WHITE WEENIE PRIMER - PART II
SPLASHING COLORS
BLUE
Splashing colors into white weenie is something that has been done ever since the first white weenie decks were made. The purpose is to cover up what white misses and can't do. So blue could provide with power blue, sleight of mind, bounce, cheap counterspells and flyers, black with tutoring and cheap discard, red with direct damage and green with other creatures and creature enhacers such as giant growth or, more recently, rancor.
The first white weenie decks packed some tundras and sometimes islands, and splashed blue so they could play big blue (Ancestral Recall, Time Walk and Timetwister), the Sleight of Mind tech and Power Sinks.
White Weenie, July 1995:
4 Tundra Wolves
4 Repentant Blacksmith
4 Order of Leitbur
4 White Knight
3 Mesa Pegasus
2 Osai Vulture
1 Thunder Spirit
4 Crusade
4 Army of Allah
2 Jihad
4 Swords to Plowshares
4 Armageddon
2 Disenchant
1 Ancestral Recall
1 Time Walk
1 Timetwister
1 Zuran Orb
1 Howling Mine
1 Mox Pearl
1 Mox Saphire
1 Black Lotus
4 Tundra
16 Plains
Sideboard:
4 Sleight of Mind
2 Disenchant
1 COP: Red
3 COP: Black
3 COP: White
As you can see, primitive white weenie still had MUCH to learn until it got where it is today. But even so this was a tourney winner back then, although control decks weren't not even nearly as powerful as they were today.
Another, more interesting design, is the following Winter Orb-Black Vise white weenie although it packs less creatures:
WOrb-Vise Weenie, August 1995
4 Savannah Lions
3 Tundra Wolves
3 Icatian Javalineers
4 White Knight
3 Mesa Pegasus
2 Disenchant
2 Swords to Plowshares
2 Armageddon
1 Land Tax
2 Power Sink
1 Ancestral Recall
1 Time Walk
1 Timetwister
4 Black Vise
3 Winter Orb
2 Icy Manipulator
1 Zuran Orb
1 Mox Saphire
1 Mox Pearl
1 Black Lotus
4 Tundra
16 Plains
Sideboard:
3 Sleight of Mind
1 Disenchant
2 COP: Red
1 COP: Black
1 COP: White
1 COP: Green
1 COP: Blue
3 Blue Elemental Blast
1 Swords to Plowshares
1 Island
I may be wrong, but this deck, if well played, could go give present control decks some trouble, for a very simple reason: unrestricted black vise. It wouldn't win any, but back then it was all that it was necessary. Unfortunetely white has been the most neglected color throughout time, and so white weenie lost its original power.
Later on, in the next year, Tom Chanpheng would bring the following deck to the top:
1996 World Champion, Tom Chanpheng
Type II
4 Savannah Lions
4 Orders of Leitbur
4 Orders of the White Shield
4 White Knight
2 Phyrexian Warbeasts
2 Serra Angels
4 Disenchant
1 Balance
4 Swords to Plowshares
1 Reprisal
1 Land Tax
1 Reinforcement
1 Armageddon
1 Zuran Orb
1 Lodestone Bauble
1 Sleight of Mind
11 Plains
4 Adarkar Wastes
1 Kjeldoran Outpost
4 Strip Mines
4 Mishra's Factories
Sideboard:
4 Divine Offering
2 Aurenson's Aura
1 Sleight of Mind
1 Reprisal
1 Exile
1 Kjeldoran Outpost
2 Serrated Arrows
1 Spirit Link
1 Energy Storm
1 Black Vise
Sidenote: In the finals Tom faced a necrodeck, and since he was packing 12 pro: black creatures he really didn't have much problem on proceeding to defeat the deck. One vast improvement over older white weenie decks was NOT playing crusades or any kind of pumper since a good white weenie deck would need none and because crusades themselves dealt no damage. This is right, and it's a very important rule while thinking on modern white weenie.
There are however some cases where white weenie used crusade-like enchantments to full effect. Such decks are Kyle Rose's White Lightning, which abused the Waylay ruling or the more recent rebel decks.
Later white weenie decks with a splash of blue would try to pack other, more recent (or more classic) powerful cards such as...
"Big Blue" (Ancestral Recall, Time walk, Timetwister): all three of these cards always found a way into the first white weenie decks ever made. Ancestral Recall is the best card there is in magic, and time walk is the best cantrip. Timetwister isn't as good as it was before, but it can fill your hand of threats and recycle all of your dead weenies. If playing white weenie with blue you should always pack ancestral recall and time walk. Timetwister is something you should think well before, because your opponent can turn the spell to his or her advantage.
Serendib Efreet: the efreet is a good midrange weenie, providing you with a 3/4 flyer for three mana. The drawback is something you can work around and the ability to fly over Moat, and most importantly, fly over and be out of Masticore's pinging range is invaluable.
Another similiar creature is Wormfang Drake:
Wormfang Drake 2U
Creature - Nightmare Drake
Judgement Uncommon
Flying
3/4; When Wormfang Drake comes into play sacrifice it unless you remove a creature you control other than Wormfang Drake from the game.
When Wormfang Drake leaves play, return the removed card to play under its owner's control.
The drake is nearly as good as the efreet. If you're playing a deck which has a great ammount of creatures it can be considered even better, since removing one of them won't hurt you that much. But in white weenie you want to keep the rythm and be as agressive as possible, so the drake doesn't quite make the cut.
Tradewind Rider is a very popular card in white weenie decks that can pack a splash of blue since it can deal with any threat. It was used together with armageddon. Destroy all of your opponent's lands and bounce every other one that he plays back into hand. It's high toughness makes it a formidable card vs bolts and incinerate. But, just like Wormfang Drake, you have to tap out two of your creatures to be able to use the rider's ability, and that means not attacking with it.
If for one side it's good to use it with white weenies, since they're cheap and tough, one can't actually say that a deck that does so is a white weenie deck, because it tries to accomplish something totally diferent from what white weenie should be doing.
Counterspells are a cheap way to avoid a threat from being dropped in play, and many white weenie decks have tried to play them before, from arcane denial to mana leak. In theory the idea works, but it will make white weenie weaker since it dillutes its purpose which is to kill and not provide answers for threats, but to establis threats itself. ANYTHING that diverts white weenie from its aggressive strategy only makes white weenie weaker.
Meddling Mage is what we got because Chris Pikula won an Invitational. In type 1 it's better to play pikula in the sideboard and pull it only for the second and third games, since by then you would make an idea of what to expect. Doing otherwise means that you would be wasting four slots to play a bear that costs UW and most of the time will do nothing throughout the first game.
Whenever playing pikula vs control be sure to name Morphling, because no matter if the opponent plays balance, yawgmoth's will, whatever, it's morphling they will try to cast.
Other cards that you can name are Balance, Masticore or Powder Keg. Meddling Mage is also a great card vs combo decks vs which white weenie would usually lose. Just name the key card they need to play to win you and watch the combo player recoil.
Rootwater Thief must be the best merfolk there is, and in a format with so many restricted cards even better. Playing this and use its ability a couple of times can pretty much mean game over for the opponent since this card can remove Morphlings and other threats from the opponent's deck before they hit play. Rootwater thief is pretty much comparable to Dwarven Miner since both can shut down control decks, have the same size, cost the same (one mana and one colored mana) and their abilities cost nearly the same to trigger.
Psionic Blast is a solid card. Dealing four damage for three mana with a blue card is not so bad and some white weenie decks splashing for blue used to use this. The direct damage can throw in the last points of damage but it can also kill you.
Standstill is no Ancestral Recall. Make sure to be aware of that since when this enchantment came out that was what many people made out of it. While it is a good card, chances are that your opponent will have board control, and you'll be forced to play a card to stop the game from stalling and allowing your opponent to draw 3 cards.
The trick to play with standstill is to drop a threat or two and then play standstill before your opponent drops a threat like powder keg, morphling or masticore. Now you can keep attacking and if your opponent wants to play something he'll have to have you draw 3 cards.
Here's an example of a more recent WW/u (white weenie with a splash of blue):
The Smurfs 2.2; Pedro Godinho aka Bastian
3 Order of Leitbur
3 Order of the White Shield
4 Meddling Mage
4 Savannah Lions
4 Soltari Priest
3 Serendib Efreet
1 Balance
4 Seal of Cleansing
4 Swords to Plowshares
3 Standstill
1 Ancestral Recall
1 Time Walk
4 Tithe
4 Null Rod
1 Black Lotus
4 Adarkar Wastes
4 Tundra
1 Strip Mine
1 Undiscovered Paradise
6 Plains
Sideboard:
4 Erase
3 Powder Keg
3 Serenity
3 Story Circle
1 Timetwister
1 Black Vise
RED
There isn't really much that can be said about splashing red. Red gives white weenie direct damage, allowing to make up for the lack of speed white has, along with a few more tricks. Most times white weenie will get through all the damage it needs vs an opponent but eventually it loses because it:
a) lost all its creatures
b) the opponent played an important spell or creature
a) can happen when fighting other aggro decks. White Weenie's creatures are very tough but they're not invincible, and sometimes you'll end up trading a creature for one of your opponent's. Since most of the deck's creatures have first strike- orders and white knight- you either kill a small creature with a single direct damage spell or, in case you face something larger, attack with your first strikers and before damage resolution deal with a direct damage spell on the fatty.
The opponent will try to kill your creature but after damage is assigned your creature's first strike kicks in. Your creature survives, fatty dies.
b) is what happens when your opponent plays a card that turns the game 180ş around to his or her favour. Cards that fit this level of power are yawgmoth's will, balance, morphling or masticore. If an opponent manages to play something like this cards and you suddenly find yourself losing direct damage will allow you to push the last final points of damage white weenie would normally not be able to deal.
Other solid cards red can provide to white weenie are Gorilla Shaman, aka mox monkey, Dwarven Miner and Blood Moon.
The shaman is an old type 1 stapple in many decks. It will kill all of your opponent's cheap mana (moxes, sol ring, lotus) and if you eventually have that much mana it can also take things like powder keg.
Dwarven Miner is another card that found its way into several sideboards. When playing a long game vs a control strategy which uses a mana base of several non-basic lands the miner can slowly cripple the opponent. I can't count the times this card has managed to help me in keeper matches! (Thanks to Zherbus for that one;) Along with the miner is Blood Moon, a very old hoser, but still a pretty solid one. Making all of your oponent's non-basic lands become mountains can mean game. And when you have a card that can dictate the outcome of an entire game vs one of the best decks there is in the format (keeper) you know you're gonna need it.
Pyroblast/Red Elemental Blast are great cards that found their ways into some sideboards. They can counter Morphlings, opposing card drawers such as fact or fiction, ancestral recall, and even cripple and stop combo decks vs which aggro strategies would normally not be able to win.
Finnally there's Wheel of Fortune. The wheel gives you 7 cards but most probably your opponent will be the same to make use of his or hers before you can play yours. Even so it's a great card drawer and it fits perfectly into any aggressive strategy. It really doesn't need further explanation.
One of the best type 1 white weenie decks with a red splash is from Steve O'Connell's
aka Zherbus:
Holy Tommy Gun
4 Savannah Lions
2 Jackal Pups
3 Gorilla Shaman
4 Order of White Shield
4 Soltari Priest
2 Soltari Monk
2 Phyrexian Warbeast
1 Masticore
4 Land Tax
2 Scroll Rack
1 Zuran Orb
1 Enlightened Tutor
4 Lightning Bolt
2 Swords to Plowshares
2 Seal of Cleansing
1 Balance
1 Library of Alexandria
1 Black Lotus
1 Mox Ruby
1 Mox Pearl
1 Mox Diamond
9 Plains
1 Mountain
2 Undiscovered Paradise
4 Plateau
Sideboard:
1 Masticore
1 Seal of Cleansing
1 Wheel of Fortune
1 Swords to Plowshares
4 Red Elemental Blast
3 Blood Moon
3 Cursed Totem
1 Aura of Silence
It packs the tax-rack combo to establish a card advantage engine (it would be wrong saying "card drawing" because the combo doesn't draw anything) along with red for some control hosers (blood moon, red elemental blast), pups, and, of course, direct damage.
This is presently one of the best white weenie decks there is in type 1 and I would advise it to anyone who likes white weenie and is eager to use the tax-rack combo. According to Steve the deck isn't that hot vs keeper, but otherwise it's a pretty solid white weenie.
GREEN AND BLACK
White weenie can splash for green for larger creatures such as Noble Panther (secret keeper-decking tech;), Fleetfoot Panther, Anurid Brushhopper, Charging Troll and and many others...
Green can provide white weenie with more cheap creatures at 1cc such as Wild Dogs or Ghazban Ogre which white lacks so much (the only real decent 1cc creature type 1 white weenie has is Savannah Lions).
Green can also provide aditional utility like Rancor, Sylvan Library, Living Wish, Eladamri's Vineyard, Wax/Wane or Ray of Revelation.
If green can really give that much stuff to white weenie why then not splash for it?
Green doesn't add anything that white weenie already can't do on its own. Rancor is one of the best creature enchantments there is but all by itself it will deal no damage. Wax/Wane and Ray of Revelation are actually pretty good, but not worth the splash of green, why use sylvan library when you can pack power blue and wheel of fortune?
The only reason to use green in white weenie would be because of the creatures available. They're cheap, big and effective, and yet nearly all of them will be easily sucked by the Abyss. That's why green makes a lousy splash for white weenie. It doesn't add anything new, and it won't make the deck better or faster than already it is.
Hey, if not even white weenie with a splash of green is good in the current type 2 environment, it certainly won't be any more efficient in type 1.
Black manages to be even worse than green. The idea of splashing for black and using tutors, negators, duress and gerrard's verdict was very appealling at a time, but in the end I had something that wasn't quite white weenie, nor quite suicide black and that worked worse than any of those decks.
I believe that the black splash might be worthwhile to use green hosers. Spectral Lynx and Perish are the only two good reasons to add black to white weenie. On current extended, and until before November rotation, I believe that Spectral Lynx is actually the best white weenie there is in extended!
It can block any green creature which makes it excelent vs decks like secret force and stompy, and it has regeneration which allows it to escape stuff like masticore and powder keg. Perish is the ultimate green hoser.
Unfortunetely (or should I say fortunetely?) green isn't as popular in type 1 as it is in extended, so the black splash is not worth the trouble either.
Splashing colors into white weenie can help the deck and fill in some gaps which white can't fill such as disruption, direct damage, card advantage or better creatures.
The problem is that when you do so you'll be weakening the mana base and not straying from what was meant to be the original purpose of white weenie: to be an aggro deck. Trying to add more answers to threats than to play threats itself the white weenie deck grows weaker. A very good example of this is Nicolai Herzog's white weenie deck in the 1999 Invitational.
4 Savannah Lions
4 Soltari Monk
3 Order of Leitbur
3 Order of the White Shield
1 Gorilla Shaman
4 Lightning Bolt
1 Balance
1 Disenchant
2 Aura of Silence
1 Ancestral Recall
1 Time Walk
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Wheel of Fortune
1 Enlightened Tutor
4 Duress
1 Forsaken Wastes
3 Tithe
1 Black Lotus
1 Mox Ruby
1 Mox Jet
1 Mox Pearl
1 Mox Diamond
4 Plateau
4 Scrubland
2 Tundra
1 City of Brass
1 Plains
1 Strip Mine
4 Wasteland
Sideboard:
2 Seal of Cleansing
1 Diabolic Edict
1 Karma
1 Circle of Protection: Black
2 Swords to Plowshares
1 Aura of Silence
3 Pyroblast
1 Price of Progress
2 Null Rod
1 Red Elemental Blast
Herzog's deck is solid enough and packs specific choices for what were two popular choices: Trix and Necro decks. Stuff like Forsaken Wastes, direct damage along with splashes for power and some other cards. What makes the deck so bad is that vs a more balanced metagame, with a diverse field of control, combo and aggro, this deck would probably lose a lot. Why? It's unfocused.
White weenie, no matter the format, should act as an aggro deck, and instead of providing answers to threats, it should be playing threats itself. Instead of trying to splash for answers white weenie should splash for what it's meant to do: KILL the opponent. So any splashes done in white weenie should be done thinking about that.
THE PRESENT...
Magic is a card game, and this means that you can't simply take a deck and tell that this deck is better than that, since players' skills and luck are major factors in determining the outcome of a match.
For example, a keeper deck might just well be the best type 1 deck there is, since it's versatile, it's the best pick to take to any metagame and still win. However it's possibly one of the most, if not the most complex magic deck there is because of all the tricks and choices one can make. A good white weenie player can win a keeper deck if the oponent doesn't know how to play it. The same happens with several other decks.
I'm just saying this because most people dismiss white weenie as a weak deck. It certainly isn't the better, but with experience, and tuning the deck can perform better than it does.
Presently when building white weenie go for the splash since you'll need it in order to make the deck viable. I'm sorry for all the purists out there. I prefered and still prefer to be playing straight white white weenie, but even if the deck wins some games it just won't be nearly as poweful as it was back when black vise was unrestricted. So splashing is really the best way to go...
One of my recent attempts at doing so packed blue for card drawing and splashed red for direct damage. I removed nearly all artifact/enchantment destruction since I wanted the deck to be as focused as possible. Most of my weenies could avoid Abyss and Moat is really not that played. What my weenies didn't hit, my burn spells would finish.
Stars n' Stripes
3 Gorilla Shaman
4 Order of Leitbur
4 Savannah Lions
4 Soltari Priest
4 White Knight
1 Timetwister
1 Time Walk
1 Ancestral Recall
1 Wheel of Fortune
4 Chain Lightning
4 Lightning Bolt
4 Incinerate
4 Tithe
3 Seal of Cleansing
1 Strip Mine
1 Black Lotus
1 Battlefield Forge
4 City of Brass
4 Tundra
4 Plateau
3 Plains
Sideboard:
1 Black Vise
4 Meddling Mage
4 Null Rod
4 Price of Progress
2 Swords to Plowshares
Notice that the Pikula's were confined to the sideboard since they weren't good enough to make it maindeck. Most of the time, during game one you'll name something without actually being sure on whether that card's on the opponent's deck or not. So they're better left to the sideboard and replaced by something else.
The deck worked well, although it had serious issues with the mana base. Sometimes I needed red and I hadn't it, some others I wanted blue and I hadn't any either. Eventually I proceeded to take out the blue spells since I was losing focus. Thus I invested more on the red mana and came out with:
Strawberry Cake.dec
3 Gorilla Shaman
4 Order of Leitbur
4 Savannah Lions
4 Soltari Priest
4 White Knight
1 Wheel of Fortune
4 Chain Lightning
4 Lightning Bolt
4 Incinerate
3 Tithe
3 Seal of Cleansing
1 Black Lotus
1 Strip Mine
2 City of Brass
4 Mishra's Factory
4 Battlefield Forge
4 Plateau
6 Plains
Sideboard:
3 Dwarven Miner
4 Null Rod
4 Price of Progress
4 Swords to Plowshares
This deck didn't have the same mana issues has the last one, but I knew there was still much tuning to be done. Actually, after this deck was posted around Steve O'Connell made some changes and got me the present white weenie deck I play!
Strawberry Cake 1/2; (1/2 by Bastian and 1/2 by Zherbus

3 Dwarven Miner
2 Jackal Pup
2 Order of Leitbur
4 Savannah Lions
4 Soltari Priest
4 White Knight
1 Wheel of Fortune
4 Chain Lightning
4 Lightning Bolt
4 Incinerate
4 Tithe
3 Null Rod
1 Black Lotus
1 Strip Mine
2 Wasteland
1 Undiscovered Paradise
4 Battlefield Forge
4 Plateau
8 Plains
Sideboard:
4 Red Elemental Blast
2 Pyroblast
3 Blood Moon
3 Seal of Cleansing
3 Swords to Plowshares
Although I came up with the original "Strawberry cake" white weenie I credit the final version to both me and Steve.
THE CREATURES
The deck packs the usual suspects, four Savannah Lions and four Soltari Priests, along with some protection from black guys and red creatures.
I picked up two Orders of Leitbur and four White Knights. Although the white knight is inferior to an order it has one thing that makes him worthy: 2 toughness. When fighting a keeper deck and having the keeper deck take out one creature with fire/ice or two can make a difference. A couple of 1-toughness creatures are immediatly removed with Fire.
Jackal Pup gives the creature base another solid creature in the 1cc slot. Although I don't exactly like packing pups in white weenie so far they've been good, although replacing them with two more orders isn't a bad idea (depending on what you face).
What's probably the strangest pick for maindeck is Dwarven Miner and no gorilla shaman. Miners make good sideboard choices, so why play three maindeck? Well, unlike Blood Moon, miner can attack, even if just for one point of damage, and their ability to destroy non-basic lands makes them a priceless adition vs keeper decks. I can't count the times I would have lost vs keeper if it wasn't for an active Miner.
Keeper's mana base is not a solid one and attacking key lands they need to cast some spells can hurt the keeper player a lot.
Gorilla shaman, aka mox monkey, is absent from the deck because of the inclusion of maindeck Null Rods. Although Null Rods can't attack and keep an eye on artifact mana, it will stop all production of artifact mana and stop two great white weenie enemies: Masticore and Powder Keg while it would cost five mana for the monkey to destroy the keg and a whooping nine mana to destroy masticore (like if that was going to happen...).
UTILITY
I found white weenie decks to be solid enough to manage to deal damage to a control player, but by the time you are going to deal the final points of damage, he suddenly drops Morphling, Masticore or plays Yawgmoth's Will and it's game over for you. The lack of an alternative damage source in white weenie is somewhat responsible for many of its previous defeats.
Burn does not only fix that but it makes combat vs other creatures better. Since 6 of your creatures have first strike you can easily attack with a weenie, and when the opponent blocks with something larger (ex: a covetous dragon), play a burn spell and apply first strike. Thus the fatty gets less thoughness and even though it doesn't die it will die when first strike kicks in. (Sidenote: Remember you can use Incinerate on a masticore and try to kill it with a creature since the 'core won't be able to regenerate that turn. Of course you need to have the opponent tapped out so it doesn't kill your creature first).
I'm playing an additional four chain lightning in the deck instead of seals of cleansing or swords to plowshares since this makes the deck more aggressive. Seals and swords are best left to deal with matches where harder where threats like Masticore appear.
LANDS
If it wasn't for Apocalypse painlands I bet this deck wouldn't be viable, so hooray to wizards for printing them:)
Undiscovered Paradise may seem a questionable choice, but since you really need to play a lot of red, undiscovered paradise acts as an extra red mana source that will make sure you won't be asking for a land that gives red mana. Since most of the deck's spells are so cheap you can live with the paradise's drawback.
I thought about using Mishra's Factories instead of wastelands/strip mine, but since the deck is already aggressive enough and I'll probably face mostly keeper it suits my needs. If you however face decks which are working with more basics I'd pick up mishra's for the place and take. Remember that if you do this you should pack some other hoser instead of Blood Moon in the sideboard.
SIDEBOARD
Red Elemental Blast/Pyroblast: counter a Morphling, counter a counter, counter or destroy anything blue. Besides being good vs control you can also pack it vs certain combo decks that heavily rely on blue cards to win. Ex: academy, worldgorger dragon (if it tries to kill with a huge stroke of genius), trix...
Blood Moon: before Back to Basics there was this. This is nearly as good as back to basics (back to basics is BLUE) but it can severely hurt keeper decks and other decks relying on non-basics. See dwarven miner.
Seal of Cleansing/Swords to Plowshares: these really don't need an introduction, do they? Pack them in to deal with stacker's creatures, fatties like phyrexian colossus and covetous dragon (the funker) or other nasties a single burn spell can't deal with.
STRAWBERRY CAKE VS THE WORLD
White weenie decks have, as I sooner said, dismissed as weak decks. But that doesn't mean they can't be better and compete with what we consider to be stronger archetypes. All it takes is effort, tuning and experience.
"Strawberry cake" has been made taking into consideration a mostly control metagame, not only because type 1 metagames usually shift towards control but because white weenie should already be good at beating other aggressive decks. While it won't be as good many game 1s as it could possibly be, with a propper sideboard games two and three should be always in the favor of white weenie.
THE MATCHES:
Keeper: curiously enough this isn't a one of the worst matches white weenie has! The deck packs pro: black creatures which can evade abyss. Balance and other removal spells are dangerous, but they won't damage you unless you overextend.
Any decent white weenie can make it through early and midgame, but as soon as Morphling hits the table you're in a four-turn clock against the time before the game ends. DO NEVER have more than a couple of threats in play unless Morphling has already hit the table and you need to play a third creature so you can win the damage race.
Dwarven Miner can be easily destroyed, but if keeper can't handle the miner before it becomes active the keeper player is in for some trouble which can mean defeat. Blood Moon is also good and can win the game since all of your opponents lands suddenly become mountains. Besides Blood Moon side in the red blasts for four chain lightnings and 2 Incinarates (or pups).
OSE (Old School Control): OSE is a tougher matchup than keeper, due to its agressive nature. Mishra's Factories, Masticore and Powder Kegs (which are usually uncommon in keeper) and Morphling are a combination of everything white weenie hates the most.
Abyss is not a problem, but Kegs and Masticore represent are a big pain for white weenie. That's why Null Rod is strawberry cake. It's great in type 1 and furthermore it stops nearly all things white weenie is afraid of. Suddenly Masticore is nothing more than a 4/4 with a drawback and keg... is just a 2cc obsolete artifact. Surely it's still not easy to play Null Rod and OSE has Morphling, but unlike keeper it has a harder time with dealing with artifacts when the keg is shut down.
Remember though that it still has gorilla shaman and it's not very hard for a deck sporting a few mana artifacts to pay five mana to get rid of the rod, and they'll willingfully do so, but before that happens you should have some burn spell at hand.
The problem is to actually play the rod without it getting countered in the way. There's no real skill at that other than to either wait the opponent is tapped out or to hope he doesn't have a counterspell ready. But usually if you don't get to push Null Rod early game you would hardly manage to play it later on...
Factories are usually nasty things to deal with when you play any other version of white weenie but since you're sporting several land destruction cards along with a pack of burn destroying a factory is easy.
The sided in cards are usually the same, except you should also side in swords to plowshares to deal with OSE's creatures (factories, masticore and shaman). Wheel and chain lightning come out for swords and blasts.
Monoblue: monoblue is significantly weaker since Fact or Fiction was restricted. The blue blue season is over and nowadays a more balanced metagame prevails.
Monoblue's cards such as back to basics can be give you some fits but they won't win the blue player the game that easily. The main problems blue can present are usually keg, masticore and mishra's factories (if they're there) but all these are shut down by Null Rod. Unfortunetely if you thought casting Null Rod vs OSE was hard wait until you try to do it vs a deck featuring mostly counters. Ophidians, although not always used, appear once in a while. Burn them down with any bolt or incinerate.
Wastelands and miners have no place vs monoblue (unless they're packing factories and some more non-basics such as library of alexandria) and they should be sided out for the red blasts which are great vs monoblue. Remember that you can counter a Morphling with those and the red blasts should be played only to protect an important spell from being countered (Null Rod) or to counter Morphling.
Oath: whatever version comes along, you're lucky because since type 1 rarely sees creature based decks oath is not as strong as its extended cousin. While it makes a rare appearance it's another tough match. Game 1 just play as agressively as you can, because if Oath hits play chances of winning will become suddenly very slim.
Through the rest of the match you can just side in seals and swords to plowshares for three Null rods and three dwarven miners. It's not like if the oath deck (even u/g variants) won't be packing non-basics, but since dwarven miner is not a good agressive card, playing it vs oath when you really don't need to can cost you the game.
Deck parfait: deck parfait is a fun deck, and one that shouldn't win, but it can still be a major headache thanks to its ability to bring back certain cards from the grave with argivian find and replenish.
Usually there's no special strategy to be used with parfait since it's a very defensive deck and there are not many cards to worry about. Kegs and cores are there to (once more) annoy white weenie, but they can be dispatched after you side in seals of cleansing. Null rod can also stop the annoying tax-rack engine.
The worst card parfait can play is moat since it will prevent all your creatures from attacking and that may well mean game. Use burn to push over more damage and quickly finish the parfait player before he does this.
If by any chances you start encountering an annoying parfait deck you really want or need to defeat remember that you can use Erase or Serenity. Erase makes it impossible to bring back enchantments back and serenity will act as wrath of god to both enchantments and artifacts (it will destroy masticore too, with no chance of it being regenerated).
Zoo: zoo isn't a threat to white weenie. Even though it can pack fatter creatures than white weenie does strawberry cake.dec can quickly burn them down (usually nowadays zoo packs midrange creatures like serendib efreet, call of the herd or untargetable mongeese). All of zoo's creatures can be easily destroyed by strawberry cake's burn or creatures.
Zoo's mana base is very fragile if facing dwarven miners and wastelands.
Stacker: the worst thing about stacker is that unlike any other creatures white weenie's creatures won't have protection vs stackers juggernauts, su-chis and others. Additional burn makes it hard for white weenie to compete with stacker, but not impossible.
Juggernauts can be easily destroyed with burn and su-chis with a mix of burn and blocking (with first strikers). Stacker's creatures are bigger and somewhat difficult to destroy, but remember that juggernauts can be killed with burn, and that the deck can be easily shut down with a null rod. Play Null Rod and seal the game.
Like in many some of the most dificult matches strawberry cake faces game 1 will be in favour of stacker, but after siding in swords and seals you should win.
The Funker: although the funker is one of the best type 1 aggro decks it's not as hard as stacker is because it's less focused and packs less creatures. Dropping a Null Rod will seal the game, and you'll probably be close to killing them. Dealing with covetous dragons can be done thanks to the several burn spells. Don't be afraid of trading a creature for it if you need to: a two-power creature and a burn spell mean five damage which is enough to kill the dragon.
Phyrexian Colossus can mean game if you don't manage to outrun it, but since you're packing so many direct damage spells, they won't dare to play it if they're down on life, (the colossus can only untap if you pay eight life). Another Urza's Saga artifact to look out for is Phyrexian processor. The processor mininons are black and although they can be easily blocked eventually the processor will produce more creatures than you can block and you will die.
Since the funker packs so few non-basics it's pretty easy to disrupt their mana base and making sure they never cast the spells they need before you win. Dwarven Miner and wastelands are priceless in this match, and so are swords to plowshares which should come for chain lightnings.
Nether Void: I still remember some of my void matches vs Steve O'Connell. Steve was nice enough to then use Masticore (thanks a lot Steve), and usually games ended up with masticore eating my creatures and void locking the game.
Thankfully enough not everyone likes to use masticore in their nether void builts and kegs can be only used once so as long as you don't overextend you won't have problems with that.
Still you should play as quickly as possible, killing negators/shades and hippies before they hit you and aiming for the opponent before void hits. Remember that even if nether void hits the table you can still play each of your burn spells at 3R each a turn, which is still quite bad for the nether void player because he won't be preventing you from playing your spells, it will just be making you slower.
Suicide Black: I can't really talk about suicide black matches since they would probably be too one-sided. I seem to have an awful luck in this match and although strawberry cake ought to win it I always seem to be at 50/50.
All you need to do is race for the kill and usually ignore his creatures, (except for negators and shades, you should deal with those) and aim for the kill. By the end of the game you may have most of your creatures blocking some of your opponent's but it won't take much to win the match.
Games 2 and 3 usually bring in dystopia and, *gasp* Masticore. Although dystopia can be played around (to some extent) with the help of direct damage you should bring in seals of cleansing and swords in the final games for wastelands and miners and pray for them not to be discarded.
Stompy: stompy isn't usually the best match white weenie faces but the large ammount of burn makes it possible to keep the board clear and easy for you to win. The only cards to fear should be Hidden Gibbons and Hidden Herd and Powder Keg (in case the stompy player is packing them in the sideboard). Even so this match is in favour of white weenie and can be easily won.
Sligh: sligh is an easy matchup for this deck since it can handle any creature it plays and there's hardly much to be said about it. You're probably playing as many burn spells and your creatures are better. This match hardly needs an explanation and you should feel quite ashamed if you lose it.
An active cursed scroll can cause you some trouble, but you should be winning the game by the time it becomes active. The other games the match can only get better.
Anarchy sometimes sees play, even if rarely, as way to deal with enchantments (and random white weenie decks...), but the trick to survive mass removal spells is to never overextend.
White weenie: there's really not a mirror match for the deck since white weenie has so many diferent variants. Mono-white being the most popular it will be easy for you to win, even if they are playing tax-rack. Tax-rack doesn't win the game, it's the cards that it gets that will do it. The burn you're can easily kill opposing weenies.
White weenie with blue is not much better and you can beat them just as easily.
The only white weenie deck worth mentioning is holy tommy gun which manages to play tax-rack and splashes red for added utility. The deck packs blood moons in the sideboard and a single masticore maindeck (depending on the version) but you should be able to outplay them since you're playing more burn and masticore can be easily dealt with after you drop null rod or swords.
Academy: combo decks are nearly impossible to beat with aggro decks, and achieving that task becomes even more difficult if you are playing with white weenie against the most powerful of them all. Be prepared to lose (after all you're not going to be able to win them all).
Chances of victory rely on the red blasts which can be used to counter key blue spells (like the huge stroke of genius/braingeyser that will hit you) and Null Rod can stop the game. Wastelands and dwarven miner, if you manage to set it up, can kill the Tolarian Academy, but remember, this is a very fast and powerful deck and you should have very slim chances of beating it.
Worldgorger Dragon combo: Judgement brought us another combo card, fortunetely the deck it makes it's not degenerate like academy once was. Worldgorger dragon+animate dead/dance of the dead means infinite mana and a huge stroke of genius on your way. You can try to counter it with sided in red blasts but remember that some variations of this deck rely on Magma Mine for the kill.
Siding in seals, swords and red blasts will make it easier for you to win. Blasts can counter stroke of genius and seals destroy magma mines or the enchantment that will animate the dragon from the grave. Swords can be used to remove the dragon from the game when the combo starts preventing the opponent from having infinite mana. Just add swords to plowshares to the stack after the dragon comes into play for the first time. That will remove it from the game and your opponent will end up losing all his permanents!
Sometimes I've seen worldgorger.dec go as soon as game 2, sometimes later on, it all depends on the luck of both players but white weenie can easily disrupt this deck.
Mask/Dreadnought: this is another recent combo that's not very common to come across. Dropping a 12/12 on turn 1 is possible and that can pretty much mean game over for you.
The only way to prevent the deck from winning is to be as aggressive as possible although game 1 is in favour of the opponent.
Games two and three you'll have Null Rods, swords to plowshares which add to 9 cards to fight back the deck. Null rods disable masks and the others destroy dreadnought. Unless your opponent manages to get either before you have the answers you should be able to win.
IN THE FUTURE...
White weenie decks have been around in a way or another ever since Alpha and they'll keep popping by from time to time, in just about any format. White weenie may have lost the power it once had (with the restriction of Black Vise) and one can only hope that someday something good is printed (or unrestricted..).
But this doesn't mean white weenie isn't good right now! White weenie is a solid aggro deck capable of dealing with just about any deck there is, and even if it doesn't always win it will still give many decks a run for their money.[/B]