Swap the abzan battle priest (who has almost no synergy) for more copies of Oketra's monument. I don't think you'll have problems keeping attackers from your life total.
Also, three of your card links aren't spelled properly and don't show the card.
You are probably right about abzan battle priest. I only jammed it in here because i go up against lifegain and unblockables.
About Devout invocation, i dont think its that bad in token decks. Never really tried it, but i would say it can get its worth even creating 3 tokens. I mean, it gives you 4/4 flying units, each one must be worth at least 3 mana. But still, it depends on what i can manage to get on the table, and board wipes will render it useless.
Do you think i should put the monument in for the ramp, or to pump token generation? I convinced myself the locus would ensure i have enough mana.
You should pick one direction or the other with your mana base. Either 4 copies of both Cloudpost and Glimmerpost, or 4 copies of Emeria + 20 Plains (or 16 Plains + 4 Myriad Landscape/Evolving Wilds for Sun Titan/Emeria Shepherd synergy. Both are great, but if you don't have a ton of Plains you won't turn on Emeria, and if you're playing Posts you should play as many as you can.
Mikeaus, the Lunarch is probably just worse than Cathar's Crusade, and could be replaced with more copies of Oketra's Momument. I agree you should run the full 4. Also, if you're running those, you should include Whitemane Lion. You can use him with the Monument to make as many tokens as you have mana at instant speed, and also can flash him in to save a creature in response to removal. I'd cut the Doomed Travelers for them.
Guess i'll go locus. Im not very convinced on 4 monuments. They are legendary, and i dont quite think i will need mana with the posts. The weenies are nice though.
I like the whitemane lion. And yes, Mikaeus is worse, but i need something else to buff my tokens, cant rely on 4 Cathars' Crusade. Unless i put more focus on recursion.
If you go Locus you might want to run two Endbringers for the extra cards.
(An maybe one or two Breaker of Armies to finish games because of the lure effect.)
[not weenies though...]
Private Mod Note
():
Rollback Post to RevisionRollBack
In magic there's Harry Dresden, Fizban, Sethra Lavode, Dorotea Senjak and me...
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
I have one Endbringer, should i replace mentor of the meek for another? Or add it in place of some other card?
Dont like breaker. All it takes is one spell and he is gone. Too high profile.
Just to clear, what are we doing with the manabase? You can't play both Cloudpost and Emeria, the Sky Ruin and have either work well. It has to be one or the other. This isn't just a random opinion either. Using hypergeometric distribution we can prove that you would have to draw 27 cards (i.e. turn 20) on average just to have a slightly above average probability (55.733%) of drawing 7 or more plains. No, that's not the same thing as "you'll reliably draw 7 Plains by turn 20." That's "come turn 20 you're still only a coin flip to have drawn 7 Plains and 45% of the time you're still hooped." Those odds suck :P.
Personally I would replace Requiem Angel. The card isn't what you need in a 6 drop. Your 6 drops should be things like Sun Titan and Endbringer that almost always generate card advantage. I highly recommend replacing all of them with better 6 drops if possible.
For the manabase play 14x Plains, 4x Cloudpost, 4x Glimmerpost and then one special colorless land like Thespian's Stage, Sea Gate Wreckage, Mirrorpool, Rogue's Passage, etc. Literally anything will work. Yes, there's math behind the number 14. It's the lowest quantity that you can run and still reliably draw at least one by turn one. That's why you'll often see decks run 14 basic lands on their color and the rest being powerful colorless lands such as Cloudpost.
Devout Invocation isn't better than things like Secure the Wastes, White Sun's Zenith, Decree of Justice, Storm Herd or any other massive + unconditional token producer. Token decks tend to lose to mass removal moreso than anything else which makes those kinds of cards win-more. You want more effects that beat removal if possible. Don't get me wrong, the Invocation is great if no one ever messes with your board, but weren't you going to win those games regardless? Focus on bombs that win games when things aren't going your way.
He means you need 14 (untapped) sources of a color to have a 90% shot at having access to that color on turn 1. I'm pretty sure that doesn't vary per deck (unless you're running Battle of Wits or some other non-60 nonsense) since he's only considering the probability of a source of one color of mana being in your opening hand, first draw, or first mulligan.
Not disputing the validity of the argument... but how do you define "reliably", and doesn't the threshold vary per deck?
Decks like these only need 1 source of colored mana to function. Perhaps not optimally, but you can always play Magic at the very least since none of your spells required multiple colored sources and you're not playing a "2 spell per turn" style of deck to begin with. With 14 sources of untapped White mana you have an 86.14% probability of drawing one or more in an opening hand of 7 cards. Since you get a free mulligan in multiplayer the odds of drawing at least 1 Plains in 2 looks is a cumulative probability of P[0.8614 + (1-0.8614)(0.8614)]= 98.7%. What this is means that is you're essentially guaranteed to draw enough colored sources to play Magic in the overwhelming majority of your games while still abusing your "flex slots" as much as possible. Granted, I'm not saying that it's utterly irrefutable math that's perfect in every way (there's always going to be exceptions to the rule) but you're never going to stray wildly far from the mark when you're using objective "truths" to influence your design choices.
the odds of drawing at least 1 Plains in 2 looks is a cumulative probability of P[0.8614 + (1-0.8614)(0.8614)]= 98.7%.
With "only" 13 Plains the odds are 97.3%. Where do you draw the line?
It's only a ~1% difference in terms of getting at least 1 but it's a ~5% difference in terms of getting 2 or more for the turn 3 Grasp of Fate. I'm not going to argue too fervently about +/- 1 land but I do think that it's important for White and Red decks to eek out as much free value as possible so given the option of playing a superfluous Plains or something stronger I tend to side with the latter. I'm not saying that couldn't make the case for 13/15 Plains, the math won't shift much one way or another, but it's worth exploring multiple configurations and how they affect your average lines of play. I play similar decks all the time and, anecdotally, the number 14 has always done me well. My baseline manabase for any monocolored deck is typically 14x Basic, 8x Cloudpost and 1x Sea Gate Wreckage and so it's a combination of "what the math says" and "what I've personally played and experienced" that come into play when making those types of statements.
Anyway, here is what i've got.
Lands
2Emeria, the sky ruin
2Glimmerpost
4cloudpost
15plains
Creatures
3Doomed traveler
2Mikaeus, the lunarch
4Hanweir militia captain
2twilight drover
3mentor of the meek
2abzan battle priest
2Emeria angel
1Endbringer
2Requiem angel
1sun titan
1emeria shepherd
Spells
1luminarch ascension
1Oketra's monument
4Grasp of fate
1Anointed procession
4Cathars' Crusade
1Tragic arrogance
1Devout invocation
1Hour of reckoning
I'm open to suggestions, as long as they are buget, and i appreciate any oppinions and advice you may provide!
Also, three of your card links aren't spelled properly and don't show the card.
You are probably right about abzan battle priest. I only jammed it in here because i go up against lifegain and unblockables.
About Devout invocation, i dont think its that bad in token decks. Never really tried it, but i would say it can get its worth even creating 3 tokens. I mean, it gives you 4/4 flying units, each one must be worth at least 3 mana. But still, it depends on what i can manage to get on the table, and board wipes will render it useless.
Do you think i should put the monument in for the ramp, or to pump token generation? I convinced myself the locus would ensure i have enough mana.
Cheers!
Mikeaus, the Lunarch is probably just worse than Cathar's Crusade, and could be replaced with more copies of Oketra's Momument. I agree you should run the full 4. Also, if you're running those, you should include Whitemane Lion. You can use him with the Monument to make as many tokens as you have mana at instant speed, and also can flash him in to save a creature in response to removal. I'd cut the Doomed Travelers for them.
Guess i'll go locus. Im not very convinced on 4 monuments. They are legendary, and i dont quite think i will need mana with the posts. The weenies are nice though.
I like the whitemane lion. And yes, Mikaeus is worse, but i need something else to buff my tokens, cant rely on 4 Cathars' Crusade. Unless i put more focus on recursion.
Things seem to be moving forward.
(An maybe one or two Breaker of Armies to finish games because of the lure effect.)
[not weenies though...]
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
I have one Endbringer, should i replace mentor of the meek for another? Or add it in place of some other card?
Dont like breaker. All it takes is one spell and he is gone. Too high profile.
I wouldn't replace a Mentor, that's card draw.
Maybe drop a D. Traveler?
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
Personally I would replace Requiem Angel. The card isn't what you need in a 6 drop. Your 6 drops should be things like Sun Titan and Endbringer that almost always generate card advantage. I highly recommend replacing all of them with better 6 drops if possible.
For the manabase play 14x Plains, 4x Cloudpost, 4x Glimmerpost and then one special colorless land like Thespian's Stage, Sea Gate Wreckage, Mirrorpool, Rogue's Passage, etc. Literally anything will work. Yes, there's math behind the number 14. It's the lowest quantity that you can run and still reliably draw at least one by turn one. That's why you'll often see decks run 14 basic lands on their color and the rest being powerful colorless lands such as Cloudpost.
Tragic Arrogance is really bad in "go-wide" decks, especially ones that are going to have both Grasp of Fate and Cathars' Crusade in play. Is Mass Calcify on the table at all? Hour of Reckoning is fine too obviously.
Devout Invocation isn't better than things like Secure the Wastes, White Sun's Zenith, Decree of Justice, Storm Herd or any other massive + unconditional token producer. Token decks tend to lose to mass removal moreso than anything else which makes those kinds of cards win-more. You want more effects that beat removal if possible. Don't get me wrong, the Invocation is great if no one ever messes with your board, but weren't you going to win those games regardless? Focus on bombs that win games when things aren't going your way.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Source: http://www.mtgsalvation.com/forums/the-game/casual-multiplayer-formats/multiplayer/683084-building-a-multiplayer-manabase
He means you need 14 (untapped) sources of a color to have a 90% shot at having access to that color on turn 1. I'm pretty sure that doesn't vary per deck (unless you're running Battle of Wits or some other non-60 nonsense) since he's only considering the probability of a source of one color of mana being in your opening hand, first draw, or first mulligan.
Decks like these only need 1 source of colored mana to function. Perhaps not optimally, but you can always play Magic at the very least since none of your spells required multiple colored sources and you're not playing a "2 spell per turn" style of deck to begin with. With 14 sources of untapped White mana you have an 86.14% probability of drawing one or more in an opening hand of 7 cards. Since you get a free mulligan in multiplayer the odds of drawing at least 1 Plains in 2 looks is a cumulative probability of P[0.8614 + (1-0.8614)(0.8614)]= 98.7%. What this is means that is you're essentially guaranteed to draw enough colored sources to play Magic in the overwhelming majority of your games while still abusing your "flex slots" as much as possible. Granted, I'm not saying that it's utterly irrefutable math that's perfect in every way (there's always going to be exceptions to the rule) but you're never going to stray wildly far from the mark when you're using objective "truths" to influence your design choices.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
It's only a ~1% difference in terms of getting at least 1 but it's a ~5% difference in terms of getting 2 or more for the turn 3 Grasp of Fate. I'm not going to argue too fervently about +/- 1 land but I do think that it's important for White and Red decks to eek out as much free value as possible so given the option of playing a superfluous Plains or something stronger I tend to side with the latter. I'm not saying that couldn't make the case for 13/15 Plains, the math won't shift much one way or another, but it's worth exploring multiple configurations and how they affect your average lines of play. I play similar decks all the time and, anecdotally, the number 14 has always done me well. My baseline manabase for any monocolored deck is typically 14x Basic, 8x Cloudpost and 1x Sea Gate Wreckage and so it's a combination of "what the math says" and "what I've personally played and experienced" that come into play when making those types of statements.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold