5 - OK, here it is, the one exciting exert creature in white. It's got evasion, so it'll probably survive for 2, maybe 3 attacks. It does suffer from the same problem that Binding Mummy does. You need to be playing dudes every turn for this to get really good. Do you want to be blown out? Cuz that's how you get blown out.
Those Who Serve .5Time to Reflect 3.0 - Exile a blocked or has been blocked creature for 1? WHAT? Only reason this isn't a 4 is because of the Zombie limitation.
Trial of Solidarity 1.0 - Not an Overrun. Not an Instant. Not a surprise. Not a blowout.
Trueheart Duelist 1.0 - Who gives a **** about that ability?
Unwavering Initiate 1.0 - No.