Rhys the Redeemed - Token Justice

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    Introduction

    So you want to make some tokens. Well Rhys the Redeemed just might be the general for you. I will cover some of the most powerful cards available to Rhys as well as some of the synergies in the deck. The decklist that follows is simply a shell that contains all the cards that almost any Rhys list will want. From there you will want to fill the rest of your list with cards that will be the most useful in the group you normally play with or if you want to jump straight to a list mine is at the bottom of this post. Note that there are a number of ways this deck can be built, I've seen monogreen tokens, elf tribal and even heard of monowhite tokens. This primer will focus on more of a generic build that simply tries to make lots of tokens and either send those tokens into the redzone or abuse them for fun and profit.

    Rhys may be the commander for you if you:
    1. Like making tokens and enjoy swarm strategies.
    2. Want to play a very cheap commander.
    3. Like proactive strategies and want to force opponents to react to what you're doing.
    4. Enjoy toolbox strategies that give you a wide variety of answers.
    5. Think G/W is a great color combination and want to use some of the powerful G/W gold cards.

    Rhys may not be the commander for you if you:
    1. Want to interact with the stack.
    2. Want a deck that can win very quickly.
    3. Dislike dice.
    4. Play on MTGO. This deck spits out a lot of tokens.
    5. Feel bad killing off critters for profit.

    Deck History

    This was one of my earliest commander decks and the oldest commander deck I've kept together. I went with Rhys since I like cheap commanders and I already had a casual token deck which I liked so this was an attempt to port that over to commander. I think I built this during Shadowmoor block and as I was just learning the format it was quite bad, mainly just G/W goodstuff with a small token theme. Over the years I tuned the deck and focused it more on token spamming with an enchantment and toolbox subtheme. Currently my metagame is much more competitive than when I first started and this list reflects adjustments I have made to combat this.

    I chose Rhys over some of the other options since I was set on G/W tokens and he seemed like the best option. Adding red and going with Hazezon Tamar was a possibility but I didn't feel red added enough (basically just haste) to justify a 3rd color. My other G/W option was Tolsimir Wolfblood but he's a pretty poor token generator and an overcosted anthem.

    Rhys the RedeemedMagic OnlineOCTGN2ApprenticeBuy These Cards
    General - 1
    1 Rhys the Redeemed

    Creatures - 11
    1 Eternal Witness
    1 Mentor of the Meek
    1 Mirror Entity
    1 Academy Rector
    1 Karmic Guide
    1 Reveillark
    1 Ant Queen
    1 Acidic Slime
    1 Seedborn Muse
    1 Avenger of Zendikar
    1 Elesh Norn, Grand Cenobite

    Enchantments - 10
    1 Earthcraft
    1 Luminarch Acension
    1 Sterling Grove
    1 Survival of the Fittest
    1 Sylvan Library
    1 Aura Shards
    1 Sacred Mesa
    1 Humility
    1 Parallel Lives
    1 Mirari's Wake

    Artifacts - 3
    1 Sensei's Divining Top
    1 Skullclamp
    1 Sol Ring

    Sorceries - 2
    1 Idyllic Tutor
    1 Replenish

    Instants - 3
    1 Enlightened Tutor
    1 Eladamri's Call
    1 Chord of Calling

    Land - 11
    1 Forest
    1 Gaea's Cradle
    1 Kjeldoran Outpost
    1 Mosswort Bridge
    1 Oran-Rief, the Vastwood
    1 Plains
    1 Savannah
    1 Temple Garden
    1 Windbrisk Heights
    1 Windswept Heath
    1 Yavimaya Hollow


    Strategy

    This shell gives us a number of powerful engines and combos to work with as well as some tutors to assemble them and token generators to fuel them. Green and white have a number of very good tutors available however those tutors are, for the most part, only able to fetch creatures, enchantments and lands so that is what the deck will focus on. An Instant or Sorcery is typically only going to make an impact in roughly 1/3 of the games so we want to avoid situational spells and their effects need to be powerful enough to warrant a deck slot. I'll cover some of the individual cards, go into detail about the combos and synergies in the deck and talk about how you should be playing the deck.

    Key Cards

    Academy Rector - Academy Rector is an excellent tutor that is able to be fetched by creature tutors. It can be clunky but having Rector in the deck allows your creature tutors to fetch her (him?) and then use Rector to fetch an enchantment. Rector is also able to hold the ground against the scariest of non-flying creatures, even ones with trample, for fear of fetching problematic enchantments.

    Aura Shards - The best enchantment and artifact hate available to the deck this can easily clear the board of all of your opponents enchantments and artifacts and prevent them from playing any more until it is destroyed. Many of the token generators operate at instant speed allowing you to blow up permanents in response to Aura Shards being destroyed.

    Doubling Season - Can be pretty good in most decks but it is great here. It enables multiple infinite combos and even with something simple like Sacred Mesa it can get out of control very quickly. This is also especially potent with cards that both use counters and make tokens like Spawning Pit and Mycoloth.

    Earthcraft - Easily one of the best cards in the deck it can convert tokens into mana (without killing the tokens!). This mana is generally used to make even more tokens which gets out of control quickly. There are many infinite combos as well. Earthcraft is the reason we are including at minimum 1 Plains and 1 Forest since it only works with basic lands.

    Elesh Norn, Grand Cenobite - This can stop other token strategies, shut down annoying utility generals, is easy to tutor up, provides a significant boost to your team and works with Kamahl, Fist of Krosa to ruin opposing manabases. Very powerful indeed.

    Enlightened Tutor/Idyllic Tutor - These are very important cards since they, in addition to Academy Rector, give us access to our enchantment toolbox. Enlightened Tutor is the better of the 2 since it can also fetch Skullclamp and is very cheap.

    Gaea's Cradle - With the removal of mana burn Gaea's Cradle is much better in this deck and able to produce monstrous amounts of mana. The deck also has a number of ways to produce infinite tokens and therefore infinite mana with Cradle.

    Humility - The best disruption this deck has available and one of the best if not THE best disruption in the format. It may seem out of place in a deck that runs so many creatures and can at times be a hindrance. The tokens are mostly unaffected however and most of the token generators can continue to spit out tokens allowing you to eventually overwhelm your opponents with sheer numbers. The reason it is so important however is that it is absolutely crippling to most decks in the format. Many decks cannot even function properly with Humility in play and any deck that relies on its general must deal with Humility before they further their gameplan.

    Kjeldoran Outpost/Springjack Pasture - The token producing lands are especially good here with the ability to double your tokens via Rhys. With Mirror Entity and Kamahl, Fist of Krosa among other mass pump spells even lowly goat tokens can be a serious threat. I've found Urza's Factory to be too mana intensive.

    Mentor of the Meek - The deck needs a draw spell on a body for the toolbox and I think this is your best bet. I've had excellent success with Skullmulcher in the past and wouldn't fault anyone for using him instead or in addition to Mentor of the Meek.

    Mirari's Wake - It is a small anthem effect but the main reason for inclusion is the Mana Flare it provides. This interacts very nicely with many of the mana hungry token generators we will be including.

    Mirror Entity - Obviously the main function of Mirror Entity is to pump up your tokens to a dangerous size. The second reason for inclusion is that he can double as a sac outlet for the Reveillark chain.

    Parallel Lives - As we don't have many +1/+1 counter synergy this is often a cheaper Doubling Season.

    Sacred Mesa/Luminarch Ascension - These are very important token generators for the deck since unlike Ant Queen they remain in play after most board sweepers. I've also found 2 mana is the magic number for token generation so I think these are much better than Mobilization even though they appear similar.

    Seedborn Muse - While generally a good card in most green decks the Muse is especially strong here. In addition to her powerful synergy with Rhys she interacts very well with many of the lands and other token generators.

    Skullclamp - Probably the best card in the deck, this can draw a ton of cards. Being an artifact makes it pretty difficult to fetch however there are a few tutors like Stoneforge Mystic that can get it.

    Survival of the Fittest - It's tutorable with enchantment tutors and enables some very powerful plays. It can set up the Reveillark combo by itself, dump Genesis into the graveyard for you and since this deck runs so many creatures anyways it is easy to find something to pitch to get it started.

    Engines/combos

    Reveillark combo - You will need a sac outlet, either Karmic Guide or Saffi Eriksdotter (or both!) & a card to loop. I will use the most convoluted way of doing this for my example using Mirror Entity as the sac outlet, both Karmic Guide and Saffi and Yosei, the Morning Star for looping. The most common way to set this up is Survival of the Fittest though Congregation at Dawn is able to assemble most of the combo.

    1. Use Survival of the Fittest to put Saffi Eriksdotter, Karmic Guide, Mirror Entity & Yosei, the Morning Star in the graveyard fetching Reveillark with the last one you pitch.

    2. Evoke Reveillark getting back Mirror Entity & Karmic Guide with the trigger. Get back Reveillark with Karmic Guide.

    3. Activate Mirror Entity for 0 a bunch of times, I'll use 100 for this example.

    4. First trigger activates, kills your team & triggers Reveillark who gets back Saffi Ericksdotter & Karmic Guide. Karmic Guide gets back Reveillark. Sac Saffi Eriksdotter targeting Reveillark. 99 triggers on the stack, let the next one resolve.

    5. Reveillark triggers then comes back from Saffi Ericksdotter, get back Saffi Eriksdotter & Karmic Guide. Karmic Guide gets back Yosei, the Morning Star. Sac Saffi Eriksdotter targeting Reveillark. 98 triggers on the stack, let the next one resolve.

    6. Repeat step 5 for all remaining triggers except for the very last one. Each time, Yosei, the Morning Star will die and you will choose 5 permanents to tap, tap every permanent all your opponents have and they have to skip their untap step. When the last trigger resolves, Reveillark will trigger and come into play. Get back Mirror Entity & Saffi Eriksdotter. You can now repeat the combo for 0 mana at instant speed.

    Mirror Entity can be replaced with any sac outlet that costs no mana (Martyr's Cause, Spawning Pit), sac outlets that cost 1 if you have Earthcraft in play (Perilous Forays) or sac outlets that cost 2 if you have both Earthcraft and a mana flare. Yosei can be replaced by any other creature with an enters or leaves the battlefield effect or goes to graveyard effect (like Skullmulcher to draw your library). If the creature you want to loop has 2 or less power you only need Saffi or Karmic Guide, not both (Acidic Slime and Eternal Witness are good for this).

    Earthcraft combos - The most famous is with Squirrel Nest however there are many more. Sacred Mesa/Ant Queen/Luminarch Ascension + Mirari's Wake/Doubling Season/Mana Reflection/Fertile Ground/Gauntlet of Power will also go infinite. Adding more cards makes for even more possibilities (Mobilization + 2 of any of the second set of cards for example). Earthcraft + Doubling Season + Spawning Pit will also go infinite with tokens and mana if you can get the Spawning Pit started. This is very much a mix and match type of combo.

    Draw engines - These have been covered individually but Regal Force, Skullmulcher and Skullclamp all have the ability to draw your library with enough tokens. Mentor of the Meek can do the same but requires a lot of mana.

    Survival of the Fittest - In addition to setting up the Reveillark combo above Survival can pitch Genesis to start recurring creatures. Fetch out Eternal Witness and combine with a sac outlet and you can start to recur anything.

    Many playgroups discourage the use of infinite combos so we can remove the ones in the core list simply by removing a couple of cards. To break up the Earthcraft combos we will need to remove Earthcraft which combos with far too many things to go infinite. The Reveillark combo can be removed by taking out either Reveillark or Karmic Guide depending on your build (if you remove Karmic Guide you can't add in Saffi Eriksdotter, she'll basically do the same thing). The deck still functions very well without these cards.
    Piloting the deck

    First off some general observations on the deck.

    The card advantage (mostly through card draw) tends to be very clumpy, you won't be getting extra cards that often but when you do it will usually be a lot of cards. This means it is very important not to overextend because if you hit a long dry spell of not having a draw spell or card advantage engine you risk running out of gas. Also, since you are usually drawing so many cards at a time, try and dump your hand first and then refill with your Skullclamp. Drawing 10 cards off of Skullmulcher isn't as good when you have to discard 8 cards at EOT.

    This is a proactive deck that will typically make most of it's plays during your main phase. I would probably classify it as a mid-range deck. Against a heavy control deck you will probably want to take on an aggressive role and against a very aggressive deck you will want to be defensive and build up for you late game. You're typically going to want to include sorcery speed spells over instants since they tend to be more cost effective and there just aren't a lot of other instants this deck wants to run that you would be wanting to keep the mana open for.

    Every game should start out either land/Rhys or ETB tapped land then next turn land/Rhys. Turn 3 will be land/make token most games. This means the deck has a natural hole in the 2 drop slot for curving out purposes with the 1 drop and 3 drop slots occupied almost every game with your general. There are a number of things you can do turn 2, drop an ETBT land, SDT w/ kicker, a few search spells, etc. It certainly isn't essential to curve out in this format but a gap at the 2 drop is something to keep in mind during deck construction.

    The goal of this deck in the early game is always the same, drop Rhys, make tokens for 2-3 turns then start to double them every turn. Your plan will almost certainly get disrupted, either Rhys will die, you'll get hit by a sweeper or another opponent does something that requires either an answer or for you to abandon your strategy and try something else. Even though the early Rhys strategy of winning by himself never works it is important to go for this for a number of reasons. The first is that this requires no cards from your hand other than land, you are simply saving these cards for when Rhys inevitably gets answered and by the time that happens you should have a grip full of gas. The second is that while this strategy is pretty slow it will often require some sort of answer or you can simply overwhelm people with tokens. Even when you get disrupted you still usually come out well. If they kill Rhys then you should have some tokens left over, used no cards from hand and can recast him for 3 if you want. If they hit you with a sweeper you again have used no cards from your hand, can recast Rhys for 3 and have forced 1 sweeper out at a relatively early stage in the game. Even if you are forced to abandon this strategy (Someone else is getting out of control and needs to be disrupted first or something nasty like Thrashing Wumpus or AEther Flash gets dropped) you still usually have a few creatures in play and a full hand to find an answer to whatever problem you have been presented with.

    About mid game after my all in Rhys strategy has been disrupted I usually have stronger plays to make with the cards in my hand than recasting Rhys again. I'll try to play out more efficient token generators than him and dig for cards to pump or abuse those tokens and then bring out Rhys once I have a board presence building up again. Basically I am just trying to build up a board presence using as few cards in my hand as possible that requires a sweeper to be answered. The reasoning being that eventually I will exhaust all my opponents sweepers and then I can just swarm them.

    Late game is usually when I try to break out the power plays, at this point I should have a lot of land built up and have seen a few tutors (hopefully I still have 1 or 2). Then I try and dig for the Replenish/Armageddon, go infinite with tokens, drop Kamahl and Overrun 3 times, etc. Basically try to seal up the game ASAP.

    Card Options

    Let's look at filling out the shell with more cards to help support the core of the deck. I'll try and cover most cards that I think should be considered for a deck slot. Note that some cards fit into multiple categories, I will put them in the first one they are eligible for. Also keep in mind you will want to run 15 - 25 creatures. You should have at least 15 for Survival of the Fittest and 25 or less because of Humility. Cards that I'm running in my deck are in bold. The other cards are there to explain your available options if you want to customize the deck, are missing cards due to cost or just think the cards I'm using suck.

    Tutors

    Tutors are among the most powerful effects in the format. The deck has a number of extremely powerful individual cards which we can fetch with tutors in addition to some synergies and combos that can be set up. There is a point of diminishing returns on tutors so you will not want to have a deck full of them. We want to have a useful toolbox to select from when we cast our tutors and the more tutors we have the less variety we'll have in our toolbox. The number you will want is somewhat dependent on your playgroup, if everyone you play against just has 1 deck they use every time you can add in a few hoser cards for each specific deck and put in a high concentration of tutors to get those key hosers. In my playgroup most people have 5 or more decks and everyone has at least 2 so I need to have a wide variety of answers for many different strategies thus limiting the number of deck slots I can devote to tutors.


    Creature Tutors
    Altar of Bone - You will have plenty of tokens to sac in most cases so the drawback really isn't much of an issue.

    Brutalizer Exarch - The primary role for this card will be for disruption and the ability to handle indestructible non-creature permanents and unlike Primal Command you can tutor for it. However it also doubles as another creature tutor.

    Congregation at Dawn - Unlike Worldly Tutor this can be a bit deceptive since it will often result in card advantage. You can set up something like Avenger of Zendikar or Ant Queen into Skullmulcher or Regal Force to turn this into a powerful draw spell. Can also set up missing parts of the Reveillark chain and other creature based combos like Kamahl, Fist of Krosa + Crovax, Ascendant Hero and Mirror Entity + Gilt-Leaf Archdruid.

    Defense of the Heart - If your group plays enough creatures that this will consistently fire it is absolutely incredible. Basically acts as a tutorable Tooth and Nail for 1/2 the mana.

    Fauna Shaman - Repeatable tutor and the deck should already be set up for some Survival of the Fittest abuse. If survival is out of your budget this is the next best thing.

    Green Sun's Zenith - Limited to just green cards but putting a creature directly in to play is very powerful and it gives a bit of redundancy for some of your best guys. It also interacts well with Dryad Arbor to give you some early ramp.

    Natural Order - Pretty solid though this deck doesn't usually run the highest quality targets for it. Finding a green creature to sac shouldn't be a problem but only fetching green creatures is a drawback, albeit not a serious one.

    Primal Command - A bit expensive it is still a pretty solid tutor. It is also an out to Darksteel Forge and a few other troublesome permanents as well as graveyard hate in a pinch.

    Summoner's Pact - I find it a bit limiting as some of the creatures I tutor for the most often are white.

    Tooth and Nail - Allows us to tutor up a number of creature based combos as well as just being a generally good tutor. Eternal Witness interacts well with it, you could tutor up Genesis & Eternal Witness, Witness gets back Tooth and Nail, tutor up Skullmulcher and another creature to eat Genesis and Eternal Witness then use Genesis to get back Eternal Witness who gets back Tooth and Nail, etc. Also sets up creature based combos very nicely.

    Wild Pair - Pretty limited and inconsistent but can tutor repeatedly.

    Worldly Tutor - Very cheap but usually results in card disadvantage unless you are getting Skullmulcher. Being an instant is very helpful and don't forget that you can cast this during your upkeep if you need a creature this turn and were unable to cast Worldly Tutor last turn.

    Land Tutors
    Crop Rotation - Can fetch Gaea's Cradle which is a good thing.

    Eternal Dragon - I run him instead of a basic Plains. Not exciting but worth a slot on most lists.

    Knight of the Reliquary - Good if you have enough basics to fuel him though it can be frustrating that he takes a turn to get going. Having him in your deck also gives your other tutors a bit more flexibility. You could, for example, use Idyllic Tutor to get Survival of the Fittest to get Knight of the Reliquary to get Gaea's Cradle. It is clunky but I like having the option available.

    Krosan Tusker - One of the better basic land tutors and increases the creature count for Survival. Definitely worthy of consideration.

    Land Tax - We don't play a lot of ramp that puts extra land into play so this card is usually "on".

    Perilous Forays - Really good deck thinner and also a sac outlet. Overall pretty solid. Note that it can fetch dual lands and Mistveil Plains.

    Reap and Sow - Land destruction + get Gaea's Cradle. Not bad at all.

    Sylvan Scrying - Straightforward and efficient.

    Weathered Wayfarer - He's pretty easy to tutor up and can get multiple lands over time.

    Yavimaya Elder - Very good basic land tutor.

    Other Tutors
    Captain Sisay - Allows you to tutor for a few cards that are otherwise very difficult to get such as Mindslaver and Umezawa's Jitte.

    Stoneforge Mystic - This tends not to be a very equipment heavy deck, I only have 1 piece of equipment in the core list above and even my own personal list only has 2 so the Mystic may seem like an odd tutor choice. The one piece on this list though is Skullclamp which is extremely powerful and Mystic can be tutored for with creature tutors which allows us to tutor for Mystic then use her to tutor for Skullclamp. The only other options to get Skullclamp are Enlightened Tutor which we already run but can't tutor for, Steelshaper's Gift which we can't tutor for and is quite bad if we've already drawn Skullclamp, Planar Portal which is very mana intensive and difficult to tutor for and Stonehewer Giant which is mana intensive and pretty slow.

    Token Generators

    Rhys is a pretty solid guy at making tokens but he shouldn't have to do all the work. There are many good token generators out there that can help. Token generators that either cost 3+ mana/token or that only make 1 token per turn should generally be avoided since they tend to be too expensive and/or slow. There are a few exceptions to this however such as when you are making either larger than average tokens or tokens with some special function.


    Awakening Zone - Haven't tested this card but it certainly has potential to do good things.

    Elspeth, Knight Errant - Not the best token generator out there but she does combine with Doubling Season for instant indestructibility.

    Elspeth, Sun's Champion - This is pretty much exactly what we're looking for in a planeswalker. Capable of spamming tokens and acting as a pseudo sweeper.

    Garruk Wildspeaker - Makes good sized tokens and can Overrun. I found him to be a bit on the slow side.

    Genesis Chamber - There are some combos with this but has potential to backfire.

    Imperious Perfect - Pumps the tokens Rhys makes and makes tokens.

    Knight Captain of Eos - Pretty easy to get a fog out of him every turn with Rhys. Kjeldoran Outpost makes soldiers.

    Martial Coup - One of the better sweepers available though sadly kills Rhys.

    Master of the Wild Hunt - On the slow side but still a solid removal option.

    Mobilization - I found this card to be a bit too slow but survives most WOG effects.

    Mycoloth - Can go nuts with Doubling Season but would be better if you could give the tokens haste. Decks running Concordant Crossroads or something may want this guy.

    Nemata, Grove Guardian - Makes tokens and pumps them. Goes well with other Saproling producers.

    Night Soil - Solid tutorable graveyard hate that makes tokens.

    Orochi Hatchery - Works very well with Doubling Season.

    Parallel Evolution - If you have a lot of tokens already you're probably already doing well.

    Phyrexian Processor - This is one of the better ways to make large tokens.

    Selesnya Guildmage - Can both make tokens and pump them. 4 mana is a lot for 1 token however.

    Snake Pit - If you play against a lot of blue and black decks this could be very useful.

    Sprout Swarm - This is a great token maker because it hides in your hand making it difficult to deal with. It also gives you some free tokens due to the convoke mechanic and being an instant is nice because it helps you recover from sweepers quicker.

    Soul Foundry - This allows you to make tokens out of your creatures which is a very strong effect.

    Squirrel Nest - Goes infinite with Earthcraft however I don't find it to be very good on it's own. Very nonbasic heavy builds need to keep in mind that the combo requires a basic land and will want to include more fetches for their few basics.

    Terrastodon - Even better than normal in a Rhys deck since you have the ability to double the tokens.

    Triskelavus - I think this is the best one of these types of cards. Costs a lot of mana but allows for direct damage dealing which is something these colors normally don't have.

    Twilight Drover - A bit mana intensive for token making but he's not too bad.

    Verdant Embrace - This is an interesting enchantment option that you doesn't require you to dump a bunch of mana into it to make tokens. Since you are typically enchanting a lowly token the typical issue of getting 2 for 1'd for playing an aura doesn't really apply.

    Verdant Force - Oh how he wishes he could be Avenger of Zendikar. Still really good at making lots of tokens.

    Verdeloth the Ancient - Token making x spell on a stick.

    Wolfbriar Elemental - Another x spell for more ramp oriented decks.

    Token abusers

    Now that we have all these tokens we need to make the most of them. This will cover all the cards that can make use of tokens such as pump effects, sac outlets and other cards that care about tokens or having a lot of creatures in play.


    +1/+1 Anthems - Gaea's Anthem, Glorious Anthem, Marshal's Anthem, Spear of Heliod, Kongming, "Sleeping Dragon", Leyline of the Meek, Tolsimer Wolfblood & Wilt-Leaf Liege. Generally I think there are better pump effects than these anthems. They just don't pump your guys quite enough. Muraganda Petroglyphs also falls under this category.

    Ashnod's Altar/Phyrexian Altar - Turns tokens into mana though generally I find that if I have a bunch of mana I just make more tokens. These allow for a number of ways to go infinite when combined with a variety of cards though there are probably more efficient ways to do so.

    Beastmaster Ascension - This is one of the best anthem effects available to us as it is easy to get online and gives our tokens a huge +5/+5 boost.

    Citanul Hierophants - I'm still trying this guy out, he might be too slow but allows for generous mana production. Verdict: A bit slow but not a bad option.

    Coat of Arms - Makes for some seriously large tokens though being an artifact makes tutoring it up difficult.

    Craterhoof Behemoth - This is the type of Overrun we're looking for. Usually provides a massively boost, often sufficient to kill people.

    Eldrazi Monument - Another excellent option for protecting your tokens from various sweepers. The +1/+1 and flying is also very nice.

    Epic Struggle - This provides a solid alternate win condition for us but usually takes a full turn. Can be cheated into play at EOT with Academy Rector + sac outlet.

    Gilt-Leaf Archdruid - While absolutely terrible by itself since we hardly run any druids this guy can be combined with Mirror Entity and tokens for a very powerful effect.

    Helm of Possession - Vedalken Shackles for token decks. Can deal with creatures repeatedly if you have a sac outlet.

    Jaddi Lifestrider - Another card I tried out to help recover from Magister Sphinx type effects. Loops with the Reveillark chain for infinite life.

    Kamahl, Fist of Krosa - Kamahl is a powerhouse in this deck. In addition to providing massive Overrun ability for your tokens he also protects the deck from sweepers with his ability to turn your opponent's lands into creatures in response to a sweeper.

    Loxodon Hierarch - Many of the most popular and effective sweepers in this format lack the no regen clause of Wrath of God making the Hierarch a possible choice to protect tokens.

    Martyr's Cause - This is a free sac outlet that can take the place of Mirror Entity in the Reveillark loop and helps stop a number of things that are a problem for us, namely things like x spells to the face and gigantic evasive monsters such as Uril, the Miststalker with Pollenbright Wings (the effect doesn't target however the source you choose must either be in play or on the stack, if they disenchant it you can't just sac a creature and name Comet Storm in response for example).

    Nullmage Shepherd - While not as good as Aura Shards redundancy is important and she allows us to take out several targets a turn.

    Overrun variants - There are many varieties of this spell in both white and green (the white ones tend not to give trample) that act as a 1 time pump spell. They are effective but being Sorceries and Instants are very difficult to tutor for so I prefer to have enchantment and creature based mass pump effects.

    Regal Force - I found him to be quite inconsistent, sometimes crazy good, sometimes I would have an army of only white tokens and other times he would deck me if I cast him. *EDIT: Back in for another go as I've limited the enchantment theme a bit in favor of more creatures.

    Rune-Tail, Kitsune Ascendant - Protects tokens from damage based sweepers, particularly effective against red decks.

    Skullmulcher - I've had great success with this card in the past. Backed with token generations he's able to draw huge number of cards while leaving behind a sizable body.

    Slate of Ancestry - This has the same problem as Regal Force in that it has a risk of decking you if you can't regulate the number of tokens on board with a sac outlet. Still quite useful.

    Smokestack - We will often have the advantage of having many more permanents than our opponents which allows us to make good use of Smokestack to grind our opponents down.

    Wardens - Essence Warden, Soul Warden, Auriok Champion & Soul's Attendant. More lifegain options which all can loop in the Reveillark chain.

    Disruption

    Like most EDH decks we will want some additional disruption to prevent our opponents from winning before we can. Disruption can also be used to prevent our opponents from disrupting us. The disruption you choose to run will vary widely from list to list based on what you are playing against. Specifically for disruption we will want easy access to our answers so these will be primarily in enchantment, creature and land form since that is what we can reliably tutor up. In addition to these there is also a long list of color specific hoser cards.


    Armageddon/Ravages of War/Catastrophe - Once you've gained an advantage on the board these can help you lock up your victory.

    Aven Mindscensor - A unique form of disruption available to us this prevents opponents from being able to find answers and assemble combos.

    Beast Within - A nice Vindicate in green and in a pinch you can hit an extra land if you just need the token.

    City of Solitude & Grand Abolisher - An excellent answer to control decks that tend to play lots of instants and counterspells. City of Solitude can be dangerous as it prevents the blue player from countering other players spells though being an enchantment can make it very difficult for the blue control deck to deal with.

    Duplicant - Pretty easy to tutor up and exiles the creature which is very important.

    Fiend Hunter - Fiend Hunter can be killed/sac'd in response to his trigger to permanently exile the target. He can also loop with Sun Titan which is beneficial if your sac outlet is something like Phyrexian Altar or provides another positive effect.

    Gaddock Teeg - Teeg can be quite a hindrance to us as many of our enchantments and spells cannot be cast with him in play. It is clunky to work around him but he can be sac'd at EOT, brought back by Genesis or other reanimation effect and recast once you have played your 4+ mana spells. He does however provide excellent disruption.

    Glare of Subdual - Sadly this is no Opposition but is the best one of these types of cards available to us. Effective at holding off large evasive monsters and a way to avoid Winter Orb/Static Orb among a few others.

    Indrik Stomphowler and friends - There are many different variations depending on what your deck needs, Wickerbough Elder, Harmonic Sliver, Viridian Zealot, Mold Shambler, Kor Sanctifiers, etc.

    Linvala, Keeper of Silence - There are a number of these types of effects including Pithing Needle, Cursed Totem & Damping Matrix but Linvala is the easiest to fetch and doesn't hamper you.

    Mangara of Corondor - Like Duplicant he is tutorable and exiles the target but I find him to be a bit slow. Usually if I need to blow up something I need to do so quickly. Interacts nicely with Thousand-Year Elixer and sac effects + Genesis.

    Martyr's Bond - While expensive at 6 mana the effect is very powerful. Protects us from spot removal and we have a number of sac outlets to use it for creature control.

    Null Rod - It shuts down a number of our cards but there are some decks that have a very difficult time dealing with Null Rod. Note this turns off mana abilities such as Sol Ring and Signets which is fairly unusual for this type of card.

    Oblation - Able to answer a variety of problem cards in addition to putting generals in libraries. Can also be cast on your own permanents if you just need to cycle it.

    Oblivion Stone - I had taken this out for awhile but put it back in after several castings of Enlightened Tutor where I really wished I had it in as an option.

    Pacifism variants - You will want to stick with variants that prevent activated abilities such as Arrest, Gelid Shackles and Lignify. Prison Term can potentially deal with shrouded creatures.

    Parallax Wave - This is a very flexible card allowing you to protect your own creatures, abuse ETB triggers and wave out opponent's creatures. With Eternal Witness you can loop it over and over for an annoying soft lock. This card plays out much better than it looks on paper so I strongly recommend you play it to see for yourself how good it is.

    Qasali Pridemage - Just a simple Disenchant that is easy to fetch.

    Scavenging Ooze - Great graveyard hate on a body and he can also function as a reasonably sized beater.

    Seeds of Innocence/Creeping Corrosion - This deck typically runs very few artifacts making this a pretty onesided effect. Great if artifacts are getting to be a problem in your group as a backup Austere Command.

    Stripmine/Wasteland/Tectonic Edge/Ghost Quarter - You should run some number of these, they are listed best to worst. They also combine well with Crucible of Worlds & Life from the Loam.

    Swords to Plowshares/Path to Exile/Condemn - Some of the best spot removal available is unfortunately difficult to tutor. Against faster generals the additional early disruption may be necessary.

    Terastodon - Great non-creature disruption that hits multiple targets and has a large body.

    Tormod's Crypt variants - We don't want to exile our own graveyard but will probably want to exile our opponents at some point.

    Willow Satyr - This is a very unusual effect for these colors. He's also easy to tutor up.

    Woodfall Primus - One of the best of these types of creatures he can also be abused with Oran-Rief, the Vastwood making him tough to kill albeit expensive at 8 mana.

    World Queller - Good for forcing a creature sac every turn and just a generally useful card for handling problem permanents like Plainswalkers.

    Wrath of God variants - Austere Command is my personal favorite usually being cast for creatures with converted mana cost > 3 & artifacts. Hallowed Burial is another excellent option since it hides the opponents generals. Hour of Reckoning will keep your tokens alive and is often quite cheap to cast because of convoke.

    Yosei, the Morning Star - We don't have a lot of sac outlets but enough that he is still a solid card on his own. The main reason for including him is to loop in the Reveillark chain to create a near impossible lock to break out of. Better the more sac outlets you run since getting him stolen can be very painful.

    Utility

    There are many excellent cards Rhys lists can run that don't fit into any of the previous categories. The cards here include just generally good cards in our colors, utility lands and defensive cards. I'm going to try and stick with cards that are specifically good in a Rhys deck. Stuff like Krosan Verge and Selesnya Sanctuary are still really good but they're good in most G/W decks.


    Bane of Progress - This guy is a Purify on legs. While hitting our own stuff is a drawback his upsides make him well worth it and being a creature gives us very easy access to him.

    Concordant Crossroads - It is a symmetrical effect that can backfire but it is one of the few ways to give our tokens haste. The only other options available to us are Akroma's Memorial which I find to be overcosted and difficult to tutor and Thousand-Year Elixer which only gives haste for abilities. Overall I think this is a very important card to give the deck more explosiveness.

    Dauntless Escort - This is one of the best ways to protect your tokens from most sweepers.

    Fresh Meat - Fantastic sweeper protection that not only protects your tokens but in most cases will significantly upgrade them as well. The only downside is not being able to tutor for it but that is just me being picky.

    Joraga Treespeaker/Priest of Titania/Elvish Archdruid - These were added in an attempt to make the early game more explosive and they've reasonably successful at accomplishing this.

    Karmic Justic - It doesn't protect creatures but this deck tends to run a lot of enchantments. Combined with Sterling Grove and Privileged Position this can be very tough to penetrate aside from All is Dust.

    Lightning Greeves - Just an all around good card, the haste is not so important in this deck as the shroud.

    Mana Reflection - I really like having this in my deck as a backup for Mirari's Wake. It interacts nicely with Signets, the Signet lands and the Filter lands.

    Nature's Lore/Three Visits - Just some simple ramp spells. I prefer these over Cultivate/Kodama's Reach since they only cost 2, the land ETB untapped and they can fetch one of my duals.

    Praetor's Counsel - An extremely powerful Restock variant with a Spellbook tacked on though expensive to cast and does not affect the board.

    Privileged Position - Excellent on its own it is very good with Sterling Grove to give all your permanents troll shroud. I strongly recommend you include this on your list.

    Sacred Ground - This is a meta call for me as my group is mass LD heavy. If this is not the case for you I'd run something else in this slot.

    Saffi Ericksdotter - Not the best on her own she is still a very reasonable and solid creature. The most compelling reason to put her in the list is that she allows the Reveillark chain to loop any creature and is a backup to Karmic Guide for looping creatures with 2 or less power.

    Sun Titan - Just a general good stuff card that's strong enough to make the cut. Doesn't synergize particularly well with anything.

    Sword of Feast and Famine - This is a great option for a second equipment. It's often free to cast due to the untap ability and it can generate a lot of extra mana which can be dumped into Rhys or another token generator.

    Weaknesses

    The deck is certainly not without vulnerabilities. In addition to the obvious sweepers there are a number of very problematic cards and strategies that can be used against us. I'll also cover some counter measures for dealing with those cards and strategies.


    1 Shot Sweepers - Sweepers are certainly annoying but can be recovered from without too much effort. The most problematic of these are the ones that sweep both tokens and enchantments, examples include Oblivion Stone, Austere Command and All is Dust. Karmic Justice can discourage the use of most enchantment sweepers and things like Replenish and Second Sunrise can speed up recovery significantly.

    Combo decks/lock decks - Without permission, discard or many of the usual ways of dealing with combo and lock decks available to us handling these can be difficult. There are a wide variety of answers depending on the nature of the combo or lock deck you are playing against, Storm decks can be shut down by Gaddock Teeg, Ethersworn Cannonist and Rule of Law, Sharuum + Sculpting Steel can be shut down by graveyard hate, etc. Since there are so many possible combos and locks with various answers it may just be best to post or PM me with the specifics. These types of decks can in some cases be dealt with through multiplayer politics depending on the nature of your group.

    Enchantments - There are a number of very annoying enchantments that can greatly impede the advancement of our board position. These include things like Lethal Vapors, Spreading Plague, Tainted Aether, Pendrall Mists, Aether Flash, etc. Fortunately this deck is pretty well prepared to deal with enchantments so these tend to be more of an annoyance rather than something that shuts this deck down.

    Mana Denial - This is not the fastest deck and is also very mana hungry making mana denial strategies a very potent answer. Things like Winter Orb, Infernal Darkness, Contamination and any Armageddon variant can be very difficult to handle. Depending on the type of mana denial the best counter measure may vary. Against Armageddon type cards things like Second Sunrise, Sacred Ground and Planar Birth can all be effective. Winter Orb and Contamination obviously just need to be smashed somehow. Artifact mana like Darksteel Ingot and Selesnya Signet can also be useful or simply try maintaining a strong enough board position that mass land destruction can't be used.

    Recurring sweepers - Repeated board wipes are very bad for us. Among the most effective are creature based sweepers and things like Academy Ruins + Engineered Explosives. Examples include Magma Phoenix, Shard Phoenix, Pestilence Demon and Thrashing Wumpus. Additionally since black has so much creature recursion this would also include something like Kagemaro, First to Suffer + Corpse Dance. These are among the most difficult for us to deal with and since many of these creatures kill themselves or can be sac'd something like Duplicant isn't always a sufficient answer. Most of these rely on graveyard recursion making additional graveyard hate very effective but our best answer to many of these is Humility and it can be difficult to deal with something like Pestilence Demon without it. If damage based sweepers are a constant problem then including something like Rune-Tail, Kitsune Ascendant or Eldrazi Monument would be a good idea.

    Umezawa's Jitte - Normally I consider the Swords/Warhammer to be much stronger in this format but an early Jitte against this deck is terrifying. It pretty much needs to be dealt with quickly or you risk falling very far behind since it can repeatedly kill Rhys and start shooting down any tokens you have been building up.

    My current list

    Token JusticeMagic OnlineOCTGN2ApprenticeBuy These Cards
    General - 1
    1 Rhys the Redeemed

    Creatures - 26
    1 Joraga Treespeaker
    1 Fauna Shaman
    1 Grand Abolisher
    1 Priest of Titania
    1 Qasali Pridemage
    1 Scavenging Ooze
    1 Stoneforge Mystic
    1 Dauntless Escort
    1 Elvish Archdruid
    1 Eternal Witness
    1 Knight of the Reliquary
    1 Mentor of the Meek
    1 Mirror Entity
    1 Academy Rector
    1 Karmic Guide
    1 Reveillark
    1 Ant Queen
    1 Acidic Slime
    1 Seedborn Muse
    1 Bane of Progress
    1 Kamahl, Fist of Krosa
    1 Sun Titan
    1 Avenger of Zendikar
    1 Elesh Norn, Grand Cenobite
    1 Regal Force
    1 Sylvan Primordial
    1 Craterhoof Behemoth

    Enchantments - 19
    1 Concordant Crossroads
    1 Land Tax
    1 Survival of the Fittest
    1 Sylvan Library
    1 Earthcraft
    1 Luminarch Ascension
    1 Sacred Ground
    1 Sterling Grove
    1 Beastmaster Ascension
    1 Karmic Justice
    1 Sacred Mesa
    1 Aura Shards
    1 Martyr's Cause
    1 Humility
    1 Parallax Wave
    1 Parallel Lives
    1 Mirari's Wake
    1 Doubling Season
    1 Privileged Position

    Artifacts - 4
    1 Sensei's Divining Top
    1 Sol Ring
    1 Skullclamp
    1 Oblivion Stone

    Sorceries - 7
    1 Nature's Lore
    1 Three Visits
    1 Idyllic Tutor
    1 Natural Order
    1 Replenish
    1 Tooth and Nail
    1 Green Sun's Zenith

    Instants - 4
    1 Enlightened Tutor
    1 Worldly Tutor
    1 Eladamri's Call
    1 Chord of Calling

    Planeswalkers - 1
    1 Elspeth, Sun's Champion

    Land - 38
    1 Command Tower
    1 Dryad Arbor
    1 Flagstones of Trokair
    12 Forest
    1 Gaea's Cradle
    1 High Market
    1 Horizon Canopy
    1 Kjeldoran Outpost
    1 Kor Haven
    1 Krosan Verge
    1 Mosswort Bridge
    1 Oran-Rief, the Vastwood
    4 Plains
    1 Savannah
    1 Serra's Sanctum
    1 Stirring Wildwood
    1 Strip Mine
    1 Temple Garden
    1 Temple of the False God
    1 Thespian's Stage
    1 Windbrisk Heights
    1 Windswept Heath
    1 Yavimaya Hollow



    Additional Resources

    Everything Token by ISBPathfinder - This goes into more detail about token options that are available.


    Changelog


    11/3/11
    -Skullmulcher - Sad as I am to see him go I wanted to try Mentor of the Meek as my creature based draw card. He may come back in over or in addition to Mentor of the Meek.
    -Mistveil Plains - Didn't do enough to justify a card slot. Not recommended.
    -Terramorphic Expanse - Trying to limit ETB lands and this is just a fixer.
    -Bloom Tender - The worst of the 2 drop mana accel creatures but not a bad option.
    +Mentor of the Meek - Seems like a solid card draw machine for a token deck albeit a bit expensive.
    +Horizon Canopy - Fantastic land I should have added a long time ago.
    +Serra's Sanctum - This is very much on trial.
    +Natural Order - Heard good stuff and wanted to see what the fuss was about.

    5/25/12
    -Lightning Greaves - Just didn't do much other than give me something to tutor for with Stoneforge Mystic if I already had my Skullclamp.
    -Nullmage Shepherd - When it's good it's a monster but sometimes you just want to smash something and this takes a bit of setup.
    -Forest - It's a Forest...so I replaced it with a Forest.
    -Kamahl, Fist of Krosa - Amazing card that I'm sad to see go. I'm trying the deck without him for curve reasons not quality reasons.
    -Congregation at Dawn - It's a good option but at this point I feel I have an extra tutor and this is the weakest.
    -Sprout Swarm - Really good but not being able to tutor for it is a big drawback. When you draw it it's usually very good.
    +Sword of Feast and Famine - Hopefully this will be better for me than Greaves.
    +Qasali Pridemage - Trying to upgrade Nullmage Shepherd to something more reliable.
    +Dryad Arbor - Works with Green Sun's Zenith and fetches if I need a land I can Skullclamp.
    +Craterhoof Behemoth - I have high hopes for this guy. This is exactly the type of Overrun I like...one that will deal 200 damage to someone at 30 life.
    +Elvish Archdruid - This is an attempt to bolster that ramp a bit. I have heard good things.
    +Sun Titan - This guy has never agreed with me but I am finally giving him a chance. I'd be happy to cut him for something else if he doesn't work out.

    10/14/12
    -City of Solitude - Swapping this out for Grand Abolisher.
    -Primeval Titan - Suffers from a severe case of being banned.
    -Sun Titan - Just not a fan and I feel like cutting him will let me put something in with a little more synergy. Too good stuff for my tastes.
    -High Market/Saltcrusted Steppe/Gavony Township - I'm trying to lessen my dependance on non-basics as my meta runs a good amount of hate for them. With Primeval Titan gone High Market loses a lot of it's appeal and the other two didn't feel necessary.
    +Grand Abolisher - Has some nice upsides over City of Solitude, has been performing well.
    +Kamahl, Fist of Krosa - Despite being an expensive mana hog I really missed him in the deck. He's very synergystic which is a big plus.
    +Sacred Ground - A meta call as my group is mass LD heavy.
    +Forest x 2/Plains - Move along, nothing to see here.

    4/23/13
    -Thawing Glaciers - I think it's a great card and I may miss it as a tutor target but it's a very slow card and this deck has sped up since I built it. It's time to try it without and see how it goes.
    +High Market - Despite not having Primeval Titan any more I've missed this card quite a bit. It's nice to have a sac outlet on a land to help protect creatures from exile and theft. Makes me want to run more land tutors, note for future.
    -Springjack Pasture - Very good card with some Mirror Entity tricks and goat doubling shenanigans but it has a steep activation cost. Kjeldoran Outpost fills the token making land roll well at a cheaper cost.
    +Thespian's Stage - Not much to say here, utility land that deals with Legendary lands and copies value lands.
    -Martyr's Bond - Managing creatures is the biggest draw and this card does that very well but at an expensive cost. When looking for a cut for Sylvan Primordial I decided to keep all my creatures. Acidic Slime still fills a roll in the Lark chain and I felt everyone was pulling their weight. The spells were tutors and bombs as they should be so I looked to enchantments. This card does helps you control the board and protect your board but there are cards in the deck that do a better job of filling these rolls.
    +Sylvan Primordial - This guy is obviously very powerful and a must play. Ramp and board control in one package and he even helps us against fliers.

    12/30/13
    In this update I'm trying to cut back on the enchantments due to Bane of Progress so the list is being shifted more towards creatures.

    -Austere Command
    +Elspeth, Sun's Champion
    Elspeth gives us some pseudo sweeping ability and with the addition of Bane of Progress we have much better access to mass enchantment and artifact destruction so the Command can finally go after it's many years of service.
    -Mana Reflection
    +Bane of Progress
    I've felt Mana Reflection was redundant for quite awhile so it's getting cut in favor of the very powerful Bane of Progress.
    -Night Soil
    +Scavenging Ooze
    This is a swap to go to a slightly more creature heavy build. Ooze will still serve the same purpose of graveyard hate while losing a bit of synergy.
    -Fecundity
    +Regal Force
    I may go back to Skullmulcher but I'm giving Regal Force another chance.
    -Sword of Feast and Famine
    +Fauna Shaman
    With the increase in creatures I wanted another tutor for them and I felt Fauna Shaman was my best option. Not sure if going down to 1 equip is the best move so I may find room for the sword or something else in the future.
    -Genesis
    +Sun Titan
    Both are recursion pieces but play out very differently. Sun Titan feels like the "faster" card so I'm giving him another shot. This is a swap I could go back on if it doesn't work.
    -Spawning Pit
    -Plains
    +Nature's Lore
    +Three Visits
    I like these ramp cards quite a bit and I felt that Spawning Pit, while very good, has always been expendable.
    Last edited by Donald: 12/30/2013 2:26:39 PM
  • #2
    I suggest you don't run Humility. It is a great card, has a huge effect, and would most likely be benifical to you if you get it out. Don't run it, between annoying folks and causing rules questions I have found it to be not worth the effort.
  • #3
    Quote from Shinriko
    I suggest you don't run Humility. It is a great card, has a huge effect, and would most likely be benifical to you if you get it out. Don't run it, between annoying folks and causing rules questions I have found it to be not worth the effort.

    My group is pretty cutthroat so cards like Humility don't cause problems and nothing has come up so far with it that we didn't know the rules on. There is also a Sliver Overlord deck I play against that gets annihilated by this card which is an added bonus.
  • #4
    Quote from Donald_McDonald

    Doubling Season + Elspeth. Makes all my permanents ( except Elspeth ) indestructible for the rest of the game right away.



    I just wanted to let you know that this combo doesn't work. Elspeth adds counters as a cost, not an effect.
    Props to R&Doom for the banner!

    My T2 Decks!
    WUBRGQnTWUBRG
    UBFaeUB
  • #5
    Quote from Jeska
    I just wanted to let you know that this combo doesn't work. Elspeth adds counters as a cost, not an effect.


    While that is a good point, from the wording of his comment ((indestructible for the rest of the game right away)) I think he is under the impression that doubling season doubles the amount of counters on permanents when they come into play with counters on them or something like that.
    Because even if adding loyalty was an effect it still wouldn't be "right away"

    Regardless, it still doesn't work.
    Quote from King Pun
    I was going to equip my third sword of war and peace on one of my creatures but my opponent said that was illegal because my creature only has 2 arms.


    Reckless Waif; It's the red Delver of Secrets.
    Quote from Necrosed
    Waif first. It's pretty much a red Delver of Secrets.

  • #6
    Quote from Vermy
    While that is a good point, from the wording of his comment ((indestructible for the rest of the game right away)) I think he is under the impression that doubling season doubles the amount of counters on permanents when they come into play with counters on them or something like that.
    Because even if adding loyalty was an effect it still wouldn't be "right away"

    Regardless, it still doesn't work.

    According to the comprehensive rules when the planeswalker comes into play the counters are put on it as a replacement effect meaning Elspeth would come into play with 8 counters and could immediately ultimate. Am I reading this incorrectly? Think it is rule 212.9.
  • #7
    Had a chance to play 3 games last weekend. The first ended poorly as Gaddock Teeg started swinging with a Jitte on turn 4 and I couldn't keep any tokens on the board. I get beat down by Silvos and Mobilization tokens on one side and giant flying monsters on the other. Need a creature other than Nullmage Shepherd I can tutor for that destroys enchaments/artifacts that doesn't require tokens, probably the G/W guy that got spoiled from the new set. Game 2 was much better, player to my left gets buried under a token army while another player drops an Oblivion Stone. I have Doubling Season, Spawning Pit, Earthcraft & Perilous Forays in play so I go infinite and make him blow it during my attack but not before putting every basic land in my deck into play ( untapped too! ). I am able to recover with Replenish on the same turn but without Spawning Pit am unable to rebuild my army quickly enough and have to be satisfied with 2nd place. Game 3 I am playing against a Niv Mizzet deck who is trying to stop my combos with counterspells. I cast Enlightened Tutor, which resolves, and get Choke. Since he can't tap out now for fear of being choked I am able to start building up enchantments. Finally gets to a point where all 4 players are still alive, I have 12 tokens & a Mana Reflection in play with Mirror Entity and Gilt-Leaf Archdruid in hand. I play the Choke, it gets countered but he has no blue mana left so I play Mirror Entity, who gets killed but turns the tokens into druids and the Archdruid lets me splash for blue and red. A massive Decree of Justice next turn finishes everyone off quickly. This game would have been much easier but my Saffi kept getting Sudden Shocked so I couldn't keep an unkillable Reveillark in play for long. Will be making the following changes:

    -1 Restock
    -1 Karoo
    -1 Jungle Basin
    +1 Qasali Pridemage
    +1 Kodama's Reach
    +1 Harmonize
    The Karoo lands just suck in here since I am trying to pump most of my mana through my general in the early game and I can't seem to find time to drop them without being a pain. I don't like Harmonize very much in what is basically a combo deck but it is the best I can think of to help continue making land drops, I had Far Wanderings in but never had threshold.
  • #8
    What is Qasali Pridemage? I'm not getting anything on gatherer
  • #9
    Also needs a Crovax and Primal Command.
    Crovax+Kamahl=GG
  • #10
    Quote from Donald_McDonald
    According to the comprehensive rules when the planeswalker comes into play the counters are put on it as a replacement effect meaning Elspeth would come into play with 8 counters and could immediately ultimate. Am I reading this incorrectly? Think it is rule 212.9.


    I agree: it works.
  • #11
    Quote from Crumpus
    Also needs a Crovax and Primal Command.
    Crovax+Kamahl=GG

    Didn't think about Crovax + Kamahl, that combo is pretty sick. Primal Command is great and I've been thinking about it for awhile but I just don't know what to cut. How about I change the following:

    +Primal Command
    +Crovax, Ascendant Hero
    +Dauntless Escort
    -Loxodon Hierarch
    -Worldly Tutor
    -Dosan the Falling Leaf

    I think I got enough counter hoser in Choke and City of Solitude that I don't need Dosan. Loxodon Hierarch was in there to combat Oblivion Stone but Dauntless Escort can do the same thing and also protect my tokens from WOG effects.

    I agree: it works.
    Thanks for clearing that up!
  • #12
    Wha??? No Crush or Wurms or Roar of the Wurm?

    Not knocking your deck, but it looks like good stuff with a relatively small amount of token generation (about a dozen cards). To fully utilize Rhys, I'd add some things that make big tokens, elephants and beasts. Garruk, CotH, stuff like that. Of course, I am a pretty casual player too.

    I also like Angel of Salvation, Wall of Roots, Ajani Goldmane and other convokey stuff with tokens.

    On that note, I see a couple cards I need to check my deck for. I really need a Doubling Season, but they are so dang expensive. Smile
  • #13
    Quote from ludd_gang
    Wha??? No Crush or Wurms or Roar of the Wurm?

    Not knocking your deck, but it looks like good stuff with a relatively small amount of token generation (about a dozen cards). To fully utilize Rhys, I'd add some things that make big tokens, elephants and beasts. Garruk, CotH, stuff like that. Of course, I am a pretty casual player too.

    I also like Angel of Salvation, Wall of Roots, Ajani Goldmane and other convokey stuff with tokens.

    On that note, I see a couple cards I need to check my deck for. I really need a Doubling Season, but they are so dang expensive. Smile


    I don't think the flashback cards are good enough, I can't tutor for them and they don't make very many tokens ( when compare with something like Sacred Mesa ). If I want large tokens I can just tutor for Kamahl. Garruk was in the deck but got cut awhile back because he just didn't make enough of an impact. Get that Doubling Season! Card is awesome.
  • #14
    Needs a Deadwood Treefolk, that guys AWSOME
  • #15
    Quote from Crumpus
    Needs a Deadwood Treefolk, that guys AWSOME

    Currently for graveyard recursion on a creature I already have Eternal Witness, Genesis, Karmic Guide and Reveillark and these all seem much better than the treefolk unless there is something I am missing. I am not opposed to trying him out but what should I cut?
  • #16
    Quote from Donald_McDonald
    According to the comprehensive rules when the planeswalker comes into play the counters are put on it as a replacement effect meaning Elspeth would come into play with 8 counters and could immediately ultimate. Am I reading this incorrectly? Think it is rule 212.9.


    Yes, that works. The adding of counters being the cost rather than the effect has no change, but the comes into play with counters would mean those get doubled. Similar to how the 0/0 Simic creatures from Rav-Block would come into play twice as big.
    EDH Decks:

    UWMerfolk (Sygg, River Guide)
    B Vampires (Anowon the Ruin Sage)
    BRU Zombies! (Lord of Tresserhorn)
    WUBRG Allies (Karona, False God)
    W Soldiers (Darien, King of Kjeldor)
  • #17
    Quote from cheddercaveman
    Yes, that works. The adding of counters being the cost rather than the effect has no change, but the comes into play with counters would mean those get doubled. Similar to how the 0/0 Simic creatures from Rav-Block would come into play twice as big.

    Thanks for confirming this. Made 1 small change:

    -Plains
    +Windbrisk Heights

    Must have missed this somehow.
  • #18
    Not sure why the list does not include Garruk or Ajani goldmane. Goldmane might be underwhelming but in cases where you dump a bunch of tokens, and use the Vigilance ability, things can get stupid. Garruk should be included since he accelerates with cradle, and with a doubling season in play, you can use the ultimate right away.

    I personally play with Storm Herd since that card is seriously retarded when resolved. Not to mention you have pump effects. Storm Herd is more casual-broken. I would opt for Decree of Justice as a more serious-environment win-condition for either instant EOT Soldier cycling or dropping loads of Angels after a Wrath effect.

    Rhys has definitely been a blast, and I'm not sure if Crovax + Kahmahl is worth running. I might give it a shot. In my group, Kahmahl is risky due to control magic effects, so broken plays with him tend to fireback on myself. Stone rain for G is definitely retarded. How often do you pull the Mirror Entity Gilt-leaf druid combo? I'm very curious with that combo. Lark combos in your deck seems really good too. I might opt for that route too.


    Here's my list for sharing and critique.
    GENERAL: 1
    [1/1] Rhys the Redeemed

    LANDS: 36
    [0/1] Strip Mine
    [1/1] Gaea's Cradle
    [1/1] Maze of Ith
    [1/1] City of Brass
    [1/1] Brushland
    [0/1] Kor-Haven
    [1/1] Vitu-Ghazi the City Tree
    [1/1] Selesnya Sanctuary
    [1/1] Arctic Flats
    [1/1] Elfhame Palace
    [1/1] Mistveil Plains
    [1/1] Salt-crusted Steppe
    [1/1] Wooded Foothills
    [1/1] Windswept Heath
    [1/1] Flooded Strand
    [1/1] Temple Garden
    [1/1] Savannah
    [1/1] Wooded Bastion (Japanese)
    [1/1] Ancient Tomb
    [1/1] Dustbowl
    [1/1] Thawing Glaciers
    [1/1] Urza's Factory
    [2/7] Plain
    [0/7] Forest

    CREATURES: 24
    [1/1] Weathered Wayfarer (ONS) (tutors for Cradle, Maze of Ith, Strip)
    [1/1] Heritage Druid (provides early acceleration)
    [1/1] Bramblewood Paragon (probably too weak, fun with Rhysthough)
    [1/1] Selesnya Guildmage (Japanese)
    [1/1] Mirror Entity
    [1/1] Knight of the Reliquary (tutors for Cradle)
    [1/1] Eternal Witness
    [1/1] Imperious Perfect
    [1/1] Spawnwrithe (amazing after Wrath or early game)
    [1/1] Wilt-Leaf Liege
    [1/1] Quasali Pridemage
    [1/1] Wren's Run Packmaster
    [1/1] Nullmage Shepherd
    [1/1] Genesis (best late-game)
    [1/1] Juniper Order Ranger (for fun, very stupid with Rhys tokens)
    [1/1] Mycoloth
    [1/1] Kamahl, Fist of Krosa
    [1/1] Vigor
    [1/1] Tolsimir Wolfblood
    [1/1] Twilight Shepherd
    [1/1] Adakar Valkyrie
    [1/1] Woodfall Primus (Defense of the Heart Target)
    [1/1] Verdant Force (9E)
    [1/1] Magus of the Disk (broekn with Yavimaya Hollow)

    ENCHANTMENT/ARTIFACT: 20
    [1/1] Land Tax
    [1/1] Sol Ring
    [1/1] Sensei's Divining Top
    [1/1] Survival of the Fittest
    [1/1] Earthcraft
    [1/1] Planar Collapse
    [1/1] Squirrel Nest (Japanese) (very good, underestimated this card, Earthcraft Squirrel Nest combo, or generating more tokens for no mana cost for Coat of Arms/Rhys/Cradle is good in the deck)
    [1/1] Sylvan Library (I pay an average of 12 life in a game to use this)
    [1/1] Aura Shards (most broken disenchant for this deck. Rhys tokens and this is deadly)
    [1/1] Oblivion Ring
    [1/1] Martyr's Cause (easily the best defense mechanism in this deck)
    [1/1] Defense of the Heart
    [1/1] Glare of Subdual
    [1/1] Muraganda Petryoglyphs
    [1/1] Humility
    [1/1] Crucible of Worlds
    [1/1] Mirari's Wake
    [1/1] Mind's Eye
    [1/1] Coat of Arms (7E, Japanese)
    [1/1] Doubling Season

    INSTANTS/SORCERIES: 17
    [1/1] Enlightened Tutor
    [1/1] Idyllic Tutor
    [1/1] Catastrophe
    [1/1] Congregation at Dawn
    [1/1] Condemn
    [1/1] Eladamri's Call
    [1/1] Seed Spark
    [1/1] Wrath of God
    [1/1] Rout
    [1/1] Hallowed Burial
    [1/1] Fracturing Gust
    [1/1] Austere Command
    [1/1] Martial Coup
    [1/1] Tooth and Nail
    [1/1] Hour of Reckoning
    [1/1] Decree of Justice
    [1/1] Storm Herd

    OTHERS: 2
    [1/1] Garruk, Wildspeaker
    [1/1] Elspeth, Knight Errant
    I like designing decks and I am primarily a control player.

    Using Drain to fight Workshops is like using Exclude to fight Dark Confidant.

    VERY CHEAP LEGACY SALE (priced to move before April 09!)
    http://forums.mtgsalvation.com/showthread.php?p=8172551#post8172551
  • #19
    Not sure why the list does not include Garruk or Ajani goldmane. Goldmane might be underwhelming but in cases where you dump a bunch of tokens, and use the Vigilance ability, things can get stupid. Garruk should be included since he accelerates with cradle, and with a doubling season in play, you can use the ultimate right away.


    Garruck has been in and out, every time I have him in the deck I either don't draw him or get him at the wrong time and when I take him out I see him in my binder and wonder how I can not run this guy. The biggest knock against him is that I can't tutor for him so I only saw him once every 3 games or so.

    I personally play with Storm Herd since that card is seriously retarded when resolved. Not to mention you have pump effects. Storm Herd is more casual-broken. I would opt for Decree of Justice as a more serious-environment win-condition for either instant EOT Soldier cycling or dropping loads of Angels after a Wrath effect.


    I have no doubt Storm Herd is insane when it resolves, my group is pretty counter magic heavy ( and land destruction heavy ) so I just can't bring myself to run 10 mana spells.

    Rhys has definitely been a blast, and I'm not sure if Crovax + Kahmahl is worth running. I might give it a shot. In my group, Kahmahl is risky due to control magic effects, so broken plays with him tend to fireback on myself. Stone rain for G is definitely retarded. How often do you pull the Mirror Entity Gilt-leaf druid combo? I'm very curious with that combo. Lark combos in your deck seems really good too. I might opt for that route too.


    Haven't tried the Crovax + Kamahl combo yet, hopefully in a couple weeks I'll get some games in and let you know how it is. Also just put in the Gilt-Leaf + Mirror Entity combo and it won me the game when I assembled it so I'm keeping it in for now. You can even Tooth and Nail ( or Defense of the Heart in your list ) for the combo which is nice. On the downside, the Archdruid is terrible by himself. The lark combo is just plain broken since you can assemble the entire combo with Survival. Very good but not casual friendly.

    Thanks a lot for the list and feedback, I am going to go over my list tonight and try and fit in Martyr's Cause, Sylvan Library, Squirrel's Nest and maybe Heritage Druid for starters. I'd really like to run Land Tax & Weathered Wayfarer but I almost always have more land in play than my opponents. I can't even run Defense of the Heart because it would trigger so rarely, we can't even get Planar Collapse to trigger all the time in a 4 person game. BTW, Perilous Forays looks really clunky but I finally added it and in the few games I have used it it has been excellent, highly recommended.
  • #20
    Quote from Donald_McDonald


    1. Survival of the Fittest. By itself it can dump Mirror Entity, Karmic Guide, Yosei and Saffi in the graveyard leaving Reveillark in my hand. If I can evoke it unimpeded I can Yosei lock my opponents. If Yosei gets RFG but I have the other pieces I can gain infinite life with Loxodon Hierarch, draw my graveyard with Eternal Witness and draw my library with Skullmulcher.

    2. Gilt-Leaf Liege + Mirror Entity + tokens. Mirror Entity makes all my tokens druids and I can start taking peoples land.




    What is combo 2? gilt leaf liege?
    Last edited by dapoonk: 5/8/2009 7:59:19 PM
  • #21
    Quote from dapoonk
    What is combo 2? gilt leaf liege?

    Sorry, supposed to be Gilt-Leaf Archdruid.
  • #22
    Choke is an interesting choice. Are there a lot of mono-blue decks in your meta? If so, then BLARGH how maddening. I feel lucky that there's not much of that where I play.
  • #23
    Quote from Riley
    Choke is an interesting choice. Are there a lot of mono-blue decks in your meta? If so, then BLARGH how maddening. I feel lucky that there's not much of that where I play.

    There are 2 and they really don't like to see Choke. There are also 3 monoblack decks but they don't do very well against this deck due to all the enchantments so I haven't added Karma.
    Last edited by Donald: 6/8/2009 2:52:25 PM
  • #24
    Bump, for great justice!

    Have any of you considered cards like Wirewood Symbiote and Quirion Ranger to bounce all your 187 elves? For this reason alone, I have kept Viridian Shaman over Qasali Pridemage. I also play Elvish Visionary, which has been excellent. Here's my current list:

    B1ind Fremen's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    General
    1 Rhys, the Redeemed

    Creatures
    1 Wirewood Symbiote
    1 Saffi Eriksdotter
    1 Gaddock Teeg
    1 Elvish Visionary
    1 Thelonite Hermit
    1 Viridian Shaman
    1 Eternal Witness
    1 Yavimaya Elder
    1 Mirror Entity
    1 Knight of Reliquary
    1 Solemn Simulacrum
    1 Deranged Hermit
    1 Genesis
    1 Archon of Justice
    1 Mycoloth
    1 Skullmulcher
    1 Duplicant
    1 Crovax, Ascendant Hero
    1 Kamahl, Fist of Krosa
    1 Eternal Dragon
    1 Tornado Elemental
    1 Regal Force
    1 Symbiotic Wurm
    1 Woodfall Primus

    Spells
    1 Sensei's Divining Top
    1 Swords to Plowshares
    1 Path to Exile
    1 Condemn
    1 Enlightened Tutor
    1 Skullclamp
    1 Sol Ring
    1 Night Soil
    1 Sprout Swarm
    1 Eladamri's Call
    1 Life from the Loam
    1 Regrowth
    1 Kodama's Reach
    1 Sacred Mesa
    1 Idyllic Tutor
    1 Aura Shards
    1 Recollect
    1 Loxodon Warhammer
    1 Darksteel Ingot
    1 Oblivion Stone
    1 Skyshroud Claim
    1 Return to Dust
    1 Glare of Subdual
    1 Mirari's Wake
    1 Primal Command
    1 Mind's Eye
    1 Restock
    1 Doubling Season
    1 Austere Command
    1 Tooth and Nail
    1 Decree of Justice
    1 Crush of Wurms
    1 Storm Herd

    Lands
    9 Forest
    6 Plains
    1 Savannah
    1 Temple Garden
    1 Windswept Heath
    1 Bant Panarama
    1 Brushland
    1 Wooded Bastion
    1 Krosan Verge
    1 Saltcrusted Steppe
    1 High Market
    1 Miren, the Moaning Well
    1 Treetop Village
    1 Vitu-Ghazi, the City-Tree
    1 Nantuko Monastery
    1 Mosswart Bridge
    1 Temple of the False God
    1 Slippery Karst
    1 Tranquil Thicket
    1 Secluded Steppe
    1 Vesuva
    1 Stripmine
    1 Wasteland

    I am starting to doubt whether Loxodon Warhammer is worth running over something like Noble Purpose, or if I should even run those cards at all.

    I love the ideas in this thread. Keep 'em coming! Smile
    Last edited by B1ind Fremen: 6/8/2009 2:12:32 PM
    "Psychologically, you have to have confidence in yourself and this confidence should be based on fact." -- Bobby Fischer



  • #25
    Juniper Order Ranger - Haven't seen him on many Rhys lists. I'll be playing him along with Blasting station and Kitchen Finks for an infinite damage / life combo.
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