The Avacyn's Glory deck is the deck that you unlock after completing the first level of the campaign mode. This deck is a creature - reliant white deck that people tend to ignore because it's one of the first decks that you unlock in the game. Make no mistake about these initial decks, however, or any deck, really; provided that you know the overall strategy for the deck and assemble it appropriately, they all stand a good chance of being a strong, competitive deck. Some, however, are stronger than most. This happens to be one of those.
The overall strategy that allows you to be effective with this deck centers on the number of creatures that you can field in a short amount of time. There are cards that allow you to put multiple tokens on the field, and cards whose abilities rely largely on these tokens being placed in order for them to grow stronger as the game progresses. Rather than ramble about the possible combinations, I'm just going to lay out the cards that you absolutely must have in your deck and describe how they work together in order to earn you a win.
Key Cards that Work Together
Champion of the Parish - This card costs one Plains and is initially a 1/1. The important thing to note is that as a human enters the battlefield (and all of the cheap cards are humans), this card gets a +1/+1 counter for each. This includes tokens. As the first few turns progress, if this card remains on the board, you will quickly have a +4/+4 or more card at your disposal for use that only gets stronger the more time it spends on the board. There are four of these cards in this deck. They are so key to the way the deck works that you want ALL of them in your deck, as they are cheap and powerful.
Unruly Mob - This card costs 2, and starts as a 1/1. When a creature that you control dies, this card gets a +1/+1, making it useful in the same way that the Champion card is. Play it early, and don't be afriad to use tokens as meat shields. That's all that they are - they serve to provide an early defense, and to make Champion card and the Unruly card stronger as they enter and leave the field. There are two in the deck; include both in yours!
Gather the Townsfolk - This card costs 2 lands and places 2 1/1 human tokens on the board. It is key to the strategy mentioned above. There are four in this deck; include ALL of them in yours!
Mentor of the Meek - This card costs 3, and allows you to draw another card each time a creature with 2 or less power enters the field at the cost of an additional land. DRAWING MORE CARDS IS ONE OF THE STRONGEST ABILITIES THAT ANY CARD CAN GIVE YOU. That's why blue decks are so strong. Given that most of the initial cards in this deck have less than 2 power, if this card is put on the field then you basically have the rest of your deck at your disposal. There are two in this deck; include both in the deck that you build.
Thraben Doomsayer - This card also costs 3 lands, but allows you to put another 1/1 human token on the board each turn.
Increasing Devotion - This card costs 5 if cast from your hand, and puts five 1/1 human tokens on the board. More importantly, you can cast it again from your graveyard for 9 mana and it places 10 1/1 tokens on the board. Sensing a theme here?
Other Important Cards to Include:Mikaeus, the Lunarch - What an awesome card! Play him as soon as you have 2 lands and watch him go to work. This card basically makes this deck 10x stronger. Tap him to place a counter on him. As long as he has at least 2 counters on him, tap him to remove one. This gives the rest of your cards +1/+1. You can repeat this cycle for as long as he is on the board. That being said, don't use him to attack or block. Just boost your cards as you can, for no mana cost, and enjoy!
Soul Warden - It's a good idea to have some heals in your deck, and this card heals plenty, given that you gain 1 life per creature that enters the battlefield. I'd only recommend having one in your deck though, for luck. Or whatever.
Thalia, Guardian of Thraben - Include this card in your deck! She is basically one of the best rto block and as long as her attack is stronger than their defense, you don't have to worry about her getting taken out. Second, and most importantly, she makes all non-creature spells cost 1 more mana to cast, effectively screwing over most blue and red decks.
Honor of the Pure - This card gives all of your creatures +1/+1. Mikaeus already does this to the nth degree, but it's good to have another booster card in their, once again, for luck. I wouldn't put more than one in your deck though.
Angelic Overseer - Is the perfect defensive card! As long as there is one human on the board, she is indestructible. Don't use her to attack; just have her block the strongest creature your opponent attacks you with. Unless there are no creatures on the board. Then attack at will.
Geist - Honored Monk - Is as strong as the amount of cards that you have on the board, and also deploys two 1/1 spirit tokens. Include both of these in your deck!
Avacyn, Angel of Hope - This deck is named for her for a reason. Include her; if you get the chance, play her IMMEDIATELY. She makes all of your cards indestructible, and effectively hands you the win!
Important Cards to Disable your Opponent:Bonds of Faith - Use this to lock down non-human opponents in the same way that Pacify does.
Fiend Hunter - Provides a little bit of defense, but don't block with him if you don't have to. This card primarily traps one of your opponent's cards until it dies.
Oblivion Ring - Does the same thing as Fiend hunter, but is an enchantment instead of a creature.
Important Cards for Heals:Elguad Inquisitor - Has lifelink, and also places a 1/1 token on the board when it dies. It's also a human. Include at least one in your hand, as it comes in handy (har har).
Seraph of the Dawn - Has lifelink and flying, and a relatively high defense.
Make sure to have 24 lands in your 60 card deck. If you decide (for some strange reason) to use a deck with more than 60 cards, increase the amount of lands to whatever the game recommends when you click the left trigger in the deck manager; if you don't, you'll get landlocked fast.
As you play and unlock new cards for this deck, make sure that you visit the deck manager and remove the excess weight. It is imperative that you keep your deck at a low number, no more than 65, if you want a fighting chance. To understand why it is important to keep your card count low, visit our Starter's Guide.