Hello MTG Salvation, I'm looking for some help with my Rhys, The Redeemed EDH deck. I've never been a token player, but I'm trying to branch out and try something new. I have a partial list with FAR TOO MANY CARDS in it currently. I was looking to get some help from you fine people. What should I take out? What should I add? Any tips for running token from you experienced players? Any and all help is appreciated for this new Tokens player.
Well, let's start with things to cut, since you've got too many cards to begin with:
Essence Warden - Soul Sisters types are okay, but they're not great unless you're going dedicated lifegain strat. If you had some stuff like Archangel of Thune up in here, I'd be all about this, but without, pass. Karametra, God of Harvests - Most of your creature generation is going to come in the form of token spells/enchantments, meaning you won't have all that many opportunities to trigger her. I'd leave her out. Rune-Tail, Kitsune Ascendant - Sure, he basically auto-flips, but the flip side isn't all that great. Damage is not going to be the primary way your guys will die. They'll likely die to wrath after wrath, and maybe one in ten of those will be damage-based (Blasphemous Act or similar) Selesnya Guildmage - Not a bad choice, but certainly not one of my top choices either. He might make the cut, but if you're on the edge he's a decent one to do without. There are plenty of pay mana in, get tokens out generators like this. Skullmulcher - Your primary draw engine in any token-based deck is going to be Skullclamp. Before considering any other draw engines, I'd consider running more ways to find Skullclamp, like Stoneforge Mystic, Taj-nar Swordsmith, Steelshaper's Gift, Enlightened Tutor, Stonehewer Giant, etc. Tolsmir Wolfblood - He's an okay anthem, but a pretty bad token generator. You're better sticking with very strong cards in either category rather than trying to get cards that weakly do both. Verdant Force - He's okay, but not the strongest token generator. Vitu-Ghazi Guildmage - Like Seles Guildmage, he's pretty slow for what he does. This one doesn't even get the anthem mana sink. Voice of Resurgence - Realistically, this guy will get you one token, because he'll probably just die to a wrath. If you want a token-related creature who also has a Kjeldoran Warlord effect, look at Geist-Honored Monk Vorinclex, Voice of Hunger - He's a strong card, but he doesn't help your central theme and he draws a LOT of hate. Wilt-Leaf Liege - He's a decent anthem but that's about it. I think you can do better.
Artisan's Sorrow - This is really expensive for what it does. If you're spending 4 mana on a Disenchant effect, it better Exile two things or at least Give you some tokens Condemn - It's a decent spell, but a lot of the time it does its thing too late to really be much good. Harrow - There are a lot better ramp options out there. Mercy Killing - This just seems kind of eh. Worldly Tutor - Tutors are good, but there's a ton of good creature tutors. Weaker ones like this probably don't make the cut
Natural Order - If you're going to run this, you might want to consider Worldspine Wurm and maybe Terastodon and/or Woodfall Primus Overrun - This is okay, but you might be better off running a stronger token generator here. You've got a number of good overrun/anthems already Overwhelming Stampede - Same as Overrun, only it also requires that you have a fatty on board to be really good Recollect - This is bad Replenish - You're not an enchantment deck, so this seems iffy Wrath of God - You've got a few wraths that work well with your tokens, why do you need one that doesn't?
Take with a grain of salt please, I don't have a Rhys deck, though my girlfriend does, so I've done enough work on it to put in a response, as second-hand.
Condemn usually ends up as weak, hitting only aggro creatures, might snag a commander, if you're lucky. Personally, I dislike Harrow, Green can do better. Mercy Killing might be ok, if you're looking to kill Skullmulcher or something when it gets removal pointed at it, but it's weak over all.
Overrun makes sense, but is over all weak. With the amount of creatures you can pump out, it's kind of unnecessary. Overwhelming Stampede is better, but might want to cut as well. Parallel Evolution is already attached to your Commander so, not really necessary. Your Wrath Package seems... Heavy. I would say cut 1 (Wrath of God honestly, it does the least for you), and maybe change a second to a tuck style like Hallowed Burial or an exile like Final Judgment so you can get around things like opposing Avacyn, Angel of Hope
Straighten out your Lands... Ruination, Blood Moon, Back to Basics are going to stomp you in the face. Cavern of Souls, what do you end up naming? I hate Dryad Arbor, it gets hit by 2 different Wrath(/Armageddon) types. Oran-Rief, the Vastwood does little and only hits half your color set. Scars lands almost always come in tapped in EDH. Command Tower/Reflecting Pool should be largely unnecessary, you play green. Signet Land there is pretty weak as well, as it doesn't do anything on it's own. Chances are Reliquary Tower will be unnecessary, you aren't playing control. And lastly, Vitu-Ghazi, the City-Tree is pretty bad. 5 total mana for a saproling?
As for Planeswalkers, Any and all Elspeths are valid. 2.0 might be the best for your deck, as she sweeps non-token/lands on her own, gains some life and makes tokens. 1.0 really only the ultimate is where it's at, but worth it still. Garruk on the other hand... 1.0 is ok, but Primal Hunter is better for this deck. Make a beast every turn, and draw, which I noticed you are rather lacking, would be good.
Well, let's start with things to cut, since you've got too many cards to begin with:
Essence Warden - Soul Sisters types are okay, but they're not great unless you're going dedicated lifegain strat. If you had some stuff like Archangel of Thune up in here, I'd be all about this, but without, pass. Karametra, God of Harvests - Most of your creature generation is going to come in the form of token spells/enchantments, meaning you won't have all that many opportunities to trigger her. I'd leave her out. Rune-Tail, Kitsune Ascendant - Sure, he basically auto-flips, but the flip side isn't all that great. Damage is not going to be the primary way your guys will die. They'll likely die to wrath after wrath, and maybe one in ten of those will be damage-based (Blasphemous Act or similar) Selesnya Guildmage - Not a bad choice, but certainly not one of my top choices either. He might make the cut, but if you're on the edge he's a decent one to do without. There are plenty of pay mana in, get tokens out generators like this. Skullmulcher - Your primary draw engine in any token-based deck is going to be Skullclamp. Before considering any other draw engines, I'd consider running more ways to find Skullclamp, like Stoneforge Mystic, Taj-nar Swordsmith, Steelshaper's Gift, Enlightened Tutor, Stonehewer Giant, etc. Tolsmir Wolfblood - He's an okay anthem, but a pretty bad token generator. You're better sticking with very strong cards in either category rather than trying to get cards that weakly do both. Verdant Force - He's okay, but not the strongest token generator. Vitu-Ghazi Guildmage - Like Seles Guildmage, he's pretty slow for what he does. This one doesn't even get the anthem mana sink. Voice of Resurgence - Realistically, this guy will get you one token, because he'll probably just die to a wrath. If you want a token-related creature who also has a Kjeldoran Warlord effect, look at Geist-Honored Monk Vorinclex, Voice of Hunger - He's a strong card, but he doesn't help your central theme and he draws a LOT of hate. Wilt-Leaf Liege - He's a decent anthem but that's about it. I think you can do better.
Artisan's Sorrow - This is really expensive for what it does. If you're spending 4 mana on a Disenchant effect, it better Exile two things or at least Give you some tokens Condemn - It's a decent spell, but a lot of the time it does its thing too late to really be much good. Harrow - There are a lot better ramp options out there. Mercy Killing - This just seems kind of eh. Worldly Tutor - Tutors are good, but there's a ton of good creature tutors. Weaker ones like this probably don't make the cut
Natural Order - If you're going to run this, you might want to consider Worldspine Wurm and maybe Terastodon and/or Woodfall Primus Overrun - This is okay, but you might be better off running a stronger token generator here. You've got a number of good overrun/anthems already Overwhelming Stampede - Same as Overrun, only it also requires that you have a fatty on board to be really good Recollect - This is bad Replenish - You're not an enchantment deck, so this seems iffy Wrath of God - You've got a few wraths that work well with your tokens, why do you need one that doesn't?
I understand on the Skullmulcher removal, but I don't want to have to rely on Skullclamp too much. Any suggestions for other draw engine that work well with token strategies?
I completely understand on the Overrun effects as well. The anthem effects should definitely take care of it.
Removal of the arifacts makes sense, but how much ramp is too much for this type of deck. Seems, significantly heavy would be good.
Looked at your suggestions and I really like most of them. I'm not sure on the Decree of Justice, though. Seems a little expensive, but with heavy ramp, might not be too bad of an inclusion.
Alot of this makes sense, thank you very much. Will be updating list shortly.
Take with a grain of salt please, I don't have a Rhys deck, though my girlfriend does, so I've done enough work on it to put in a response, as second-hand.
Condemn usually ends up as weak, hitting only aggro creatures, might snag a commander, if you're lucky. Personally, I dislike Harrow, Green can do better. Mercy Killing might be ok, if you're looking to kill Skullmulcher or something when it gets removal pointed at it, but it's weak over all.
Overrun makes sense, but is over all weak. With the amount of creatures you can pump out, it's kind of unnecessary. Overwhelming Stampede is better, but might want to cut as well. Parallel Evolution is already attached to your Commander so, not really necessary. Your Wrath Package seems... Heavy. I would say cut 1 (Wrath of God honestly, it does the least for you), and maybe change a second to a tuck style like Hallowed Burial or an exile like Final Judgment so you can get around things like opposing Avacyn, Angel of Hope
Straighten out your Lands... Ruination, Blood Moon, Back to Basics are going to stomp you in the face. Cavern of Souls, what do you end up naming? I hate Dryad Arbor, it gets hit by 2 different Wrath(/Armageddon) types. Oran-Rief, the Vastwood does little and only hits half your color set. Scars lands almost always come in tapped in EDH. Command Tower/Reflecting Pool should be largely unnecessary, you play green. Signet Land there is pretty weak as well, as it doesn't do anything on it's own. Chances are Reliquary Tower will be unnecessary, you aren't playing control. And lastly, Vitu-Ghazi, the City-Tree is pretty bad. 5 total mana for a saproling?
As for Planeswalkers, Any and all Elspeths are valid. 2.0 might be the best for your deck, as she sweeps non-token/lands on her own, gains some life and makes tokens. 1.0 really only the ultimate is where it's at, but worth it still. Garruk on the other hand... 1.0 is ok, but Primal Hunter is better for this deck. Make a beast every turn, and draw, which I noticed you are rather lacking, would be good.
Alot of the same points being made again definitely is helping me get a feel for this style. Thank you alot for the excellent insight. Also, some of the lands were there for a previous build that was going to be tribal elves and never got removed. Also, Collective Blessing got removed due to high mana cost earlier, but due to the inclusion of a significant ramp package as suggested by a precious poster, I believe that I am going to put it back in. Thank you very much for all of your suggestions and critiques.
Decklist updated. Down to 136 cards. REALLY APPRECIATE ALL THE HELP. If anyone else would be willing to share some insight, I would really appreciate it.
Skullmulcher- while Skullclamp is generally better, a quick burst, that you can regulate is still valid, and with larger anthems (Collective Blessing/etc) it's harder to clamp your tokens. Run both (or replace Skullmulcher with something like Mind's Eye, something to keep card draw up)
Verdant Force- Is awesome. EVERY upkeep, you get a token? that gets out of hand quick. There is a reason why they finished the cycle of him.
Tolsimir Wolfblood/Wilt-Leaf Liege- Reasonable anthems, as they can attack as well. They certainly can go, if you're looking to slim more, but still do the job well.
Voice of Resurgence- has the potential to be amazing. It's potentially better for this deck than Dosan the Falling Leaf/etc. It puts pressure on blue especially. Do they counter your spell and give you another fatty to copy? Yes, Wraths happen, but more often then not, you use it to bait out Wraths. (BTW, Geist-Honored Monk is pretty bad outside of blink for token generation)
Artisan's Sorrow- A debatable card. With card draw being weaker, scry abilities go up. it's Naturalize with a + to scry 2. It's expensive, generally, but can churn it out, and can scry away dead cards, as it lacks 's draw power.
Worldly Tutor- Sees a ton of play, EoT top the response you need? played a ton. to get it done? There's a reason why all of that cycle of tutors are played. Is it a touch weaker than the others like Chord of Calling? sure, but it costs less too. you can get out multiple cards in a turn, if needed.
Intangible Virtue- of the weak anthems, I like this the best as it give the most desirable permanent type (tokens) the boost, but also vigilance, like Rune-Tail, Kitsune Ascendant, it makes playing the aggro route much more powerful.
Martyr's Cause- I actually like this card for you, locks out Voltron quite well. You have plenty of fodder for it, and it makes combat for your opponents a *****, because you can basically Fog the worst problems away.
Quest for Renewal- Generally yes, this is a poor choice. Upsides are: not a creature, so harder to kill/steal and you don't have much that can untap, lacking blue for Prophet of Kruphix. If you REALLY want that untap all the time, it can still work. (Bonus points if you have out a Seedborn Muse. Both trigger, getting you double activations of Rhys, EVERY turn)
Replenish- While you might not be playing Enchantress, you still have plenty of enchantments, that you'd likely want staying around. While this isn't necessary, if you see a lot of hate heading for them, it's still a valid card.
----
As for his Suggestions...
Mobilization is... lackluster at per activation, and Sacred Mesa isn't much better. The mana requirement to keep it around leaves a bad taste in my mouth. You aren't generating obscene mana on average, and without some sort of anthem (Cathar's Crusade being the best one) it just seems to fall flat for me.
Decree of Justice/Entreat the Angels- :Shudder: Entreat needs to be Miracled to be good, which means late game, and do nothing else. Decree at least can be cycled, but you will virtually never get angels from it. Chances are, you won't want to see them, when you get them.
Nomads' Assembly- A good card for the deck, just hope you don't draw it after a Wrath...
Deranged Hermit/Cloudgoat Ranger/Captain of the Watch- These are all better in a blink deck. 1 has echo, the other 2 give you soldiers, and that's the best I can say about them for this deck. (Incidentally, he suggested the best card with them, Knight-Captain of Eos). I stated how I feel about Geist-Honored Monk earlier. (lack of trample in your deck kills it)
Marshal's Anthem- just seems meh. At an anthem, plus 1 rez, you see , 2 creatures . Unless you get back Avenger of Zendikar and Craterhoof Behemoth, I'm rather unimpressed. (That and the Rez can get hit with grave exile before it finishes...)
Darien, King of Kjeldor- Along side the Soul Sisters, is hilarious, but even without one, he's still strong, and a nightmare for anyone who can't 1-shot you.
Budoka Gardener- if large tokens are what you're looking for, he certain can do it. I'm not claiming he's awesome, but he can still do plenty.
Heliod, God of the Sun- Expensive for his tokens, but he can generate them for you quickly enough, post Wrath, as well as gives everything Vigilance
Nylea, God of the Hunt- Like Heliod, she's hard to remove, and gives everything trample, plus is a mana sink, if necessary.
Hydra Broodmaster- Scalable Tokens, can activate at your leisure. Still prone to Wraths, but still, 5 5/5's are hard to deal with ramming down your throat.
Steelshaper's Gift needs to go. You currently have 1 equipment... and if it's on the battlefield, grave or in your hand, you now have a dead card.
Mentor of the Meek and Sigil Captain are losing value with the amount of Anthems you have at the moment, might want to think about either lowering some anthems or looking to swap them out.
Squirrel Nest outside of the Earthcraft combo is weak. You might want to consider either cutting it, or adding Plea for Guidance, as it can get both to you in 1 go.
Privileged Position is spot removal terribly heavy? short of the Sterling Grove combo of ultimate targeted removal, it's... a touch excessive. Wraths will still work, and that's likely the more concerning thing for your deck (I like Sterling, as it doubles as half of Enlightened Tutor)
White Suns' Zenith... I'm mixed about. Instant speed, shuffles in, great. , for some 2/2's... less so. I'd just hate seeing it as my first draw, it's about as bad to see as Avacyn that early, but at least she gives you some hope of casting and it being like Christmas in July.
Wolfbriar Elemental is in the same boat but worse than White Suns, if you don't have Gaea's Cradle, I know I'd always feel like I just missed out, even if I churned out 5-10 tokens with it.
Trostani, Selesnya's Voice Primary for the lifegain? you don't seem to have big enough tokens currently for a Populate heavy use.
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Lastly, I just looked over the list and realized, you have QUITE a few triggered cards... Strionic Resonator seems like it'd be quite nice here.
Suture Priest is okay, but it has many of the same limitations as the Wardens do. You've got Trostani, Selesnya's Voice in here, and she can accomplish most of what you want done lifegain-wise, while also supporting a token strategy.
I understand on the Skullmulcher removal, but I don't want to have to rely on Skullclamp too much. Any suggestions for other draw engine that work well with token strategies?
I completely understand on the Overrun effects as well. The anthem effects should definitely take care of it.
Again, as long as you stick to extremely powerful anthems/overruns, you'll probably be fine. Cutting the weaker versions frees you up for more token generation.
Removal of the arifacts makes sense, but how much ramp is too much for this type of deck. Seems, significantly heavy would be good.
Looked at your suggestions and I really like most of them. I'm not sure on the Decree of Justice, though. Seems a little expensive, but with heavy ramp, might not be too bad of an inclusion.
Alot of this makes sense, thank you very much. Will be updating list shortly.
Hardcast, Decree of Justice can be very clunky, but Cycled, it's X2W for X 1/1 tokens and a card, uncounterably, at instant speed. The angel mode can become a good late game finisher though if you have oodles of mana and Akroma's Memorial, as you're getting 2 power per 1 mana.
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Skullmulcher- while Skullclamp is generally better, a quick burst, that you can regulate is still valid, and with larger anthems (Collective Blessing/etc) it's harder to clamp your tokens. Run both (or replace Skullmulcher with something like Mind's Eye, something to keep card draw up)
Verdant Force- Is awesome. EVERY upkeep, you get a token? that gets out of hand quick. There is a reason why they finished the cycle of him.
Tolsimir Wolfblood/Wilt-Leaf Liege- Reasonable anthems, as they can attack as well. They certainly can go, if you're looking to slim more, but still do the job well.
Voice of Resurgence- has the potential to be amazing. It's potentially better for this deck than Dosan the Falling Leaf/etc. It puts pressure on blue especially. Do they counter your spell and give you another fatty to copy? Yes, Wraths happen, but more often then not, you use it to bait out Wraths. (BTW, Geist-Honored Monk is pretty bad outside of blink for token generation)
Artisan's Sorrow- A debatable card. With card draw being weaker, scry abilities go up. it's Naturalize with a + to scry 2. It's expensive, generally, but can churn it out, and can scry away dead cards, as it lacks 's draw power.
Worldly Tutor- Sees a ton of play, EoT top the response you need? played a ton. to get it done? There's a reason why all of that cycle of tutors are played. Is it a touch weaker than the others like Chord of Calling? sure, but it costs less too. you can get out multiple cards in a turn, if needed.
Intangible Virtue- of the weak anthems, I like this the best as it give the most desirable permanent type (tokens) the boost, but also vigilance, like Rune-Tail, Kitsune Ascendant, it makes playing the aggro route much more powerful.
Martyr's Cause- I actually like this card for you, locks out Voltron quite well. You have plenty of fodder for it, and it makes combat for your opponents a *****, because you can basically Fog the worst problems away.
Quest for Renewal- Generally yes, this is a poor choice. Upsides are: not a creature, so harder to kill/steal and you don't have much that can untap, lacking blue for Prophet of Kruphix. If you REALLY want that untap all the time, it can still work. (Bonus points if you have out a Seedborn Muse. Both trigger, getting you double activations of Rhys, EVERY turn)
Replenish- While you might not be playing Enchantress, you still have plenty of enchantments, that you'd likely want staying around. While this isn't necessary, if you see a lot of hate heading for them, it's still a valid card.
----
As for his Suggestions...
Mobilization is... lackluster at per activation, and Sacred Mesa isn't much better. The mana requirement to keep it around leaves a bad taste in my mouth. You aren't generating obscene mana on average, and without some sort of anthem (Cathar's Crusade being the best one) it just seems to fall flat for me.
Decree of Justice/Entreat the Angels- :Shudder: Entreat needs to be Miracled to be good, which means late game, and do nothing else. Decree at least can be cycled, but you will virtually never get angels from it. Chances are, you won't want to see them, when you get them.
Nomads' Assembly- A good card for the deck, just hope you don't draw it after a Wrath...
Deranged Hermit/Cloudgoat Ranger/Captain of the Watch- These are all better in a blink deck. 1 has echo, the other 2 give you soldiers, and that's the best I can say about them for this deck. (Incidentally, he suggested the best card with them, Knight-Captain of Eos). I stated how I feel about Geist-Honored Monk earlier. (lack of trample in your deck kills it)
Marshal's Anthem- just seems meh. At an anthem, plus 1 rez, you see , 2 creatures . Unless you get back Avenger of Zendikar and Craterhoof Behemoth, I'm rather unimpressed. (That and the Rez can get hit with grave exile before it finishes...)
Darien, King of Kjeldor- Along side the Soul Sisters, is hilarious, but even without one, he's still strong, and a nightmare for anyone who can't 1-shot you.
Budoka Gardener- if large tokens are what you're looking for, he certain can do it. I'm not claiming he's awesome, but he can still do plenty.
Heliod, God of the Sun- Expensive for his tokens, but he can generate them for you quickly enough, post Wrath, as well as gives everything Vigilance
Nylea, God of the Hunt- Like Heliod, she's hard to remove, and gives everything trample, plus is a mana sink, if necessary.
Hydra Broodmaster- Scalable Tokens, can activate at your leisure. Still prone to Wraths, but still, 5 5/5's are hard to deal with ramming down your throat.
Steelshaper's Gift needs to go. You currently have 1 equipment... and if it's on the battlefield, grave or in your hand, you now have a dead card.
Mentor of the Meek and Sigil Captain are losing value with the amount of Anthems you have at the moment, might want to think about either lowering some anthems or looking to swap them out.
Squirrel Nest outside of the Earthcraft combo is weak. You might want to consider either cutting it, or adding Plea for Guidance, as it can get both to you in 1 go.
Privileged Position is spot removal terribly heavy? short of the Sterling Grove combo of ultimate targeted removal, it's... a touch excessive. Wraths will still work, and that's likely the more concerning thing for your deck (I like Sterling, as it doubles as half of Enlightened Tutor)
White Suns' Zenith... I'm mixed about. Instant speed, shuffles in, great. , for some 2/2's... less so. I'd just hate seeing it as my first draw, it's about as bad to see as Avacyn that early, but at least she gives you some hope of casting and it being like Christmas in July.
Wolfbriar Elemental is in the same boat but worse than White Suns, if you don't have Gaea's Cradle, I know I'd always feel like I just missed out, even if I churned out 5-10 tokens with it.
Trostani, Selesnya's Voice Primary for the lifegain? you don't seem to have big enough tokens currently for a Populate heavy use.
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Lastly, I just looked over the list and realized, you have QUITE a few triggered cards... Strionic Resonator seems like it'd be quite nice here.
You make quite alot of sense on a significant of the points. I really like the help the both of you have presented and have modified my decklist again based on these points. Keep it up, thank.
Suture Priest is okay, but it has many of the same limitations as the Wardens do. You've got Trostani, Selesnya's Voice in here, and she can accomplish most of what you want done lifegain-wise, while also supporting a token strategy.
I understand on the Skullmulcher removal, but I don't want to have to rely on Skullclamp too much. Any suggestions for other draw engine that work well with token strategies?
I completely understand on the Overrun effects as well. The anthem effects should definitely take care of it.
Again, as long as you stick to extremely powerful anthems/overruns, you'll probably be fine. Cutting the weaker versions frees you up for more token generation.
Removal of the arifacts makes sense, but how much ramp is too much for this type of deck. Seems, significantly heavy would be good.
Looked at your suggestions and I really like most of them. I'm not sure on the Decree of Justice, though. Seems a little expensive, but with heavy ramp, might not be too bad of an inclusion.
Alot of this makes sense, thank you very much. Will be updating list shortly.
Hardcast, Decree of Justice can be very clunky, but Cycled, it's X2W for X 1/1 tokens and a card, uncounterably, at instant speed. The angel mode can become a good late game finisher though if you have oodles of mana and Akroma's Memorial, as you're getting 2 power per 1 mana.
Yet again, alot of really good points here. I REALLY appreciate all of the pointers and suggestion. It is really getting me in the mindset of what to do with this deck. Any and all further hep is greatly appreciated.
Small update for you: Did a small LGS tournament yesterday. 3p pod. I played Kaalia, my g/f had Rhys. I attack into her (she had Gavony Township, enough to activate it and Darien, King of Kjeldor on the board) so she got 10 tokens. Our other opponent Bribery'd me, got my Gisela, Blade of Goldnight, and I ended up getting hit with 10 2/2's with double dmg.
On a side note, I totally misplayed that match. Never let blue players stay alive.
I had a Rhys Deck and despite the many precautions I had, he would always die too quickly due to his low defense or something. The low CMC was a great draw but he worked better when he was not my general. Instead I changed my general to Trostani.
Take out Storm Herd you don't have the life gain you probably desire to make it really work.
Take out Serra's Sanctum (since you don't have an enchantment deck) for Grove of the Guardian
I had a Rhys Deck and despite the many precautions I had, he would always die too quickly due to his low defense or something. The low CMC was a great draw but he worked better when he was not my general. Instead I changed my general to Trostani.
Take out Storm Herd you don't have the life gain you probably desire to make it really work.
Take out Serra's Sanctum (since you don't have an enchantment deck) for Grove of the Guardian
Thank you very much. I completely forgot about having Serra's Sanctum in there now that I had removed alot of the extra enchantments. Also, after looking at Storm Herd again, I completely get where you are coming from. Even with all the ramp, some of the players in my play group do run quick damage decks.
Small update for you: Did a small LGS tournament yesterday. 3p pod. I played Kaalia, my g/f had Rhys. I attack into her (she had Gavony Township, enough to activate it and Darien, King of Kjeldor on the board) so she got 10 tokens. Our other opponent Bribery'd me, got my Gisela, Blade of Goldnight, and I ended up getting hit with 10 2/2's with double dmg.
On a side note, I totally misplayed that match. Never let blue players stay alive.
Thank you very much. I enjoy story's about commander decks I am working on.
Also, Decklist updated. Down to 136. Keep up the awesome help!
1x Intangible Virtue +1+1 pumps suck and it doesn't pump your other dudes. for me pumps have to be at least +2+2 for me for it to even be cosidered a spot in the deck.
1x Luminarch Ascension this card will literally turn any game into arch enemy for you, unless your cool with that then totally run it
1x Squirrel Nest unless your running a combo with it your begging to be 2 for 1'd
1x 1x Seed Spark is just bad getting a single dude for paying THAT much mana is not efficient
1x Emeria Angel I found has been lack luster when ever I played it
1x Emmara Tandris is just bad considering how much mana she costs, she can't protect from wraths and thats how you're gonna get blown out 90% of the time
1x Conqueror's Pledge I did not like this in my Darien build always seemed meh
1x Increasing Devotion see conqueror's Pledge
cards to add:
1x Odric, Master Tactician because taking out a players utility dudes while making the rest of your army unblock-able is pretty good
1x Sun Titan that card is just too good not to go in any deck that doesn't run white
1x Coat of Arms if your tokens are generally all the same type this can get silly you just have to make sure that you decide to play it the turn that you win or will win next turn because it will be turned against you.
1x Leonin Sun Standard is a great mana sink late game. Especially when you attack with a bunch of 1/1's, Oh whats that your not blocking lets make them 5/5's
1x Mind's Eye good solid draw
1x Slate of Ancestry one of my hidden gems, if your token genation is good enough this thing can net a metric crap ton of cards, this may also make you want to include Reliquary Tower
1x Elspeth, Sun's Champion is amazing to getting rid of those pesky big dudes, the fact that she also protects herself with her +1 is really good
1x Final Judgment I'm a big fan of exile but that's just a pet love card for me
1x Launch the Fleet whats better then 10 dudes attacking? how about 20 dudes attacking
feel free to take a look at my Darien deck in my sig I got most of my ideas from that (been playing that deck for a long time now).
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I will be typing up deck lists as soon as I an be bothered, I really only play EDH:
Here is the list:
1x Aura Shards
1x Beastmaster Ascension
1x Cathars' Crusade
1x Collective Blessing
1x Concordant Crossroads
1x Dictate of Heliod
1x Doubling Season
1x Earthcraft
1x Glare of Subdual
1x Humility
1x Intangible Virtue
1x Luminarch Ascension
1x Mana Reflection
1x Martyr's Bond
1x Martyr's Cause
1x Mirari's Wake
1x Night Soil
1x Oblivion Ring
1x Parallel Lives
1x Perilous Forays
1x Privileged Position
1x Quest for Renewal
1x Squirrel Nest
1x Sterling Grove
1x Survival of the Fittest
1x Sylvan Library
1x True Conviction
Instant
1x Beast Within
1x Chord of Calling
1x Eladamri's Call
1x Enlightened Tutor
1x Krosan Grip
1x Oblation
1x Path to Exile
1x Return to Dust
1x Rootborn Defenses
1x Seed Spark
1x Sundering Growth
1x Swords to Plowshares
1x White Sun's Zenith
1x Ant Queen
1x Avacyn, Angel of Hope
1x Avenger of Zendikar
1x Craterhoof Behemoth
1x Elesh Norn, Grand Cenobite
1x Emeria Angel
1x Emmara Tandris
1x Eternal Witness
1x Hornet Queen
1x Kamahl, Fist of Krosa
1x Knight-Captain of Eos
1x Master of the Wild Hunt
1x Mentor of the Meek
1x Mirror Entity
1x Mycoloth
1x Rampaging Baloths
1x Regal Force
1x Sakura-Tribe Elder
1x Seedborn Muse
1x Sigarda, Host of Herons
1x Suture Priest
1x Trostani, Selesnya's Voice
1x Verdant Force
1x Vigor
1x Weathered Wayfarer
Land
1x Brushland
13x Forest
1x Gaea's Cradle
1x Gavony Township
1x Grove of the Guardian
1x Homeward Path
1x Maze of Ith
1x Mistveil Plains
12x Plains
1x Strip Mine
1x Sunpetal Grove
1x Temple Garden
1x Temple of Plenty
1x Windbrisk Heights
1x Wooded Bastion
1x Austere Command
1x Conqueror's Pledge
1x Cultivate
1x Devout Invocation
1x Explore
1x Explosive Vegetation
1x Green Sun's Zenith
1x Growth Spasm
1x Hallowed Burial
1x Hour of Reckoning
1x Hunting Wilds
1x Idyllic Tutor
1x Increasing Devotion
1x Kodama's Reach
1x Martial Coup
1x Nature's Lore
1x Nomads' Assembly
1x Primal Growth
1x Ranger's Path
1x Skyshroud Claim
1x Steelshaper's Gift
1x Three Visits
1x Triumph of the Hordes
Artifact
1x Akroma's Memorial
1x Eldrazi Monument
1x Lightning Greaves
1x Mind's Eye
1x Skullclamp
1x Sol Ring
1x Strionic Resonator
1x Swiftfoot Boots
Planeswalker
1x Elspeth Tirel
1x Garruk, Primal Hunter
I know that there are quite a few cards I can still cut, but am having trouble doing so. ANY help is appreciated.
Essence Warden - Soul Sisters types are okay, but they're not great unless you're going dedicated lifegain strat. If you had some stuff like Archangel of Thune up in here, I'd be all about this, but without, pass.
Karametra, God of Harvests - Most of your creature generation is going to come in the form of token spells/enchantments, meaning you won't have all that many opportunities to trigger her. I'd leave her out.
Rune-Tail, Kitsune Ascendant - Sure, he basically auto-flips, but the flip side isn't all that great. Damage is not going to be the primary way your guys will die. They'll likely die to wrath after wrath, and maybe one in ten of those will be damage-based (Blasphemous Act or similar)
Selesnya Guildmage - Not a bad choice, but certainly not one of my top choices either. He might make the cut, but if you're on the edge he's a decent one to do without. There are plenty of pay mana in, get tokens out generators like this.
Skullmulcher - Your primary draw engine in any token-based deck is going to be Skullclamp. Before considering any other draw engines, I'd consider running more ways to find Skullclamp, like Stoneforge Mystic, Taj-nar Swordsmith, Steelshaper's Gift, Enlightened Tutor, Stonehewer Giant, etc.
Tolsmir Wolfblood - He's an okay anthem, but a pretty bad token generator. You're better sticking with very strong cards in either category rather than trying to get cards that weakly do both.
Verdant Force - He's okay, but not the strongest token generator.
Vitu-Ghazi Guildmage - Like Seles Guildmage, he's pretty slow for what he does. This one doesn't even get the anthem mana sink.
Voice of Resurgence - Realistically, this guy will get you one token, because he'll probably just die to a wrath. If you want a token-related creature who also has a Kjeldoran Warlord effect, look at Geist-Honored Monk
Vorinclex, Voice of Hunger - He's a strong card, but he doesn't help your central theme and he draws a LOT of hate.
Wilt-Leaf Liege - He's a decent anthem but that's about it. I think you can do better.
Artisan's Sorrow - This is really expensive for what it does. If you're spending 4 mana on a Disenchant effect, it better Exile two things or at least Give you some tokens
Condemn - It's a decent spell, but a lot of the time it does its thing too late to really be much good.
Harrow - There are a lot better ramp options out there.
Mercy Killing - This just seems kind of eh.
Worldly Tutor - Tutors are good, but there's a ton of good creature tutors. Weaker ones like this probably don't make the cut
Gaea's Anthem/Glorious Anthem/Honor of the Pure/Intangible Virtue - These don't really do enough. The only Anthems worth running are the REALLY strong ones like Beastmaster Ascension and Cathars' Crusade. Weaker ones like this just take up space
Martyr's Cause - This is only really great in decks that need the sac outlet
Quest for Renewal - Seriously bad
Natural Order - If you're going to run this, you might want to consider Worldspine Wurm and maybe Terastodon and/or Woodfall Primus
Overrun - This is okay, but you might be better off running a stronger token generator here. You've got a number of good overrun/anthems already
Overwhelming Stampede - Same as Overrun, only it also requires that you have a fatty on board to be really good
Recollect - This is bad
Replenish - You're not an enchantment deck, so this seems iffy
Wrath of God - You've got a few wraths that work well with your tokens, why do you need one that doesn't?
Darksteel Ingot/Selesnya Signet/Thran Dynamo - I usually prefer to run more ramp spells, because their ramp doesn't go away to most board wipe. You're missing Skyshroud Claim, Ranger's Path, and Hunting Wilds from the standard set of 4-for-2 ramp spells. Sakura-Tribe Elder, Explore, and Three Visits are more good two mana ramp spells. Growth Spasm isn't bad in this kind of deck, same with Primal Growth. Perilous Forays is my #1 favorite card for decks like this
Illusionist's Bracers/Rings of Brighthearth - I feel like you don't have enough effects that warrant these. I guess your general?
Lightning Greaves/Swiftfoot Boots - Since most of your guys are going to be faceless tokens, this doesn't seem super great. I prefer my haste en masse, like Concordant Crossroads
Some stuff you're maybe missing:
Mobilization, Sacred Mesa - Two of my favorite token generating enchantments
Decree of Justice, Entreat the Angels - Some good X token generation
Nomads' Assembly, Increasing Devotion, Conqueror's Pledge - Other good token generating sorceries
Deranged Hermit, Cloudgoat Ranger, Captain of the Watch, Knight-Captain of Eos, Geist-Honored Monk, Hornet Queen - These are some strong ETB token generators
Rampaging Baloths - Emeria Angel's Bigger brother
Dictate of Heliod - Double anthems are much better than single ones
Marshall's Anthem - It's an anthem that doubles as a mass res spell. If you can nab a couple of the ETB guys above, this thing can do some serious damage
Currently Playing:
Legacy: Something U/W Controlish
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Kamahl, Fist of Krosa is ok, but probably not necessary, Karametra, God of Harvests doesn't trigger on tokens, so a bit weak for this build. Selesnya Guildmage is also pretty weak, unless you're running ungodly amounts of mana. Vorinclex, Voice of Hunger is good, but likely to see a Bribery, as a forewarning. Essence Warden/Soul Warden are ok, but Suture Priest is usually better.
Condemn usually ends up as weak, hitting only aggro creatures, might snag a commander, if you're lucky. Personally, I dislike Harrow, Green can do better. Mercy Killing might be ok, if you're looking to kill Skullmulcher or something when it gets removal pointed at it, but it's weak over all.
Awakening Zone sucks outside of Grave Pact/etc. Gaea's Anthem/Glorious Anthem/Honor of the Pure are weak, go big or go home, Collective Blessing or even Dictate of Heliod. Leyline of Sanctity is a Meta choice, depends on how much player targeting you see.
Overrun makes sense, but is over all weak. With the amount of creatures you can pump out, it's kind of unnecessary. Overwhelming Stampede is better, but might want to cut as well. Parallel Evolution is already attached to your Commander so, not really necessary. Your Wrath Package seems... Heavy. I would say cut 1 (Wrath of God honestly, it does the least for you), and maybe change a second to a tuck style like Hallowed Burial or an exile like Final Judgment so you can get around things like opposing Avacyn, Angel of Hope
Straighten out your Lands... Ruination, Blood Moon, Back to Basics are going to stomp you in the face. Cavern of Souls, what do you end up naming? I hate Dryad Arbor, it gets hit by 2 different Wrath(/Armageddon) types. Oran-Rief, the Vastwood does little and only hits half your color set. Scars lands almost always come in tapped in EDH. Command Tower/Reflecting Pool should be largely unnecessary, you play green. Signet Land there is pretty weak as well, as it doesn't do anything on it's own. Chances are Reliquary Tower will be unnecessary, you aren't playing control. And lastly, Vitu-Ghazi, the City-Tree is pretty bad. 5 total mana for a saproling?
Artifacts don't look bad, but I've never been a fan of Illusionist's Bracers when you have so many things that work for it. Rings of Brighthearth just outclass it most of the time. The rocks are meh, Sol Ring/Thran Dynamo are ok, maybe Darksteel Ingot post Armageddon if it's commonly seen for you. and Signet is again, pretty meh in Green.
As for Planeswalkers, Any and all Elspeths are valid. 2.0 might be the best for your deck, as she sweeps non-token/lands on her own, gains some life and makes tokens. 1.0 really only the ultimate is where it's at, but worth it still. Garruk on the other hand... 1.0 is ok, but Primal Hunter is better for this deck. Make a beast every turn, and draw, which I noticed you are rather lacking, would be good.
Cutting Essence Warden type cards make sense, especially when it will mostly be token generation. As done Karametra, God of Harvests for the same reason. Maybe Suture Priest?
I understand on the Skullmulcher removal, but I don't want to have to rely on Skullclamp too much. Any suggestions for other draw engine that work well with token strategies?
I completely understand on the Overrun effects as well. The anthem effects should definitely take care of it.
Removal of the arifacts makes sense, but how much ramp is too much for this type of deck. Seems, significantly heavy would be good.
Looked at your suggestions and I really like most of them. I'm not sure on the Decree of Justice, though. Seems a little expensive, but with heavy ramp, might not be too bad of an inclusion.
Alot of this makes sense, thank you very much. Will be updating list shortly.
Alot of the same points being made again definitely is helping me get a feel for this style. Thank you alot for the excellent insight. Also, some of the lands were there for a previous build that was going to be tribal elves and never got removed. Also, Collective Blessing got removed due to high mana cost earlier, but due to the inclusion of a significant ramp package as suggested by a precious poster, I believe that I am going to put it back in. Thank you very much for all of your suggestions and critiques.
Rune-Tail, Kitsune Ascendant- works like Dolmen Gate for this deck. Only problem is keeping your life total high enough to get the flip.
Skullmulcher- while Skullclamp is generally better, a quick burst, that you can regulate is still valid, and with larger anthems (Collective Blessing/etc) it's harder to clamp your tokens. Run both (or replace Skullmulcher with something like Mind's Eye, something to keep card draw up)
Verdant Force- Is awesome. EVERY upkeep, you get a token? that gets out of hand quick. There is a reason why they finished the cycle of him.
Tolsimir Wolfblood/Wilt-Leaf Liege- Reasonable anthems, as they can attack as well. They certainly can go, if you're looking to slim more, but still do the job well.
Voice of Resurgence- has the potential to be amazing. It's potentially better for this deck than Dosan the Falling Leaf/etc. It puts pressure on blue especially. Do they counter your spell and give you another fatty to copy? Yes, Wraths happen, but more often then not, you use it to bait out Wraths. (BTW, Geist-Honored Monk is pretty bad outside of blink for token generation)
Artisan's Sorrow- A debatable card. With card draw being weaker, scry abilities go up. it's Naturalize with a + to scry 2. It's expensive, generally, but can churn it out, and can scry away dead cards, as it lacks 's draw power.
Worldly Tutor- Sees a ton of play, EoT top the response you need? played a ton. to get it done? There's a reason why all of that cycle of tutors are played. Is it a touch weaker than the others like Chord of Calling? sure, but it costs less too. you can get out multiple cards in a turn, if needed.
Intangible Virtue- of the weak anthems, I like this the best as it give the most desirable permanent type (tokens) the boost, but also vigilance, like Rune-Tail, Kitsune Ascendant, it makes playing the aggro route much more powerful.
Martyr's Cause- I actually like this card for you, locks out Voltron quite well. You have plenty of fodder for it, and it makes combat for your opponents a *****, because you can basically Fog the worst problems away.
Quest for Renewal- Generally yes, this is a poor choice. Upsides are: not a creature, so harder to kill/steal and you don't have much that can untap, lacking blue for Prophet of Kruphix. If you REALLY want that untap all the time, it can still work. (Bonus points if you have out a Seedborn Muse. Both trigger, getting you double activations of Rhys, EVERY turn)
Replenish- While you might not be playing Enchantress, you still have plenty of enchantments, that you'd likely want staying around. While this isn't necessary, if you see a lot of hate heading for them, it's still a valid card.
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As for his Suggestions...
Mobilization is... lackluster at per activation, and Sacred Mesa isn't much better. The mana requirement to keep it around leaves a bad taste in my mouth. You aren't generating obscene mana on average, and without some sort of anthem (Cathar's Crusade being the best one) it just seems to fall flat for me.
Decree of Justice/Entreat the Angels- :Shudder: Entreat needs to be Miracled to be good, which means late game, and do nothing else. Decree at least can be cycled, but you will virtually never get angels from it. Chances are, you won't want to see them, when you get them.
Nomads' Assembly- A good card for the deck, just hope you don't draw it after a Wrath...
Deranged Hermit/Cloudgoat Ranger/Captain of the Watch- These are all better in a blink deck. 1 has echo, the other 2 give you soldiers, and that's the best I can say about them for this deck. (Incidentally, he suggested the best card with them, Knight-Captain of Eos). I stated how I feel about Geist-Honored Monk earlier. (lack of trample in your deck kills it)
Marshal's Anthem- just seems meh. At an anthem, plus 1 rez, you see , 2 creatures . Unless you get back Avenger of Zendikar and Craterhoof Behemoth, I'm rather unimpressed. (That and the Rez can get hit with grave exile before it finishes...)
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I do however like his suggestion of Worldspine Wurm and Rampaging Baloths, as well as his Naturalize alternatives. (Worldspine might be more of an issue for you, my g/f runs a subtheme of Elf ramp, Priest of Titania, Imperious Perfect, Joraga Treespeaker, etc)
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Darien, King of Kjeldor- Along side the Soul Sisters, is hilarious, but even without one, he's still strong, and a nightmare for anyone who can't 1-shot you.
Budoka Gardener- if large tokens are what you're looking for, he certain can do it. I'm not claiming he's awesome, but he can still do plenty.
Emmara Tandris- Like Rune-Tail, Kitsune Ascendant, she makes blocking a nightmare for your opponents.
Heliod, God of the Sun- Expensive for his tokens, but he can generate them for you quickly enough, post Wrath, as well as gives everything Vigilance
Nylea, God of the Hunt- Like Heliod, she's hard to remove, and gives everything trample, plus is a mana sink, if necessary.
Hydra Broodmaster- Scalable Tokens, can activate at your leisure. Still prone to Wraths, but still, 5 5/5's are hard to deal with ramming down your throat.
Master of the Wild Hunt- A long-term play, but helps your removal package, if necessary.
Mitotic Slime- Copy this in it's middle stage... Do it. Do it.
Nacatl War-Pride- Attack, double your tokens. Doubled tokens stick around.
Champion of Lambholt- Pseudo unblockability. Plus you have a big beater.
Nemata, Grove Guardian- Activation is the same as Mobilization, but you have a massive plus with the second activation (and works with Mycoloth)
Requiem Angel- Makes your opponents reconsider Wrathing, or if you do it, you still have a creature base when it's all done.
Thelonite Hermit- Anthem(ish) plus token generation.
Verdeloth the Ancient- Same as Thelonite Hermit, but bigger.
Beacon of Creation- if you forest count is high enough, it's an option.
Devout Invocation- Make your saproling generation turn into angel generation.
Fungal Sprouting- potentially weak, but with say, Avacyn, Angel of Hope, thats 2 tokens per mana paid.
Gelatinous Genesis- 2 2/2's or 10 10/10's. MASSIVE mana sink, but it can certainly pay off.
Howl of the Night Pack- Beacon of Creation 2.0, minus the shuffle, still a potential horde, on the spot.
Saproling Symbiosis- Double your creatures? At Instant speed?
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You need to swap your text around a bit, Increasing Ambition should be Increasing Devotion.
Steelshaper's Gift needs to go. You currently have 1 equipment... and if it's on the battlefield, grave or in your hand, you now have a dead card.
Mentor of the Meek and Sigil Captain are losing value with the amount of Anthems you have at the moment, might want to think about either lowering some anthems or looking to swap them out.
Weathered Wayfarer is likely to be a dead card as well.
Squirrel Nest outside of the Earthcraft combo is weak. You might want to consider either cutting it, or adding Plea for Guidance, as it can get both to you in 1 go.
Privileged Position is spot removal terribly heavy? short of the Sterling Grove combo of ultimate targeted removal, it's... a touch excessive. Wraths will still work, and that's likely the more concerning thing for your deck (I like Sterling, as it doubles as half of Enlightened Tutor)
White Suns' Zenith... I'm mixed about. Instant speed, shuffles in, great. , for some 2/2's... less so. I'd just hate seeing it as my first draw, it's about as bad to see as Avacyn that early, but at least she gives you some hope of casting and it being like Christmas in July.
Wolfbriar Elemental is in the same boat but worse than White Suns, if you don't have Gaea's Cradle, I know I'd always feel like I just missed out, even if I churned out 5-10 tokens with it.
Trostani, Selesnya's Voice Primary for the lifegain? you don't seem to have big enough tokens currently for a Populate heavy use.
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Lastly, I just looked over the list and realized, you have QUITE a few triggered cards... Strionic Resonator seems like it'd be quite nice here.
Suture Priest is okay, but it has many of the same limitations as the Wardens do. You've got Trostani, Selesnya's Voice in here, and she can accomplish most of what you want done lifegain-wise, while also supporting a token strategy.
Soul of the Harvest is decent, but you have to be running enough actual creature cards. You've already got Mentor of the Meek. Regal Force can be pretty strong too.
Again, as long as you stick to extremely powerful anthems/overruns, you'll probably be fine. Cutting the weaker versions frees you up for more token generation.
Assuming you run a lot of X token generation spells and mana sinks like Mobilization and Sacred Mesa and Ant Queen and Kamahl, Fist of Krosa, you really can't have too much ramp. Personally, in decks like this, I like to stick to creature-based land ramp (things like Sakura-Tribe Elder, Wood Elves, Yavimaya Dryad, Farhaven Elf, Oracle of Mul-Daya, etc) because they synergize with a lot of the same effects I have to resource-ize my tokens (like Earthcraft, Skullclamp, Glare of Subdual, Perilous Forays) and also allow me to take greater advantage of engines like Survival of the Fittest/Birthing Pod and recursion like Genesis/Karmic Guide/Reveillark. But that starts to turn into a different deck quickly so I avoided advocating for that initially.
Hardcast, Decree of Justice can be very clunky, but Cycled, it's X2W for X 1/1 tokens and a card, uncounterably, at instant speed. The angel mode can become a good late game finisher though if you have oodles of mana and Akroma's Memorial, as you're getting 2 power per 1 mana.
Currently Playing:
Legacy: Something U/W Controlish
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You make quite alot of sense on a significant of the points. I really like the help the both of you have presented and have modified my decklist again based on these points. Keep it up, thank.
Yet again, alot of really good points here. I REALLY appreciate all of the pointers and suggestion. It is really getting me in the mindset of what to do with this deck. Any and all further hep is greatly appreciated.
On a side note, I totally misplayed that match. Never let blue players stay alive.
Take out Storm Herd you don't have the life gain you probably desire to make it really work.
Take out Serra's Sanctum (since you don't have an enchantment deck) for Grove of the Guardian
BURWGSliver Hivelord's alt wincon deck at Maze's EndBURWG
GWBSidar Kondo and Ikra Shidiq likes big butts
RUMizzix of the Izmagnus Super ThiefRU
BURWGGeneral Tazri, The Megazord AllyBURWG
BURJeleva Mill and Kill BUR
BRGrenzo's get out from under that deck!BR
WUG Roon's Enchanted Evening (enchantment deck) WUG
BUG The Undersea World of Tasigur CousteauBUG
BWGAnafenza, Counter QueenBWG
Thank you very much. I completely forgot about having Serra's Sanctum in there now that I had removed alot of the extra enchantments. Also, after looking at Storm Herd again, I completely get where you are coming from. Even with all the ramp, some of the players in my play group do run quick damage decks.
Thank you very much. I enjoy story's about commander decks I am working on.
Also, Decklist updated. Down to 136. Keep up the awesome help!
1x Luminarch Ascension this card will literally turn any game into arch enemy for you, unless your cool with that then totally run it
1x Squirrel Nest unless your running a combo with it your begging to be 2 for 1'd
1x 1x Seed Spark is just bad getting a single dude for paying THAT much mana is not efficient
1x Emeria Angel I found has been lack luster when ever I played it
1x Emmara Tandris is just bad considering how much mana she costs, she can't protect from wraths and thats how you're gonna get blown out 90% of the time
1x Conqueror's Pledge I did not like this in my Darien build always seemed meh
1x Increasing Devotion see conqueror's Pledge
cards to add:
1x Odric, Master Tactician because taking out a players utility dudes while making the rest of your army unblock-able is pretty good
1x Sun Titan that card is just too good not to go in any deck that doesn't run white
1x Coat of Arms if your tokens are generally all the same type this can get silly you just have to make sure that you decide to play it the turn that you win or will win next turn because it will be turned against you.
1x Leonin Sun Standard is a great mana sink late game. Especially when you attack with a bunch of 1/1's, Oh whats that your not blocking lets make them 5/5's
1x Mind's Eye good solid draw
1x Slate of Ancestry one of my hidden gems, if your token genation is good enough this thing can net a metric crap ton of cards, this may also make you want to include Reliquary Tower
1x Elspeth, Sun's Champion is amazing to getting rid of those pesky big dudes, the fact that she also protects herself with her +1 is really good
1x Final Judgment I'm a big fan of exile but that's just a pet love card for me
1x Launch the Fleet whats better then 10 dudes attacking? how about 20 dudes attacking
feel free to take a look at my Darien deck in my sig I got most of my ideas from that (been playing that deck for a long time now).
Thraximundar Control voltron
Darien, King of Dudes The swarm
Karador, Ghost ChieftainJunk graveyard
Erebos, God of the DeadMy BIG BLACK.......deck
Zedruu the kindhearted My take on Pristaxcontrombmodruu!
Roon of the Hidden Realm Bounce house