I built this deck that focuses on token generation. It has Trostani, Selesnya's Voice and Impervious Greatwurm as the main power cards. An issue it has is that it's pretty weak early game, and it probably doesn't have enough removal. I'm looking for suggestions about what removal to put in and what to remove to make room for it, along with any improvements in general. Thanks!
Some obvious ones are Doubling Season, Parallel Lives and Anointed Procession.
A good creature for this is Anointer Priest. It gains you 1 life for each token you make and when it dies you can make it a token (it triggers itself too) and if by some stroke of luck you embalm 4 copies of it with 4 of each doubling enchanment on the field you make 16384 copies of it and over 4 instances you gain 4096x4096 + 4096x4096x2 + 4096x4096x3 + 4096x4096x4 = 4096x4096x10 = 167,772,160 life
Another enchanment that makes tokens is Sandwurm Convergence. It makes a 5/5 green wurm at each of your end steps and stops your opponent from hitting you with flyers (your biggest weakness). Tendershoot Dryad and Verdant Force both make 1/1 saprolings on everyone's upkeep and the tendershoot gives them +2/+2 if you have 10 things on the field. Trostani, Selesnya's Voice is great because you make huge tokens but the populate only makes one token each turn. In a token based deck it'd be better to have 100 1/1's than 1 100/100.
I'd say get rid of trostani and Watchwolf for the annointer priests, trade out the Growing Ranks for anointed procession or any of the encahntments I listed up top, at least 1 Advent of the Wurm for sandwurm convergence, get rid of Grove of the Guardian for some lands that don't die, Tolsimir Wolfblood would be your power card (giving your tokens +1/+1 and making a token) instead of Trostani or the Greatwurm.
But those are just my opinions on how token decks should run. You don't have to conform to my beliefs.
Now for the part you asked for: Back to Nature is a green instant for 2 mana destroy all enchantments Cleansing Nova is a white sorcery for 5 that destroys all artifacts and enchantments OR all creatures Settle the Wreckage is a white instant for 4 that exiles all attacking creatures target player controls and they may search for that many basics onto the field tapped. I'd definitely replace the conclave tribunal with this one. Same mana cost but its an instant that permanently exiles things Calming Verse destroys all enchantments you don't control but you have to tap all your lands Whirlwind destroys all flying creatures, which again is your biggest weakness
I'd reccomend removing the Growing Ranks because poplate is a weak mechanic unfortunately. Luckily Convoke is broken with tokens. Mentor of the Meek will be a huge help for card draw. Making a ton of tokens for cheap and then drawing off of them will really boost card draws. I'd replace the lockets
**an extra tokens creature is Polyraptor, a 5/5 dinosaur that copies itself whenever it takes damage. THE TOKENS MAKE MORE TOKENS THAT MAKE TOKENS!!! WTF!?
*Sorry this was so long*
Overall, the deck idea is that all my creatures are so puny that no opponent bothers with killing them so I always have at least 2-3 creatures in play.
Druids' Repository increases my amount of mana quickly, allowing me to do an early Martial Coup that can wipe out any early game threat while also building me an army.
Skullclamp makes you draw a lot to ensure that you always have a full hand.
Secure the Wastes and Raise the Alarm allow you to spawn tokens at the end of your opponent's turn to be ready to attack with them on your turn or to quickly recover from a Wrath of God effect. Always keep a decently full hand to make sure that you can recover to board wipes. If you empty your hand and forget to clamp your creatures, it can take a long time to recover from a board wipe.
Knight-Captain of Eos allow you to Fog whenever needed to have some more defense. Even when they kill your knight, you still have the tokens you spawned.
The Eldrazi Spawn of Nest Invader can provide mana in case you are stuck but since all the cards cost 5 or less, you are never mana short with this deck.
In my playgroup, it has been working nicely and it has been winning most of the games that I played with it. Since the overall synergy between all the cards is very strong and none of the cards is absolutely vital to the deck (except maybe Beastmaster Ascension), it ends up that the deck always finds a way to survive and usually ends up winning the game.
I hope you see a thing or two that will help your token deck.
This is my token deck. The goal is to tap down their dudes with Glare of Subdual while smashing with vigilant token creatures. i originally ran the Anointer priest but found they clogged the deck up a fair bit for a gimic imo. Also cards like Parallel lives are powerful, they are clunky, often eating up a whole turn before offering any sort of advantage while also being expensive cah wise due to commander popularity/mass appeal. Honestly your best bet is to just try to go wider than your opponet's, grind them out a bit and drop a big bomb to seal the deal.
I kept the Trostani Selesnya's voice is it trigger's lifegain off of any of my non token creatures as well as allowing me to populate the larger token from her summoner. If there was any card I would like to run more of at this moment i think it would be Glare of Subdual. As I test it I will see how much if any lands it needs to have added to the deck. A t1 Flower allows you to pretty relaible keep an opening hand of either a forest or plains and a swamp and cast all three colors of spell in your deck on t2 so we will see.
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2 Grove of the Guardian
7 Plains
4 Selesnya Guildgate
4 Blossoming Sands
2 Trostani, Selesnya's Voice
4 Watchwolf
4 Call of the Conclave
2 Hour of Reckoning
4 Saproling Migration
2 Devouring Light
2 Scatter the Seeds
4 Conclave Tribunal
4 Growing Ranks
A good creature for this is Anointer Priest. It gains you 1 life for each token you make and when it dies you can make it a token (it triggers itself too) and if by some stroke of luck you embalm 4 copies of it with 4 of each doubling enchanment on the field you make 16384 copies of it and over 4 instances you gain 4096x4096 + 4096x4096x2 + 4096x4096x3 + 4096x4096x4 = 4096x4096x10 = 167,772,160 life
Another enchanment that makes tokens is Sandwurm Convergence. It makes a 5/5 green wurm at each of your end steps and stops your opponent from hitting you with flyers (your biggest weakness). Tendershoot Dryad and Verdant Force both make 1/1 saprolings on everyone's upkeep and the tendershoot gives them +2/+2 if you have 10 things on the field.
Trostani, Selesnya's Voice is great because you make huge tokens but the populate only makes one token each turn. In a token based deck it'd be better to have 100 1/1's than 1 100/100.
I'd say get rid of trostani and Watchwolf for the annointer priests, trade out the Growing Ranks for anointed procession or any of the encahntments I listed up top, at least 1 Advent of the Wurm for sandwurm convergence, get rid of Grove of the Guardian for some lands that don't die, Tolsimir Wolfblood would be your power card (giving your tokens +1/+1 and making a token) instead of Trostani or the Greatwurm.
But those are just my opinions on how token decks should run. You don't have to conform to my beliefs.
Now for the part you asked for:
Back to Nature is a green instant for 2 mana destroy all enchantments
Cleansing Nova is a white sorcery for 5 that destroys all artifacts and enchantments OR all creatures
Settle the Wreckage is a white instant for 4 that exiles all attacking creatures target player controls and they may search for that many basics onto the field tapped. I'd definitely replace the conclave tribunal with this one. Same mana cost but its an instant that permanently exiles things
Calming Verse destroys all enchantments you don't control but you have to tap all your lands
Whirlwind destroys all flying creatures, which again is your biggest weakness
I'd reccomend removing the Growing Ranks because poplate is a weak mechanic unfortunately. Luckily Convoke is broken with tokens.
Mentor of the Meek will be a huge help for card draw. Making a ton of tokens for cheap and then drawing off of them will really boost card draws. I'd replace the lockets
**an extra tokens creature is Polyraptor, a 5/5 dinosaur that copies itself whenever it takes damage. THE TOKENS MAKE MORE TOKENS THAT MAKE TOKENS!!! WTF!?
*Sorry this was so long*
4 Nest Invader
4 Knight-Captain of Eos
Artifacts (7)
1 Sol Ring
4 Skullclamp
2 Eldrazi Monument
Enchantments (14)
2 Reconnaissance
1 Sterling Grove
2 Aura Shards
3 Druids' Repository
4 Beastmaster Ascension
2 Glare of Subdual
1 Swords to Plowshares
1 Path to Exile
2 Secure the Wastes
1 Raise the Alarm
2 Martial Coup
2 Sram's Expertise
Planeswalkers (2)
2 Garruk Wildspeaker
Lands (20)
1 Kor Haven
2 Wooded Bastion
4 Selesnya Sanctuary
4 Khalni Garden
4 Windbrisk Heights
2 Plains
3 Forest
Overall, the deck idea is that all my creatures are so puny that no opponent bothers with killing them so I always have at least 2-3 creatures in play.
Khalni Garden and Nest Invader allow me to quickly have some tokens early in the game.
Druids' Repository increases my amount of mana quickly, allowing me to do an early Martial Coup that can wipe out any early game threat while also building me an army.
Garruk Wildspeaker also helps to increase my mana base, especially when I can untap Selesnya Sanctuary.
Reconnaissance allow me to attack with all my creatures every turn without losing any, allowing me to put counters on Druids' Repository and Beastmaster Ascension and also allows me to untap my creatures after combat to use Glare of Subdual for defense.
Windbrisk Heights speeds up the deck even more by allowing me to cast a card for free when attacking.
Selesnya Sanctuary allows to repeat the ability of Khalni Garden or Windbrisk Heights.
Skullclamp makes you draw a lot to ensure that you always have a full hand.
Secure the Wastes and Raise the Alarm allow you to spawn tokens at the end of your opponent's turn to be ready to attack with them on your turn or to quickly recover from a Wrath of God effect. Always keep a decently full hand to make sure that you can recover to board wipes. If you empty your hand and forget to clamp your creatures, it can take a long time to recover from a board wipe.
Knight-Captain of Eos allow you to Fog whenever needed to have some more defense. Even when they kill your knight, you still have the tokens you spawned.
The Eldrazi Spawn of Nest Invader can provide mana in case you are stuck but since all the cards cost 5 or less, you are never mana short with this deck.
In my playgroup, it has been working nicely and it has been winning most of the games that I played with it. Since the overall synergy between all the cards is very strong and none of the cards is absolutely vital to the deck (except maybe Beastmaster Ascension), it ends up that the deck always finds a way to survive and usually ends up winning the game.
I hope you see a thing or two that will help your token deck.
Spells(40)
4x Flower // Flourish
4x Saproling Migration
4x Intangible Virtue
2x Cruel Celebrant
1x Selesnya Guildmage
4x Abzan Charm
4x Ministrant of Obligation
2x Mentor of the Meek
3x Call to the Feast
2x Ajani, the Greathearted
2x Glare of Subdual
1x Trostani, Selesnya's Voice
1x Maw of the Obzedat
1x Trostani Discordant
1x Ethereal Absolution
1x Camaraderie
1x Trostani's Summoner
1x Secure the Wastes
1x Finale of Glory
4x Sandsteppe Citadel
2x Holdout Settlement
5x Plains
5x Forest
4x Swamp
I kept the Trostani Selesnya's voice is it trigger's lifegain off of any of my non token creatures as well as allowing me to populate the larger token from her summoner. If there was any card I would like to run more of at this moment i think it would be Glare of Subdual. As I test it I will see how much if any lands it needs to have added to the deck. A t1 Flower allows you to pretty relaible keep an opening hand of either a forest or plains and a swamp and cast all three colors of spell in your deck on t2 so we will see.