Overview of the Deck
BW Tokens is an aggro-swarm deck that relies on early game disruption and removal effects to delay your opponent while you build an army of small creatures. The virtual card advantage of a resolved Spectral Procession or Lingering Souls can overwhelm an opponent's limited ability to deal with multiple threats while serving to create pseudo-control over their hand late game.
Tokens is a great deck to choose if your meta sees a lot of midrange or affinity. Faster versions of the deck are available to address the Zoo and Burn matches while slower versions address most other match-ups including Tron.
Creatures: Most decks do not mainboard creatures. Tokens relies on spells and effects to generate creature advantage. We usually don’t mainboard creatures for several reasons:
1) If all of the creatures are functionally the same, your opponent’s removal is negated. We can control our opponent by limiting their ability to interact with us. Not mainboarding creatures is one of those ways.
2) Tokens operates by generating virtual card advantage. One card buys us power over multiple bodies. When your opponent does use removal, they don’t remove a full card’s worth of advantage. Put another way: a lightning bolt removes one flying spirit, which is 1/3 of a spectral procession. This still leaves us ahead in both cards and mana.
Creatures:
Brimaz, King of Oreskos: He is out of bolt range and nets you tokens on attack and block.
Hero of Bladehold: For four mana, she is out of bolt range and nets you 2 soldier tokens with haste PLUS +1/+0 to all other attacking creatures. She can single handedly win games. She is great for any games where you expect the game to stall out.
Auriok Champion: pro removal colors, she nets you 1 life for every creature entering the battlefield. Auriok Champion is not ideal if you run less than 3. This card shines in the aggro and burn matchups.
Tidehollow Sculler: great in an aggressive build, but dies to removal. The discard to exile effect can be good and at least disrupt your opponent for a turn. This card synergizes well with Elspeth, Knight Errant.
If you choose to mainboard a creature, fine. Do so in numbers that you will see (like 3 or more) so you can get their effect. Likewise, be prepared to board them out game 2 to give yourself some advantage and then board them back in game 3.
Past and present players recognize Hero of Bladehold and Auriok Champion for inclusion. Brimaz and (more recently) Sculler are not because they aren’t fast enough and the match records suggest that neither one is optimal in tokens.
Spells
12+ Token Generators:
Many decks run the following to generate creature advantage and negate removal:
4 Lingering Souls: arguably the best spell in the deck. On face, Lingering Souls grants 4 1/1 fliers for a total of 4 power, which is well on curve for five mana. Lingering souls defines the idea of a two for 1. You can cast the spell turn 3 for 2 1/1 fliers and then flash it back turn 4 for two more fliers leaving mana open for an Intangible Virtue. Likewise, you can discard the card to a Liliana of the Veil effect and then flash it back from the graveyard for 2 mana and 2 1/1 fliers. Lingering souls is also the card of choice to cast in the face of counter magic, since even if it gets countered you can use flash back at some later point for value.
4 Spectral Procession: The mana base of tokens is designed to cast this spell turn 3 for 3 white. For 3 white, you get 3 1/1 fliers. This card alone blinks most of your opponent’s removal.
4 Bitterblossom: Played on turn 2 for 2 mana, you pay 1 life per turn to get a 1/1 flying faerie. The upside is that you get a 1/1 flier each upkeep for the rest of the game that can block or attack. The downside is that you can die from the life loss. Bitterblossom alone can turn the game in your favor against control and combo strategies that run out of gas. (Note that this is one of the cards we identify in the alternatives section as substitutable for Raise the Alarm)
Alternative/Additional Token Generators:
Some people run the following either in addition to or (more rarely) instead of the above-mentioned suite:
Raise the Alarm: this card is heavily favored in aggressive metas. You should run this instead of Bitterblossom there. Also, if you don’t have the budget, this is a more than acceptable substitute.
Midnight Haunting: an instant speed Lingering Souls, it is below the curve of expected power/toughness for 3 mana. But, your tokens have flying and the instant speed effect can be a blow out against board wipes and control.
Secure the Wastes: XW for x 1/1 warrior tokens is nothing to sneeze at late game. Especially in the face of an opponent's board wipe, it allows you to go aggressive on the next turn. 1-2 is generally the agreed upon number, but not 4 since multiples are not as efficient and we generally do not want one in our opening hand.
Timely Reinforcements: a walking spectral procession and life gain in one. This card can be very overpowered BUT there are some conditions that have to be met that make it a very meta based card. First, life gain only triggers if you have less life than your opponent. This can be good in aggressive metas but might match up poorly in some control matches such as Grixis. Second, the three soldier tokens only trigger if you have fewer creatures than an opponent. Against zoo and Merfolk this might not be a problem, but against tron you are very unlikely to get a benefit.
Discard
6-10 Discard Effects:
All BW tokens decks run discard effects to delay or stall out our opponents. The number depends heavily on the meta. Run fewer in creature heavy metas and more in combo heavy (you might even go as high as 10). We run several because we want their effects early game and we have limited deck manipulation. Before running tokens, you should read Reid Duke’s article “Thoughtseize U.” Basically, you will sometimes want to board out your discard or run less because it sets both you and your opponent back a turn early game.
3-4 Inquisition of Kozilek: 1 black for a limited discard effect that hits most relevant threats in modern. Great against storm, the tokens mirror, and other combo, it can delay tron and has some applicability against burn, zoo, and merfolk. Of late, this is chosen over Thoughtseize because you don’t lose life upon resolution. Inquisition is terrible late game.
3-4 Thoughtseize: 1 black for an almost unlimited discard effect that hits everything except lands, thoughtseize does cost 2 life.
Creature buffs 4-6
4 Intangible Virtue: for the cost, this not only buffs tokens but grants vigilance to all tokens.
OR
4 Honor of the Pure: costed the name as Intangible Virtue, this card buffs all white creatures. This card is used more in builds with white tokens and creatures. In those cases, it can be substituted one-for-one for Intangible Virtue (often people run some combination of the two when they have white tokens).
AND
0-2 Zealous Persecution: not a true creature buff, Zealous Persecution can alter the clock from 2 turns to 1 at instant speed. It can also be removal against many small creatures and can alter combat maths in your favor. Zealous persecution should be included whenever you expect to face a creature heavy meta game and can help you kill Tarmogoyf or Tasigur without a kill card.
Removal:
Run 3-6. Why run 3? If you expect to see a lot of combo that will nerf your removal, run 3 (Craig Wesco ran 3 Path to Exile in 2013 to his fifth place at World’s). Many decks today are running 4-6 mainboard removal because of the creature based meta.
4 Path to Exile: the pre-eminent removal spell in modern.
2-4 Fatal Push: the next pre-eminent removal spell.
1 Dismember: while the life loss is a problem, this sets up favorable removal for indestructible creatures and 5/6 Tarmogoyfs that attack into your army
Additional Removal Options: Hour of Reckoning: expensively costed at 7 mana, this can be cast for convoke to wipe the board of all non-token creatures. Past reports suggest that opponents can be blown out by this effect. Especially good against Merfolk and Zoo, you have to survive long enough to get the benefit.
Wrath of God: Like Hour of Reckoning, this will destroy our creatures too, but it can reliably be cast for 4 mana. Bitter blossom can help us recover, and Lingering Souls in the graveyard is our ace in the hole. Again, you have to survive long enough to use it.
Planes walkers
Most current builds run between 2-4 planeswalkers because of their effects.
Sorin, Solemn Visitor: the preferred walker you will see in almost every list. Most decks run 2-3 to ensure they see at least one every game. A resolved Sorin can run away with a game because his +1 buffs creatures and buys turns with lifelink. His -2 is also good, but won’t recover a bad board state.
Additional/Alternative Planeswalkers:
Sorin, Lord of Innistrad: almost the opposite of Sorin, Solemn Visitor. Lord of Innistrad creates a vampire token with lifelink that can turn the game against Jund and Abzan. Likewise, his -2 ability grants an emblem that is good in the face of enchantment removal. Finally, his last ability can pretty much end the game against June/Abzan that turn.
Elspeth, Knight-Errant: This card can create a token or buff one. This card shines when you use walking attackers since it can grant them +3/+3 and flying making them more aggressive card. It can also dramatically increase the clock on your opponent with the second ability.
Elspeth Tirel: Steeply costed at 5 mana, her +2 can grant you 1 life for each creature you control. She can create a small army for her -2. Finally, her ultimate is a great board wipe. This one card can actively recover a bad board state and help turn the game in your favor. You won’t see many decks running this today, but it should be an auto include card if you expect to see many stalled games.
Liliana of the Veil: a great walker for control builds. You can force discard (even discarding our own Lingering Souls) or sacrifice an opponent’s creature. (Editorial note: Liliana won’t advance the board state, making her a problematic mainboard inclusion for tokens. Evaluate your meta carefully)
Gideon, Ally of Zendikar: He can be an indestructible attacker, produce 2/2 walking tokens for 0, and an anthem effect on the turn he enters the battlefield. Gideon is included often for the last two reasons (play Gideon, create a token/anthem, pass turn), but his ability to evade removal makes him a good beater card.
Lands
Most decks run between 23-25 lands. Amateurs and pros alike cite consistent mana as one of the reasons to play tokens.
4 Godless Shrine: Generally you only need 1 black mana source. Avoid fetching for an untapped Shrine if you can, but you should have a black mana source within the first 3 turns.
Additional options:
One of the benefits of running BW tokens is the consistent mana base. Budget alternatives such as Caves of Koilos exist. Many builds run 4 or more of the following:
0-4 Ghost Quarter/Tectonic Edge: Run land destruction for a reason, do not just auto include it. You lose consistency in the manabase if you run 3 or (you are about 32% to draw one) 4 (almost 40%). While that sounds great against tron, you are over 50% to draw 1 by turn 3 on the play when they might develop tron. This is also the same turn we generally want to cast spectral procession for 3 white. So, you need to balance your expected tron matchups with your need to have 3 white online.
Also, running 4 sounds great, but keep in mind that your probability to draw 2 of these effects doubles when you run 4 instead of 3. Again, against tron that might be fine but not having access to black or white mana on the same turn will cost you late game most of the time.
0-3Windbrisk Heights: the only card draw for the deck. You get to scry 4 and then conditionally draw 1. This card can blow out games with an instant speed intangible virtue or cast any number of cards for 2 mana. Windbrisk heights is also valuable because opponents will make suboptimal plays out of fear of what is under the card. This makes the card widely underrated, but one of the most powerful cards in the deck.
0-3 Shambling Vent: in a stalled board state, vent can help you push through damage and recover some life. It enters tapped, so try not to run more than 3 between Windbrisk Heights and Shambling Vent.
0-2 Vault of the Archangel: this doubles as removal and lifelink late game. This can help recover a bad board state.
This guide is written assuming you are playing the build listed above.
First, determine your mulligan strategy. The ideal hand has 2-3 lands, 1 Lingering Souls/Spectral Procession, 1 Intangible Virtue or Sorin, 1 Discard effect, and 1 Bitterblossom. You can reasonably mulligan down to 6 and achieve this. If you mulligan much further than this, you want to look for hands that get you land and discard effects.
If you do not find yourself with one or more of these cards (minus lands), the following math can help you make the decision to mulligan:
The probability of drawing 1 token generator in the first 8 cards you see is 85%. The probability of drawing into you spectral procession or lingering souls within the first 9 cards is 75%.
If you run 7 discard effects, the probability of drawing into one with your opening hand (7 cards) is 60%.
6 Removal effects will yield you about a 54% chance of drawing one in your opening hand.
The probability that you will draw into a creature buff within the first 10 cards is about 83%.
Basically, you need to think about your matchup and prioritize what you want to have in the opening hand. If you choose to mulligan down to six, that is fine and you might want to keep the hand even if you don’t have a token generator because it is far less likely that you will draw into a discard or removal effect by turn 2 than a token generator.
Second, and again depending upon the matchup, you ought to try to force a discard on turn 1. That is highly desireable if you can turn 2 bitterblossom and turn 3 lingering souls/spectral procession. Otherwise, don’t be afraid to play a land tapped the first turn and then thoughtseize on turn 2.
Third, we generally want to cast a token generating spell by turn 3. Usually, that spell is Lingering Souls or Spectral Procession. However, if you haven’t drawn a discard effect until this turn (and we are 74% to do so) then you should strongly consider casting it. This is especially true of combo matchups since your opponent is trying to assemble all of their pieces and will probably have most of them here.
Fourth, once we have some tokens we try to take care of them so they can go to work. Turn 4 and later see us using Windbrisk Heights, Intangible Virtue, and Sorin.
With 12 token generators, we are at 42% to see two copies in our opening hand. As the game progresses, you are at about 93% to draw another one by the 12th card (if you want that card to be a Spectral Procession type effect, the probability is around 81% by the 12th card). That means that if the first generator gets countered, you will probably draw another one by about turn 5. That has major implications for Sorin, since his -2 ability gets you a token but his -6 forces your opponent to sacrifice creatures. The odds are good that if you -2 Sorin, you will lose him or the token by the next turn and set your game plan back.
A stock sideboard for BW tokens is
2-3 Stony Silence: this is for affinity, tron, and decks running aether vial.
2 Rest in Peace/Relic of Progenitus: Rest in Peace is a consistent effect and Relic, while cheaper, requires you to have an open mana to take advantage of its full effect. This can greatly help the Abzan matchup or Jund, it can also be a go to against some versions of Grixis. Obviously, dredge decks or Gifts Ungiven should see these brought it. People argue for days against Rest in Peace because it negates some of the advantage of Lingering Souls, but trust the hundreds of games where hating the opponent’s graveyard won us the game.
2 Extirpate/Surgical Extraction: of late, these are becoming go to cards to address the tron and Eldrazi matches. All provide graveyard interaction and can limit or even totally negate combo or tron. These tend to be proactive cards and require some meta knowledge. When they hit though, they can severely cripple or even eliminate your opponent's ability to win the game.
Everything else is a flex spot. You need to know the meta you are going into to most effectively board. To quote the previous moderator: run the hatiest hate possible.
Decks running red sweepers tech:
2-3 Burrenton Forge-Tender Pyroclasm and Anger of the Gods is the bane of BW Tokens, as it can single handedly wipe our board presence. This is our 1cmc answer to it. This card doesn’t get a love lately, but should because it is very efficient.
Control tech:
Aven Mindcensor Flashing this guy in can severely hamper decks that like to search their library such as Amulet of Vigor, and Scapeshift. It can slow down Tron as well. Being a 2/1 flyer means he’ll be pulling some extra weight as a damage dealer, especially with Honor of the Pure.
Rule of Law: Shuts down living end and Storm. Can be substituted for Ethersworn Canonist or Eidolon of Rhetoric. Eidolon also has the benefit of being a lightning bolt proof creature for the same cost.
Torpor Orb: Stops ETB effects, most notably souls sisters, combo elves, and amulet of vigor (namely Primeval Titan). I good choice against local metas with budget players, as those are lower tier, but cheap decks.
Pithing Needle: A great way to stop pesky planeswalkers, namely Karn Liberated.
Ghostly Prison: of late this is receiving good reports against Merfolk and Zoo. It can nerf collected company since none of these are likely to generate the mana to attack into it late game.
Celestial Flare: Totally anti-Bogle tech and additional removal against infect. Remember that protection effects don’t prevent sacrifice and indestructible doesn’t apply to sacrifice.
Removal (not just creatures) tech:
Disenchant: Simple and effective. Bring it in against Bogles, Robots, and lower tier strategies like Heartless Summoning and combo elve's Cloudstone Curio. This is the better option over sundering growth if you expect bloodmoon. I usually include this along side Stony Silence because of Ensaring Bridge.
Sundering Growth: Probably the "better" disenchant, as the ability is the same, but will almost always net you another token. The only draw back is the WW casting cost.
Oblivion Ring: Oring needs no introduction. It's fantastic, broad hate against anything that needs to go away. It is sometimes played over Disenchant or Sundering Growth as it has further applications in other matches.
Engineered Explosives: removal that won’t hit tokens. This can be desirable in any matchup where the opponent plays lots of the same costed things such as GW hate bears.
Fulminator Mage: This card has game in the current meta with greedy mana bases everywhere. It can be an all-star in the Tron matchup. Run 3-4. Don't be afraid to drop one early and treat it aggressively to get damage through before sacrificing it.
Discard tech:
Duress: additional removal for non-creature, non-lands. This does not have the draw back of losing 2 life.
Damage prevention tech:
Runed Halo: Naming a card, you can't be dealt damage. A good card for unknown metas but also quite specific.
Additional aggro tech:
Hero of Bladehold: a former mainboard all-star, Hero of Bladehold tends to be on the B team because opponents side out removal. Bringing her in will clear up a stalled board state in your favor and lead to an easy win within two turns.
Celestial Flare, Liliana of the Veil, Runed Halo, and Engineered Explosives are your only prayer. Make sure you start with one in your opening hand, as the games go FAST.
+ Celestial Flare
+ Engineered Explosives
+ Liliana of the Veil
+ Ghost Quarter (stops dryad arbors)
Burn
50/50 game 1, favorable post-board
The key against burn is to gain life or stop any of their spells. They run out of gas fast, and rely on players hurting themselves to get faster wins. Try to only Thoughtseize if you know it can take a spell that would hurt you more than the 2 to cast. Don't shock lands in or fetch unless necessary. Watch out for sweepers in game 2/3.
+ Burrenton Forge-Tender
+ Auriok Champion/Timely Reinforcements
Board out your discard to the greatest extent possible beginning with thoughtseize. Burn is more willing to trade 1 for 1 than we are plus, any resolved lifegain effects put us out of reach very quickly and set up our aggressive end game. Our end game is better than theirs, just weather the storm.
Jund
Favored pre and post board.
Jund struggles answering out creature advantage and a resolved Sorin or Elspeth Tirel. Post board, take out your discard in favor of more and varied threats.
Difficult game one. Nothing we do stops them, and when living end goes off, their board is crazy, full of big monsters, some with reach. In game 2, mulligan for RiP and Rule of Law. Use your inq/seize to grab Anger of the Gods and Beast Within. Once they start hard casting creatures you have won.
+ Rest in Peace
+ Rule of Law
Merfolk
Unfavorable
Don't be scared of Aether Vial. They're really trying to control you, while vialing in creatures. Keep their creature count low. Engineered Explosives does a great job of this. Ghost Quarter also stops island walk (when used on yourself) or their mutavaults.
+ Liliana of the Veil
+ Engineered Explosives
+ Ghost Quarter
Affinity
Favorable
Keep kill spells open for their threats (Steel Overseer, Archbound Ravager, and Master of Etherium). Obviously Stony Silence. Runed Halo is solid, too, as it stops Etched Champion. Because of this match, I mainboard Engineered Explosives (destroys Cranial Plating). Beware Ensaring Bridge. Zealous Persecution shines here.
Like all combo decks, the goal is to hold the combo at bay, or ruin it entirely with Leyline of Sanctity. Remember that when scapeshift goes off and all the mountains enter play, Valakut puts a number of triggers, equal to the number of mountains that came into play, on the stack. TecEdge can destroy a mountain in response to the first valakut trigger resolving. The remaining triggers will still be on the stack, but if they no longer have the 6 mountains necessary, none of the remaining damage will be dealt. Same trick can be done with Fulminator Mage. In this match, Ghost Quarter doesn't help.
+ Leyline of Sanctity
+ Runed Halo (naming Valakut, the molten pinnacle)
+ Fulminator Mage
+ Liliana of the Veil
+ Burrenton Forge-Tender (Protection against red sweepers)
+ Aven Mindcensor
+ Tectonic Edge
Soul Sisters
Favorable
Keep the sister's dead, and our tokens will clog the board for the win. Engineered Explosives, Zealous Persecution, and Torpor Orb all hurt their deck.
+ Engineered Explosives
+ Torpor Orb
Storm
Pretty simple goal in this game: Don't let them combo. We have a few ways to prevent that, namely Rule of Law to stop the combo directly, and Rest In Peace to remove their combo pieces. If possible, Thoughtseize before playing a combo stopper to make sure they can't counter/remove it. Leyline of Sanctity and Runed Halo can also just stop the damage. Don't forget to hold Zealous Persecution if they change gears and go for the goblin swarm.
+ Rule of Law or Ethersworn Canonist
+ Rest in Peace
+ Leyline of Sanctity
+ Runed Halo (name Grapeshot)
Tron (RG)
Unfavorable
To win this match, go full agro. Get enough damage on the board for Karn to just not matter. Always watch out for red sweepers (Pyroclasm, Anger of the Gods, etc), and keep them from assembling the Urza Land if possible. For the first point, bring in an anti-sweeper card like Burrenton. To stop the land, prevent them from using their artifacts to search (Stony Silence, also good against Oblivion Stone), prevent them from searching their library with Aven Mindcensor, or just destroy the land with Fulminator Mage, Techtonic Edge, or Ghost Quarter.
If Ugin is resolved, it is pretty much good game for us. They can wipe the board every turn for free. A pithing needle or O-Ring from our side can help end the interaction, but they do run multiple copies main.
+ Stony Silence
+ Fulminator Mage
+ Aven Mindcensor
+ Tectonic Edge or Ghost Quarter
+ Burrenton Forge-Tender (Protection against red sweepers)
+ Pithing Needle or Oblivion Ring against Ugin.
Tron (U)
Same game plan as RG, but no more red sweepers to worry about. They favor the Academy Ruins package, which fuels the super fun Mindslaver lock. Fortunately, Stony Silence and standard land destruction makes that tough. If they do get the lock, you can request they play it out (they can also see your sideboard). It takes about 10 minutes to mill out a deck 1 turn at a time. They have to use Academy Ruins, draw the mindslaver, cast and activate the mindslaver, pass the turn, then draw your card, tap your land, and pass the turn back. You can get lucky, push the game to time, or catch them in an error. Be very cautious of mass return spells, like Cyclonic Rift and Aetherize.
+ Stony Silence
+ Fulminator Mage
+ Aven Mindcensor
+ Tectonic Edge or Ghost Quarter
Here are some in depth articles about BW Tokens, taking a look at the decks strengths, weaknesses, specific matchups and so on.
I highly recommend that you read them.
Ghostly Prison should be added to the sideboard tech list as it is one of the most potent answers to aggro decks that give us trouble: elves, coco, goblins, merfolk, living end, etc and it neuters splinter twin as well. Really useful card that shores up a lot of matches.
Great new primer, but I wouldn't label us as a aggro-swarm deck since we are more of a midrange deck. Attack for the forst time at turn four or five is not what an aggro deck should be doing. But this is a sweet new primer! Also, I would make a section devoted to talking about upgrading from the Event Deck, something that I am currently doing and would be more then glad to write up if need be.
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BW Tokens are used to be known between players as budget Event Deck, but current competitive lists cost about 700$ with all these marsh flats, aurioks, bitterblossoms.
For those who are looking for budget list, here it is.
Nice new primer! But doesn't Gideon, Ally of Zendikar deserve to be mentioned in the Planeswalker section?
Besides that, have you seen the new spoilers? What do you think of the new Shoulder to Shoulder card? It pumps creatures and has carddraw. Might be interesting?
[[Shoulder to Shoulder]]
Its probably a little over costed to be worth running. If it was 2cmc it would be worth trying , also sorcery speed doesn't help.
BW Tokens are used to be known between players as budget Event Deck, but current competitive lists cost about 700$ with all these marsh flats, aurioks, bitterblossoms.
For those who are looking for budget list, here it is.
The real question is whether or not this list is better then the Event Deck itself. I really just want a step-by-step process for upgrading with a few steps in between. For example, you don't have to go from Tidehollow Sculler to Thoughtseize. You could buy Castigate for a Thoughtseize effect.
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So I added some cards. Please keep the suggestions coming and if you have things you want to PM or whatever, then please do so.
I do have some criteria for inclusion in the primer. My biggest complaint about the last one was that it wasn't really a guide so much as suggestions. The present primer should not be treated as the final word, just a list and description of what is established among decks that have done well in large tournaments as reported on MTG Top 8 and other places. I don't run all of these cards and I do not agree with all of their inclusions in the deck, but they have performed for some. As new cards are established, I will add them. What I don't want, and what I don't think will benefit anyone, is a list of cards and random deck lists that have worked a few times but don't have reliable results. Using these criteria, Gideon, Ally of Zendikar and Shambling Vent don't make the cut. Yes, they have performed in some dailies and small events, but I don't see consistent results. When we do, especially at the RPTQ and above levels, then I will be happy to include them. If I missed any decks, or you REALLY have seen great results with these cards, let me know with a description of your results and we can include that.
Also, there are some cards that I don't use or have never used. I borrowed Master Flex's descriptions. If there is anything in error, please let me know and I will update accordingly.
Finally, splashes are a thing. If there are any splashes that you have run to great success (like you consistently win tournaments at your LGS and other LGS with your splash because of the cards you included or you have seen results at SCG events/RPTQ and above/Grand Prix) then please let us know the deck lists or links so that we can get the word out.
What about the ongoing discussion on splashes that was left open in the previous primer? Seemed to be a lot of interest in the red splashes and testing with them. Also we might want to put a section in for usernames of cockatrice players who are available for testing.
What about the ongoing discussion on splashes that was left open in the previous primer? Seemed to be a lot of interest in the red splashes and testing with them. Also we might want to put a section in for usernames of cockatrice players who are available for testing.
This! Please get a splash section up!
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I think the Tron portion should mention the fact that an active Ugin is unbeatable. Karn, Ulamog, etc can be dealt with (Path, beatdown, etc.) Ugin cannot! Most lists are running 2-3 main now and that would be my first target with Needle.
Great primer, love the decklist as a solid current cookie-cutter build of BW tokens. I'm intrigued by your mention of EE as a maindeck inclusion in your build for one of the flex spots. I agree with a poster above that Gideon, Ally of Zendikar deserves a mention - I really like him as an extra anthem in this version of the deck. A splash section may be a nice inclusion as well, as another poster also mentioned. My pet deck lately, after messing with more fair versions very much like your decklist off and on for the past year, is a blue splash for Polymorph into Emrakul, as an alternative top-end win condition. I really like it, and it legitimately seems pretty strong to me so far in playtesting against various meta decks. It sets up a natural tension between them needing to board out spot removal and needing to keep it, and between them needing to fire off removal pre-combat to keep you off an activated Windbrisk Heights vs keeping it up to have an answer to a possible Polymorph 2nd main phase. Blue splash also opens up Detention Sphere as a more powerful O-ring in the sideboard.
Oh thank god this got updated. The old one had so many mistakes. I disagree about tirel being the best walker. Sorin, SV is, with knight errant being second. Want my help in improving this? I have my own primer here: http://tappedout.net/mtg-decks/bw-token-primer/#c2459297
@xzzane: I don't think I'd call Knight Errant second, so much as there's a conditional second, depending on build:
If you're running Hero of Blade Hold or Brimaz, with a combined count of at least 3, Knight Errant is probably second
If you're running an all-token build, Gideon, Ally of Zendikar is IMO second after Sorin.
Anything in between and it probably gets a little murky.
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Overview of the Deck
BW Tokens is an aggro-swarm deck that relies on early game disruption and removal effects to delay your opponent while you build an army of small creatures. The virtual card advantage of a resolved Spectral Procession or Lingering Souls can overwhelm an opponent's limited ability to deal with multiple threats while serving to create pseudo-control over their hand late game.
Tokens is a great deck to choose if your meta sees a lot of midrange or affinity. Faster versions of the deck are available to address the Zoo and Burn matches while slower versions address most other match-ups including Tron.
A Sample Decklist
4 Lingering Souls
4 Spectral Procession
4 Bitterblossom/Raise the Alarm
Discard:
3 Thoughtseize
4 Inquisition of Kozilek
Creature buffs:
4 Intangible Virtue/Honor of the Pure
1 Zealous Persecution
4 Path to Exile
Planeswalker:
3 Sorin, Solemn Visitor
Lands:
4 Godless Shrine
4 Marsh Flats
4 Windswept Heath
2 Isolated Chapel
2 Windbrisk Heights
1 Vault of the Archangel
1 Swamp
2 Fetid Heath
4 Plains
2 Liliana of the Veil
3 Auriok Champion
2 Timely Reinforcements
2 Secure the Wastes
2 Gideon, Ally of Zendikar
Card Choices
Creatures: Most decks do not mainboard creatures. Tokens relies on spells and effects to generate creature advantage. We usually don’t mainboard creatures for several reasons:
1) If all of the creatures are functionally the same, your opponent’s removal is negated. We can control our opponent by limiting their ability to interact with us. Not mainboarding creatures is one of those ways.
2) Tokens operates by generating virtual card advantage. One card buys us power over multiple bodies. When your opponent does use removal, they don’t remove a full card’s worth of advantage. Put another way: a lightning bolt removes one flying spirit, which is 1/3 of a spectral procession. This still leaves us ahead in both cards and mana.
Creatures:
Brimaz, King of Oreskos: He is out of bolt range and nets you tokens on attack and block.
Hero of Bladehold: For four mana, she is out of bolt range and nets you 2 soldier tokens with haste PLUS +1/+0 to all other attacking creatures. She can single handedly win games. She is great for any games where you expect the game to stall out.
Auriok Champion: pro removal colors, she nets you 1 life for every creature entering the battlefield. Auriok Champion is not ideal if you run less than 3. This card shines in the aggro and burn matchups.
Tidehollow Sculler: great in an aggressive build, but dies to removal. The discard to exile effect can be good and at least disrupt your opponent for a turn. This card synergizes well with Elspeth, Knight Errant.
If you choose to mainboard a creature, fine. Do so in numbers that you will see (like 3 or more) so you can get their effect. Likewise, be prepared to board them out game 2 to give yourself some advantage and then board them back in game 3.
Past and present players recognize Hero of Bladehold and Auriok Champion for inclusion. Brimaz and (more recently) Sculler are not because they aren’t fast enough and the match records suggest that neither one is optimal in tokens.
Spells
12+ Token Generators:
Many decks run the following to generate creature advantage and negate removal:
4 Lingering Souls: arguably the best spell in the deck. On face, Lingering Souls grants 4 1/1 fliers for a total of 4 power, which is well on curve for five mana. Lingering souls defines the idea of a two for 1. You can cast the spell turn 3 for 2 1/1 fliers and then flash it back turn 4 for two more fliers leaving mana open for an Intangible Virtue. Likewise, you can discard the card to a Liliana of the Veil effect and then flash it back from the graveyard for 2 mana and 2 1/1 fliers. Lingering souls is also the card of choice to cast in the face of counter magic, since even if it gets countered you can use flash back at some later point for value.
4 Spectral Procession: The mana base of tokens is designed to cast this spell turn 3 for 3 white. For 3 white, you get 3 1/1 fliers. This card alone blinks most of your opponent’s removal.
4 Bitterblossom: Played on turn 2 for 2 mana, you pay 1 life per turn to get a 1/1 flying faerie. The upside is that you get a 1/1 flier each upkeep for the rest of the game that can block or attack. The downside is that you can die from the life loss. Bitterblossom alone can turn the game in your favor against control and combo strategies that run out of gas. (Note that this is one of the cards we identify in the alternatives section as substitutable for Raise the Alarm)
Alternative/Additional Token Generators:
Some people run the following either in addition to or (more rarely) instead of the above-mentioned suite:
Raise the Alarm: this card is heavily favored in aggressive metas. You should run this instead of Bitterblossom there. Also, if you don’t have the budget, this is a more than acceptable substitute.
Midnight Haunting: an instant speed Lingering Souls, it is below the curve of expected power/toughness for 3 mana. But, your tokens have flying and the instant speed effect can be a blow out against board wipes and control.
Secure the Wastes: XW for x 1/1 warrior tokens is nothing to sneeze at late game. Especially in the face of an opponent's board wipe, it allows you to go aggressive on the next turn. 1-2 is generally the agreed upon number, but not 4 since multiples are not as efficient and we generally do not want one in our opening hand.
Timely Reinforcements: a walking spectral procession and life gain in one. This card can be very overpowered BUT there are some conditions that have to be met that make it a very meta based card. First, life gain only triggers if you have less life than your opponent. This can be good in aggressive metas but might match up poorly in some control matches such as Grixis. Second, the three soldier tokens only trigger if you have fewer creatures than an opponent. Against zoo and Merfolk this might not be a problem, but against tron you are very unlikely to get a benefit.
Discard
6-10 Discard Effects:
All BW tokens decks run discard effects to delay or stall out our opponents. The number depends heavily on the meta. Run fewer in creature heavy metas and more in combo heavy (you might even go as high as 10). We run several because we want their effects early game and we have limited deck manipulation. Before running tokens, you should read Reid Duke’s article “Thoughtseize U.” Basically, you will sometimes want to board out your discard or run less because it sets both you and your opponent back a turn early game.
3-4 Inquisition of Kozilek: 1 black for a limited discard effect that hits most relevant threats in modern. Great against storm, the tokens mirror, and other combo, it can delay tron and has some applicability against burn, zoo, and merfolk. Of late, this is chosen over Thoughtseize because you don’t lose life upon resolution. Inquisition is terrible late game.
3-4 Thoughtseize: 1 black for an almost unlimited discard effect that hits everything except lands, thoughtseize does cost 2 life.
4 Intangible Virtue: for the cost, this not only buffs tokens but grants vigilance to all tokens.
OR
4 Honor of the Pure: costed the name as Intangible Virtue, this card buffs all white creatures. This card is used more in builds with white tokens and creatures. In those cases, it can be substituted one-for-one for Intangible Virtue (often people run some combination of the two when they have white tokens).
AND
0-2 Zealous Persecution: not a true creature buff, Zealous Persecution can alter the clock from 2 turns to 1 at instant speed. It can also be removal against many small creatures and can alter combat maths in your favor. Zealous persecution should be included whenever you expect to face a creature heavy meta game and can help you kill Tarmogoyf or Tasigur without a kill card.
Run 3-6. Why run 3? If you expect to see a lot of combo that will nerf your removal, run 3 (Craig Wesco ran 3 Path to Exile in 2013 to his fifth place at World’s). Many decks today are running 4-6 mainboard removal because of the creature based meta.
4 Path to Exile: the pre-eminent removal spell in modern.
2-4 Fatal Push: the next pre-eminent removal spell.
1 Dismember: while the life loss is a problem, this sets up favorable removal for indestructible creatures and 5/6 Tarmogoyfs that attack into your army
Additional Removal Options:
Hour of Reckoning: expensively costed at 7 mana, this can be cast for convoke to wipe the board of all non-token creatures. Past reports suggest that opponents can be blown out by this effect. Especially good against Merfolk and Zoo, you have to survive long enough to get the benefit.
Wrath of God: Like Hour of Reckoning, this will destroy our creatures too, but it can reliably be cast for 4 mana. Bitter blossom can help us recover, and Lingering Souls in the graveyard is our ace in the hole. Again, you have to survive long enough to use it.
Most current builds run between 2-4 planeswalkers because of their effects.
Sorin, Solemn Visitor: the preferred walker you will see in almost every list. Most decks run 2-3 to ensure they see at least one every game. A resolved Sorin can run away with a game because his +1 buffs creatures and buys turns with lifelink. His -2 is also good, but won’t recover a bad board state.
Additional/Alternative Planeswalkers:
Sorin, Lord of Innistrad: almost the opposite of Sorin, Solemn Visitor. Lord of Innistrad creates a vampire token with lifelink that can turn the game against Jund and Abzan. Likewise, his -2 ability grants an emblem that is good in the face of enchantment removal. Finally, his last ability can pretty much end the game against June/Abzan that turn.
Elspeth, Knight-Errant: This card can create a token or buff one. This card shines when you use walking attackers since it can grant them +3/+3 and flying making them more aggressive card. It can also dramatically increase the clock on your opponent with the second ability.
Elspeth Tirel: Steeply costed at 5 mana, her +2 can grant you 1 life for each creature you control. She can create a small army for her -2. Finally, her ultimate is a great board wipe. This one card can actively recover a bad board state and help turn the game in your favor. You won’t see many decks running this today, but it should be an auto include card if you expect to see many stalled games.
Liliana of the Veil: a great walker for control builds. You can force discard (even discarding our own Lingering Souls) or sacrifice an opponent’s creature. (Editorial note: Liliana won’t advance the board state, making her a problematic mainboard inclusion for tokens. Evaluate your meta carefully)
Gideon, Ally of Zendikar: He can be an indestructible attacker, produce 2/2 walking tokens for 0, and an anthem effect on the turn he enters the battlefield. Gideon is included often for the last two reasons (play Gideon, create a token/anthem, pass turn), but his ability to evade removal makes him a good beater card.
Most decks run between 23-25 lands. Amateurs and pros alike cite consistent mana as one of the reasons to play tokens.
4 Godless Shrine: Generally you only need 1 black mana source. Avoid fetching for an untapped Shrine if you can, but you should have a black mana source within the first 3 turns.
8 white based fetches: Marsh flats is very important, followed by Windswept Heath, Arid Mesa, or Flooded Strand. You need to fetch plains and white mana more than black.
2 Isolated Chapel: running more will lead to your mana coming into play tapped.
2 Fetid Heath: this enables you to play swamp first turn and then reliably cast Spectral Procession turn 3.
1 Swamp: you need white mana more, so we run 1. On the other hand, land removal is a thing so we need it in the deck as a fetch target.
Plains: yes, run some.
Additional options:
One of the benefits of running BW tokens is the consistent mana base. Budget alternatives such as Caves of Koilos exist. Many builds run 4 or more of the following:
0-4 Ghost Quarter/Tectonic Edge: Run land destruction for a reason, do not just auto include it. You lose consistency in the manabase if you run 3 or (you are about 32% to draw one) 4 (almost 40%). While that sounds great against tron, you are over 50% to draw 1 by turn 3 on the play when they might develop tron. This is also the same turn we generally want to cast spectral procession for 3 white. So, you need to balance your expected tron matchups with your need to have 3 white online.
Also, running 4 sounds great, but keep in mind that your probability to draw 2 of these effects doubles when you run 4 instead of 3. Again, against tron that might be fine but not having access to black or white mana on the same turn will cost you late game most of the time.
0-3Windbrisk Heights: the only card draw for the deck. You get to scry 4 and then conditionally draw 1. This card can blow out games with an instant speed intangible virtue or cast any number of cards for 2 mana. Windbrisk heights is also valuable because opponents will make suboptimal plays out of fear of what is under the card. This makes the card widely underrated, but one of the most powerful cards in the deck.
0-3 Shambling Vent: in a stalled board state, vent can help you push through damage and recover some life. It enters tapped, so try not to run more than 3 between Windbrisk Heights and Shambling Vent.
0-2 Vault of the Archangel: this doubles as removal and lifelink late game. This can help recover a bad board state.
Guide to Playing the Deck
This guide is written assuming you are playing the build listed above.
First, determine your mulligan strategy. The ideal hand has 2-3 lands, 1 Lingering Souls/Spectral Procession, 1 Intangible Virtue or Sorin, 1 Discard effect, and 1 Bitterblossom. You can reasonably mulligan down to 6 and achieve this. If you mulligan much further than this, you want to look for hands that get you land and discard effects.
If you do not find yourself with one or more of these cards (minus lands), the following math can help you make the decision to mulligan:
The probability of drawing 1 token generator in the first 8 cards you see is 85%. The probability of drawing into you spectral procession or lingering souls within the first 9 cards is 75%.
If you run 7 discard effects, the probability of drawing into one with your opening hand (7 cards) is 60%.
6 Removal effects will yield you about a 54% chance of drawing one in your opening hand.
The probability that you will draw into a creature buff within the first 10 cards is about 83%.
Basically, you need to think about your matchup and prioritize what you want to have in the opening hand. If you choose to mulligan down to six, that is fine and you might want to keep the hand even if you don’t have a token generator because it is far less likely that you will draw into a discard or removal effect by turn 2 than a token generator.
Second, and again depending upon the matchup, you ought to try to force a discard on turn 1. That is highly desireable if you can turn 2 bitterblossom and turn 3 lingering souls/spectral procession. Otherwise, don’t be afraid to play a land tapped the first turn and then thoughtseize on turn 2.
Third, we generally want to cast a token generating spell by turn 3. Usually, that spell is Lingering Souls or Spectral Procession. However, if you haven’t drawn a discard effect until this turn (and we are 74% to do so) then you should strongly consider casting it. This is especially true of combo matchups since your opponent is trying to assemble all of their pieces and will probably have most of them here.
Fourth, once we have some tokens we try to take care of them so they can go to work. Turn 4 and later see us using Windbrisk Heights, Intangible Virtue, and Sorin.
With 12 token generators, we are at 42% to see two copies in our opening hand. As the game progresses, you are at about 93% to draw another one by the 12th card (if you want that card to be a Spectral Procession type effect, the probability is around 81% by the 12th card). That means that if the first generator gets countered, you will probably draw another one by about turn 5. That has major implications for Sorin, since his -2 ability gets you a token but his -6 forces your opponent to sacrifice creatures. The odds are good that if you -2 Sorin, you will lose him or the token by the next turn and set your game plan back.
Sideboarding
Sideboard
A stock sideboard for BW tokens is
2-3 Stony Silence: this is for affinity, tron, and decks running aether vial.
2 Rest in Peace/Relic of Progenitus: Rest in Peace is a consistent effect and Relic, while cheaper, requires you to have an open mana to take advantage of its full effect. This can greatly help the Abzan matchup or Jund, it can also be a go to against some versions of Grixis. Obviously, dredge decks or Gifts Ungiven should see these brought it. People argue for days against Rest in Peace because it negates some of the advantage of Lingering Souls, but trust the hundreds of games where hating the opponent’s graveyard won us the game.
2-3 Timely Reinforcements/Auriok Champion: These are hate against burn and zoo.
2 Extirpate/Surgical Extraction: of late, these are becoming go to cards to address the tron and Eldrazi matches. All provide graveyard interaction and can limit or even totally negate combo or tron. These tend to be proactive cards and require some meta knowledge. When they hit though, they can severely cripple or even eliminate your opponent's ability to win the game.
Everything else is a flex spot. You need to know the meta you are going into to most effectively board. To quote the previous moderator: run the hatiest hate possible.
Decks running red sweepers tech:
2-3 Burrenton Forge-Tender Pyroclasm and Anger of the Gods is the bane of BW Tokens, as it can single handedly wipe our board presence. This is our 1cmc answer to it. This card doesn’t get a love lately, but should because it is very efficient.
Control tech:
Aven Mindcensor Flashing this guy in can severely hamper decks that like to search their library such as Amulet of Vigor, and Scapeshift. It can slow down Tron as well. Being a 2/1 flyer means he’ll be pulling some extra weight as a damage dealer, especially with Honor of the Pure.
Rule of Law: Shuts down living end and Storm. Can be substituted for Ethersworn Canonist or Eidolon of Rhetoric. Eidolon also has the benefit of being a lightning bolt proof creature for the same cost.
Torpor Orb: Stops ETB effects, most notably souls sisters, combo elves, and amulet of vigor (namely Primeval Titan). I good choice against local metas with budget players, as those are lower tier, but cheap decks.
Suppression Field: Slows down collected company.
Pithing Needle: A great way to stop pesky planeswalkers, namely Karn Liberated.
Ghostly Prison: of late this is receiving good reports against Merfolk and Zoo. It can nerf collected company since none of these are likely to generate the mana to attack into it late game.
Celestial Flare: Totally anti-Bogle tech and additional removal against infect. Remember that protection effects don’t prevent sacrifice and indestructible doesn’t apply to sacrifice.
Removal (not just creatures) tech:
Disenchant: Simple and effective. Bring it in against Bogles, Robots, and lower tier strategies like Heartless Summoning and combo elve's Cloudstone Curio. This is the better option over sundering growth if you expect bloodmoon. I usually include this along side Stony Silence because of Ensaring Bridge.
Sundering Growth: Probably the "better" disenchant, as the ability is the same, but will almost always net you another token. The only draw back is the WW casting cost.
Oblivion Ring: Oring needs no introduction. It's fantastic, broad hate against anything that needs to go away. It is sometimes played over Disenchant or Sundering Growth as it has further applications in other matches.
Engineered Explosives: removal that won’t hit tokens. This can be desirable in any matchup where the opponent plays lots of the same costed things such as GW hate bears.
Fulminator Mage: This card has game in the current meta with greedy mana bases everywhere. It can be an all-star in the Tron matchup. Run 3-4. Don't be afraid to drop one early and treat it aggressively to get damage through before sacrificing it.
Discard tech:
Duress: additional removal for non-creature, non-lands. This does not have the draw back of losing 2 life.
Damage prevention tech:
Runed Halo: Naming a card, you can't be dealt damage. A good card for unknown metas but also quite specific.
Additional aggro tech:
Hero of Bladehold: a former mainboard all-star, Hero of Bladehold tends to be on the B team because opponents side out removal. Bringing her in will clear up a stalled board state in your favor and lead to an easy win within two turns.
Matchups
Bogles
Unfavorable matchup
Celestial Flare, Liliana of the Veil, Runed Halo, and Engineered Explosives are your only prayer. Make sure you start with one in your opening hand, as the games go FAST.
+ Celestial Flare
+ Engineered Explosives
+ Liliana of the Veil
+ Ghost Quarter (stops dryad arbors)
Burn
50/50 game 1, favorable post-board
The key against burn is to gain life or stop any of their spells. They run out of gas fast, and rely on players hurting themselves to get faster wins. Try to only Thoughtseize if you know it can take a spell that would hurt you more than the 2 to cast. Don't shock lands in or fetch unless necessary. Watch out for sweepers in game 2/3.
+ Burrenton Forge-Tender
+ Auriok Champion/Timely Reinforcements
Board out your discard to the greatest extent possible beginning with thoughtseize. Burn is more willing to trade 1 for 1 than we are plus, any resolved lifegain effects put us out of reach very quickly and set up our aggressive end game. Our end game is better than theirs, just weather the storm.
Jund
Favored pre and post board.
Jund struggles answering out creature advantage and a resolved Sorin or Elspeth Tirel. Post board, take out your discard in favor of more and varied threats.
+ Burrenton Forge Tender
+ Pithing Needle
+ Auriok Champion
Living End
Unfavorable game 1, favorable post-board
Difficult game one. Nothing we do stops them, and when living end goes off, their board is crazy, full of big monsters, some with reach. In game 2, mulligan for RiP and Rule of Law. Use your inq/seize to grab Anger of the Gods and Beast Within. Once they start hard casting creatures you have won.
+ Rest in Peace
+ Rule of Law
Merfolk
Unfavorable
Don't be scared of Aether Vial. They're really trying to control you, while vialing in creatures. Keep their creature count low. Engineered Explosives does a great job of this. Ghost Quarter also stops island walk (when used on yourself) or their mutavaults.
+ Liliana of the Veil
+ Engineered Explosives
+ Ghost Quarter
Affinity
Favorable
Keep kill spells open for their threats (Steel Overseer, Archbound Ravager, and Master of Etherium). Obviously Stony Silence. Runed Halo is solid, too, as it stops Etched Champion. Because of this match, I mainboard Engineered Explosives (destroys Cranial Plating). Beware Ensaring Bridge. Zealous Persecution shines here.
+ Stony Silence
+ Runed Halo
+ Engineered Explosives
+ Disenchant
Scapeshift
Like all combo decks, the goal is to hold the combo at bay, or ruin it entirely with Leyline of Sanctity. Remember that when scapeshift goes off and all the mountains enter play, Valakut puts a number of triggers, equal to the number of mountains that came into play, on the stack. TecEdge can destroy a mountain in response to the first valakut trigger resolving. The remaining triggers will still be on the stack, but if they no longer have the 6 mountains necessary, none of the remaining damage will be dealt. Same trick can be done with Fulminator Mage. In this match, Ghost Quarter doesn't help.
+ Leyline of Sanctity
+ Runed Halo (naming Valakut, the molten pinnacle)
+ Fulminator Mage
+ Liliana of the Veil
+ Burrenton Forge-Tender (Protection against red sweepers)
+ Aven Mindcensor
+ Tectonic Edge
Soul Sisters
Favorable
Keep the sister's dead, and our tokens will clog the board for the win. Engineered Explosives, Zealous Persecution, and Torpor Orb all hurt their deck.
+ Engineered Explosives
+ Torpor Orb
Storm
Pretty simple goal in this game: Don't let them combo. We have a few ways to prevent that, namely Rule of Law to stop the combo directly, and Rest In Peace to remove their combo pieces. If possible, Thoughtseize before playing a combo stopper to make sure they can't counter/remove it. Leyline of Sanctity and Runed Halo can also just stop the damage. Don't forget to hold Zealous Persecution if they change gears and go for the goblin swarm.
+ Rule of Law or Ethersworn Canonist
+ Rest in Peace
+ Leyline of Sanctity
+ Runed Halo (name Grapeshot)
Tron (RG)
Unfavorable
To win this match, go full agro. Get enough damage on the board for Karn to just not matter. Always watch out for red sweepers (Pyroclasm, Anger of the Gods, etc), and keep them from assembling the Urza Land if possible. For the first point, bring in an anti-sweeper card like Burrenton. To stop the land, prevent them from using their artifacts to search (Stony Silence, also good against Oblivion Stone), prevent them from searching their library with Aven Mindcensor, or just destroy the land with Fulminator Mage, Techtonic Edge, or Ghost Quarter.
If Ugin is resolved, it is pretty much good game for us. They can wipe the board every turn for free. A pithing needle or O-Ring from our side can help end the interaction, but they do run multiple copies main.
+ Stony Silence
+ Fulminator Mage
+ Aven Mindcensor
+ Tectonic Edge or Ghost Quarter
+ Burrenton Forge-Tender (Protection against red sweepers)
+ Pithing Needle or Oblivion Ring against Ugin.
Tron (U)
Same game plan as RG, but no more red sweepers to worry about. They favor the Academy Ruins package, which fuels the super fun Mindslaver lock. Fortunately, Stony Silence and standard land destruction makes that tough. If they do get the lock, you can request they play it out (they can also see your sideboard). It takes about 10 minutes to mill out a deck 1 turn at a time. They have to use Academy Ruins, draw the mindslaver, cast and activate the mindslaver, pass the turn, then draw your card, tap your land, and pass the turn back. You can get lucky, push the game to time, or catch them in an error. Be very cautious of mass return spells, like Cyclonic Rift and Aetherize.
+ Stony Silence
+ Fulminator Mage
+ Aven Mindcensor
+ Tectonic Edge or Ghost Quarter
Here are some in depth articles about BW Tokens, taking a look at the decks strengths, weaknesses, specific matchups and so on.
I highly recommend that you read them.
Joshua Cho's December article on tokens. Top 8 SCG Open January 10, 2016
Melissa DeTora on BW Tokens after getting 11th at the San Diego Grand Prix, 3/22/2013
Craig Wescoe on his 5th place run at the MTG World Championships (8/9/2013). He discusses BW Tokens part way down.
Melissa DeTora again, this time for the Detroit Grand Prix, 8/28/2013
What You Should Play in Modern and Why by Craig Wescoe - May 30, 2014
Decklists:
Historically successful decklists:
3 Auriok Champion
3 Deathrite Shaman
3 Tidehollow Sculler
3 Honor of the Pure
2 Intangible Virtue
4 Lingering Souls
3 Path to Exile
4 Raise the Alarm
4 Spectral Procession
4 Thoughtseize
2 Zealous Persecution
1 Elspeth, Knight-Errant
4 Arid Mesa
1 Fetid Heath
2 Godless Shrine
2 Isolated Chapel
4 Marsh Flats
5 Plains
1 Swamp
1 Temple Garden
3 Windbrisk Heights
3 Burrenton Forge-Tender
2 Duress
3 Relic of Progenitus
2 Shrine of Loyal Legions
2 Sin Collector
3 Stony Silence
2 Aven Mindcensor
2 Hero of Bladehold
4 Tidehollow Sculler
4 Honor of the Pure
2 Inquisition of Kozilek
1 Intangible Virtue
4 Lingering Souls
3 Path to Exile
4 Raise the Alarm
4 Spectral Procession
4 Thoughtseize
3 Zealous Persecution
2 Fetid Heath
4 Godless Shrine
2 Isolated Chapel
4 Marsh Flats
3 Plains
1 Vault of the Archangel
3 Windbrisk Heights
3 Auriok Champion
1 Aven Mindcensor
2 Burrenton Forge-Tender
1 Duress
1 Path to Exile
1 Relic of Progenitus
1 Rest in Peace
2 Rule of Law
3 Stony Silence
4 Auriok Champion
1 Sin Collector
3 Tidehollow Sculler
3 Honor of the Pure
2 Intangible Virtue
4 Lingering Souls
3 Path to Exile
4 Raise the Alarm
4 Spectral Procession
4 Thoughtseize
3 Zealous Persecution
1 Elspeth, Knight-Errant
2 Arid Mesa
2 Fetid Heath
4 Godless Shrine
2 Isolated Chapel
4 Marsh Flats
5 Plains
1 Swamp
3 Windbrisk Heights
3 Burrenton Forge-Tender
2 Dismember
1 Path to Exile
3 Relic of Progenitus
2 Shrine of Loyal Legions
2 Sin Collector
2 Sundering Growth
4 Auriok Champion
4 Tidehollow Sculler
4 Honor of the Pure
1 Intangible Virtue
4 Lingering Souls
3 Path to Exile
4 Raise the Alarm
4 Spectral Procession
4 Thoughtseize
3 Zealous Persecution
2 Arid Mesa
2 Fetid Heath
4 Godless Shrine
2 Isolated Chapel
4 Marsh Flats
5 Plains
1 Swamp
3 Windbrisk Heights
3 Burrenton Forge-Tender
2 Disenchant
2 Duress
2 Memoricide
1 Path to Exile
1 Relic of Progenitus
2 Shrine of Loyal Legions
2 Stony Silence
4 Auriok Champion
3 Hero of Bladehold
3 Tidehollow Sculler
2 Honor of the Pure
2 Intangible Virtue
4 Lingering Souls
4 Path to Exile
4 Raise the Alarm
4 Spectral Procession
4 Thoughtseize
3 Zealous Persecution
4 Godless Shrine
4 Isolated Chapel
4 Marsh Flats
4 Plains
1 Swamp
4 Windbrisk Heights
2 Dismember
2 Ethersworn Canonist
4 Fulminator Mage
3 Mirran Crusader
1 Rule of Law
3 Stony Silence
2 Auriok Champion
2 Cloudgoat Ranger
2 Hero of Bladehold
4 Tidehollow Sculler
2 Honor of the Pure
2 Intangible Virtue
4 Lingering Souls
4 Path to Exile
4 Raise the Alarm
4 Spectral Procession
3 Thoughtseize
3 Zealous Persecution
2 Godless Shrine
4 Isolated Chapel
4 Marsh Flats
1 Mutavault
6 Plains
1 Swamp
4 Windbrisk Heights
2 Auriok Champion
2 Aven Mindcensor
2 Dismember
2 Grafdigger's Cage
2 Kataki, War's Wage
1 Nevermore
2 Stony Silence
1 Timely Reinforcements
1 Zealous Persecution
3 Hero of Bladehold
4 Mirran Crusader
2 Doom Blade
4 Honor of the Pure
4 Inquisition of Kozilek
4 Lingering Souls
4 Path to Exile
4 Spectral Procession
4 Thoughtseize
4 Zealous Persecution
1 Fetid Heath
4 Godless Shrine
2 Isolated Chapel
4 Marsh Flats
6 Plains
2 Windbrisk Heights
4 Leyline of Sanctity
2 Rest in Peace
1 Rule of Law
4 Runed Halo
4 Stony Silence
Joshua Cho 5th Place StarCity Games Open January, 2016
3 Auriok Champion
Enchantments
4 Intangible Virtue
Instants
1 Murderous Cut
4 Path to Exile
1 Slaughter Pact
Planeswalkers
2 Gideon, Ally of Zendikar
1 Sorin, Solemn Visitor
Sorceries
4 Inquisition of Kozilek
4 Lingering Souls
2 Spectral Procession
2 Thoughtseize
2 Timely Reinforcements
4 Bitterblossom
Basic Lands
3 Plains
1 Swamp
Lands
3 Arid Mesa
2 Fetid Heath
4 Ghost Quarter
2 Godless Shrine
4 Marsh Flats
2 Shambling Vent
1 Vault of the Archangel
1 Windbrisk Heights
Legendary Lands
3 Flagstones of Trokair
3 Fulminator Mage
2 Rest in Peace
3 Stony Silence
1 Worship
1 Disenchant
2 Surgical Extraction
1 Kataki, War's Wage
2 Duress
D Hamlin's List: http://tappedout.net/mtg-decks/05-03-16-bw-tokens/
Budget Primer Link: http://www.mtgsalvation.com/forums/the-game/modern/budget-modern/692775-budget-bw-tokens
Tribute goes to Masterflex for maintaining such a great page in the past.
Link to the old Primer
I think Shambling Vent should be in the land , I would say it has at least proven that its worth the slot in some lists.
Ghostly Prison should be added to the sideboard tech list as it is one of the most potent answers to aggro decks that give us trouble: elves, coco, goblins, merfolk, living end, etc and it neuters splinter twin as well. Really useful card that shores up a lot of matches.
BW Eldrazi - http://tappedout.net/mtg-decks/bw-eldrazi-proc/
U Merfolk - http://tappedout.net/mtg-decks/fishmode/
For those who are looking for budget list, here it is.
4 Duress
1 Despise
2 Tidehollow Sculler
Removal (6)
4 Path to Exile
1 Dismember
1 Murderous Cut
Token Generators (14)
4 Raise the Alarm
4 Lingering Souls
4 Spectral Procession
1 Gather the Townsfolk
1 Secure the Wastes
4 Intangible Virtue
2 Honor of the Pure
1 Zealous Persecution
Other (2)
1 Sorin, Solemn Visitor
1 Elspeth, Knight Errant
Lands (24)
2 Windbrisk Heights
4 Isolated Chapel
4 Caves of Koilos
2 Vault of the Archangel
9 Plains
3 Swamp
1 Celestial Purge
1 Oblivion Ring
1 Relic of Progenitus
1 Rest in Peace
2 Kor Firewalker
2 Timely Reinforcements
2 Nevermore
1 Stain the Mind
2 Hour of Reckoning
1 Torpor Orb
1 Sundering Growth
[[Shoulder to Shoulder]]
Its probably a little over costed to be worth running. If it was 2cmc it would be worth trying , also sorcery speed doesn't help.
I do have some criteria for inclusion in the primer. My biggest complaint about the last one was that it wasn't really a guide so much as suggestions. The present primer should not be treated as the final word, just a list and description of what is established among decks that have done well in large tournaments as reported on MTG Top 8 and other places. I don't run all of these cards and I do not agree with all of their inclusions in the deck, but they have performed for some. As new cards are established, I will add them. What I don't want, and what I don't think will benefit anyone, is a list of cards and random deck lists that have worked a few times but don't have reliable results. Using these criteria, Gideon, Ally of Zendikar and Shambling Vent don't make the cut. Yes, they have performed in some dailies and small events, but I don't see consistent results. When we do, especially at the RPTQ and above levels, then I will be happy to include them. If I missed any decks, or you REALLY have seen great results with these cards, let me know with a description of your results and we can include that.
Also, there are some cards that I don't use or have never used. I borrowed Master Flex's descriptions. If there is anything in error, please let me know and I will update accordingly.
Finally, splashes are a thing. If there are any splashes that you have run to great success (like you consistently win tournaments at your LGS and other LGS with your splash because of the cards you included or you have seen results at SCG events/RPTQ and above/Grand Prix) then please let us know the deck lists or links so that we can get the word out.
Masterflex mainboarded EE. Craig Wescoe did at another tournament in 2014.
http://tappedout.net/mtg-decks/bw-token-primer/#c2459297
If you're running Hero of Blade Hold or Brimaz, with a combined count of at least 3, Knight Errant is probably second
If you're running an all-token build, Gideon, Ally of Zendikar is IMO second after Sorin.
Anything in between and it probably gets a little murky.