Right now i have a "old" return to ravnica GW Token deck back from 2013, and now am trying to make it more modern (because is actually modern but concentrated on one block edition). But i read and read forums and stuffs, and i keep finding the same comments that cause me problems:
"Ugh, why not WB? Is the most competitive token deck." Well... i like green better. And i have not intentions of going to big tournamentss like GP or whatever so i do NOT care if it is not most competitive deck.
But most important, the size of the tokens. "Call of the Conclave sucks, there are too many spot removal on modern. But you are better with Raise the Alarm." Yeah, ok, i get that there are many spot removal, but since i started to play i always had problems with 1/1 tokens. For once, at least on different time of standards, people play with group damage spellls (Anger of the Gods and one black that does 3 damage to all copies, being the last ones i remember) can clean my board easily if i play 1/1 tokens. Or some 1/1 soldiers become sitting ducks on the first turns against a simple 2/2 until i have an anthem effect on play... wait... now my enemy have 3/3s, 4/4s or bigger, so they can't do anything.
So am quite lost about which kind of token line to take. Big ones? Or small one? Do the have about the same amount of advantages and disadvantages? Or am doing something really bad because a medium group of soldiers/sapprolings should kick the arse of a little bunch of 3/3 centaurs or 5/5 trample wurms (with or without anthems)?
On a complete different topic, how many spot removal should i play? Considering i play white. Being 4 (a full palyset of a card) enough? Or too little/much?
Right now i have a "old" return to ravnica GW Token deck back from 2013, and now am trying to make it more modern (because is actually modern but concentrated on one block edition). But i read and read forums and stuffs, and i keep finding the same comments that cause me problems:
"Ugh, why not WB? Is the most competitive token deck." Well... i like green better. And i have not intentions of going to big tournamentss like GP or whatever so i do NOT care if it is not most competitive deck.
But most important, the size of the tokens. "Call of the Conclave sucks, there are too many spot removal on modern. But you are better with Raise the Alarm." Yeah, ok, i get that there are many spot removal, but since i started to play i always had problems with 1/1 tokens. For once, at least on different time of standards, people play with group damage spellls (Anger of the Gods and one black that does 3 damage to all copies, being the last ones i remember) can clean my board easily if i play 1/1 tokens. Or some 1/1 soldiers become sitting ducks on the first turns against a simple 2/2 until i have an anthem effect on play... wait... now my enemy have 3/3s, 4/4s or bigger, so they can't do anything.
So am quite lost about which kind of token line to take. Big ones? Or small one? Do the have about the same amount of advantages and disadvantages? Or am doing something really bad because a medium group of soldiers/sapprolings should kick the arse of a little bunch of 3/3 centaurs or 5/5 trample wurms (with or without anthems)?
On a complete different topic, how many spot removal should i play? Considering i play white. Being 4 (a full palyset of a card) enough? Or too little/much?
Thanks.
Hey if you're still serious about this I can help lol
I love green white tokens and I think we can make a semi competitive deck for modern, but if you're on a budget it won't work. To make g/w tokens work you need to have voice of resurgence as a 3-4 of no doubt, gavony township is a must. I would go junk (G/W/B) tokens, and use bitterblossom, and also raise the alarm + intangible virtue.
It's definitely doable, but the casual saprolings/centaur builds would have to go.
How much removal to run sometimes comes down to if you already have 53 cards in your deck = welp I have room for 7 removal spells. Granted later you find you don't need 7 removal spells and you need more versatility reduce that numbers. But typically I like to have 3-7 removal spells in most of my decks. It's up to you to find the sweet spot.
What is your goal of G/W tokens? Obviously have fun but how do you expect to win? You could just go the critical mass route where you have like 8 or 9 1/1's and 2/2's cast an overrun and trample them to death that turn. That seems the only way G/W could be viable. The thing about B/W is spectral procession and lingering souls make 1/1 flyers so thats 3 power in the air + anthem effects. Why 3 1/1 flyers is awesome is because it makes a single copy of lightning bolt pretty weak. But things like bile blight really hurt B/W decks but thats why thoughtseize removes board wipes from the equation before they can happen. I'd be really interested in making a G/W token deck. It sounds fun
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Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
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Right now i have a "old" return to ravnica GW Token deck back from 2013, and now am trying to make it more modern (because is actually modern but concentrated on one block edition). But i read and read forums and stuffs, and i keep finding the same comments that cause me problems:
So am quite lost about which kind of token line to take. Big ones? Or small one? Do the have about the same amount of advantages and disadvantages? Or am doing something really bad because a medium group of soldiers/sapprolings should kick the arse of a little bunch of 3/3 centaurs or 5/5 trample wurms (with or without anthems)?
On a complete different topic, how many spot removal should i play? Considering i play white. Being 4 (a full palyset of a card) enough? Or too little/much?
Thanks.
Hey if you're still serious about this I can help lol
I love green white tokens and I think we can make a semi competitive deck for modern, but if you're on a budget it won't work. To make g/w tokens work you need to have voice of resurgence as a 3-4 of no doubt, gavony township is a must. I would go junk (G/W/B) tokens, and use bitterblossom, and also raise the alarm + intangible virtue.
It's definitely doable, but the casual saprolings/centaur builds would have to go.
Thanks you very much DarkNightCavalier for the Sig.
What is your goal of G/W tokens? Obviously have fun but how do you expect to win? You could just go the critical mass route where you have like 8 or 9 1/1's and 2/2's cast an overrun and trample them to death that turn. That seems the only way G/W could be viable. The thing about B/W is spectral procession and lingering souls make 1/1 flyers so thats 3 power in the air + anthem effects. Why 3 1/1 flyers is awesome is because it makes a single copy of lightning bolt pretty weak. But things like bile blight really hurt B/W decks but thats why thoughtseize removes board wipes from the equation before they can happen. I'd be really interested in making a G/W token deck. It sounds fun
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"