I've been working on and testing a Red White Tokens list that I came up with for a little while now. I've found it to be one of the fastest decks I've played in Frontier so far and extremely powerful when pitched against the right match-ups. This is the list I have come up with so far.

TOKEN GENERATORS:

There are 7 different token generators in the deck, 4 of which that are instants and sorceries, and 3 that are creatures. Making up 40% of the 60 card mainboard, they are the most vital pieces to the puzzle.

Of the instants and sorceries, Raise the Alarm, Hordeling Outburst, Servo Exhibition, and Dragon Fodder, Raise the Alarm is by far the most powerful, being the only instant speed spell from among these. Summoning two surprise 1/1's to the battlefield to trade with an elvish mystic or an Abbot of Keral Keep isn't exactly a two-for-one, a one-for-one-half is just as valuable.

The token-producing creatures in the deck, Pia and Kiran Nalaar, Thopter Engineer, and Goblin Rabblemaster, are a bit higher up on the curve than their noncreature counterparts, but pack just as powerful of a punch. Goblin Rabblemaster has already more than proven to be the real deal in Atarka Red and other "Sligh" strategies in the format, and in this 75 his performance only ascends. Curving from a turn two Dragon Fodder into a turn 3 Rabblemaster will result in an attack for at least 10 damage on turn four. Additionally, curving from a turn 3 Thopter Engineer to a turn 4 Pia and Kiran, will give the two thopters granted by Pia haste.

PUMP:

While the token generators in this list are good, it can be difficult to close out a game with just them alone. That's where the pump comes in. Reckless Bushwhacker and Collective Effort, the two cards that make up these 7 slots, only make up around 11.6% of the deck, which ensures that you will most likely see at least one every game, and not be stranded with a hand full of pump and no creatures to power up.

Both of these spells I believe are equally powerful, but for different reasons. Reckless Bushwhacker is extremely strong when combined with any 2 or 3 many token generator, essentially providing at least six to eight hasted power for four or five mana. Even when the prefix to a Bushwhacker is not a token generator, the card still does work. If you have already unloaded your arsenal of tokens and find yourself peeling a Bushwhacker off the top on turn five or six, a lightning strike to one of their blockers in addition to the added six to ten damage from the Bushwhacker can easily close out games.

Before I talk about Collective Effort, yes... I know... it's not Always Watching. If for any reason at all the word "nontoken" were magically erased from the card, it's going in the deck immediately. For now however, we're just going to have to utilize Collective Effort to it's full potential. Of course the most important ability of the card is the last one, which puts a 1/1 counter on each creature target player controls. While Collective Effort may cost one more mana than Reckless Bushwhacker, the major upside it has against the goblin is the fact that the additional power stays around forever. After resolving one of these, opposing Rabblemasters and Soulfire Grand Masters must trade with Soldiers, and Elvish Mystics and Monastery Swiftspears are forced to chump your Goblins. Also, lets not forget that Collective Effort has two other modes! Do not underestimate the ability to pump your dudes and kill a Tasigur while you're at it. In one extreme instance while playing against a Bant Starfield deck, I was able to add 5 additional power to the board, destroy their Starfield of Nyx, and murder their animated Sigil of the Empty Throne all for three mana. Can you spell "value?"

BURN:

This of course is an aggressive list, so some burn had to turn up somewhere. The deck often finds itself sitting across from an opponent on the cusp of stabilizing with only a few life points remaining. In this situation, a zero mana four damage burn spell does wonders, and while Lightning Strike is more commonly used to pick off early Soulfire Grand Masters or Mantis Riders, it can also be very powerful at closing out games.

Thank you so much for reading about my deck! If you have an suggestions or feedback please comment or message me. I would be way more than happy to hear it!