Who doesn't love obscure mechanics? Nobody, that's who!

This deck uses banding, flanking, and (why not) provoke. Best of all, it combines them with General Jarkeld as its commander. Everyone knows what he does, right?

No? You haven't memorized every obscure general yet? Fine, he's The Artic Fox, the master strategist, and best of all he's in a bunch of flavor text from the Ice Age block. Sexy yeah?

So what does this deck do? The most important thing it does is mess with your opponents assumptions about how combat works. Literally everything in the deck works together to take combat to a weird place.

General Jarkeld is there to be the facilitator of strangeness, but the whole deck is fine without him. You will win by forcing people to make bad choices about what creatures they want to keep out of combat. Banding lets you throw all damage to whatever attacker/blocker you feel like sacrificing. Being mono-white, its got plenty of ways to make use of that poor little soldier.

There are sub-themes of Soldiers, Birds, Protection from X, and Equipment. In playtesting, they works well enough together that I dont' feel the urge to cut any of them yet.

Feedback is welcome!

Inspired by (and derived from):http://forums.mtgsalvation.com/showthread.php?t=196314