I am looking for any comments, helpful information or advice, etc. on how this could be improved. In playtesting, it can push out 20 damage on turn 5, so I am wondering if that is decent enough to be successful. I want to keep it strictly Green-White. I am curious, also, since I haven't bought most of these cards, if this archetype is even valid in the Standard meta.
My idea was that with Rootborn Defenses and Druid's Deliverance, I would be fairly safe against aggro, since Delver is no longer relevant. I am also thinking about removing Collective Blessing and adding another Parallel Lives, but the Blessing is a blowout if it resolves, which it most likely will.
I was considering GWB Tokens for Lingering Souls, but as it isn't instant-speed, and requires another color, then Midnight Haunting will be sufficient for my needs.
I like this more aggro oriented build, but it is more expensive than I am wanting the deck to be. As for the comment about the Armada Wurm, it is a good card, and I may run them, if I pull them or get a good trade, but I think that they are a little hard to get out, which is the same reason for only running 2 Trostanis.
The problem with the OP's deck is that it's getting pulled in 2 directions. One side wants to make lots of tokens, the other side wants to make good tokens. You could take the deck in either direction.
I bumped the land count up to 22 (20 seemed WAY low to me). I'm not sold on your choice of Evolving Wilds, but I stuck with it here to help assure Trostani comes out ASAP (plus thinning lands later on is generally a good idea with this deck). Selesnya Charm is just too good/versatile to leave out of the maindeck.
One last comment on Nevermore as a sideboard choice. I feel like this card is overlooked as a sideboard choice because it's not great against aggro/tempo decks. But against control decks or specific sideboard hate, it's very good. Since there are specific cards that can just completely hose a token deck (Detention Sphere, Sever the Bloodline, etc.) it can be very comforting to have a preemptive counter to these problem cards (especially if you know your meta and which hate cards people are running).
With the extra ramp I put in the deck, pulling out an Increasing Devotion early isn't hard. Afterwards, dropping a Collective Blessing afterwards is brutal, making your measly mana dorks into 4/4 attackers and your tokens even more so.
Collective Blessing and Intangible Virtue are what make this deck. If both are on the field and you have anything resembling a presence, token-wise, you win the game, save a sweep. I found Vitu-Ghazi to also be phenomenal, helping me to pump out either centaurs or spirits when the need arose. Deathrite Shaman is also wonderful just because of his interaction with all decks and any deck with g/b should be playing. He actually only saw the board once all tournament, but in that game alone, did 8 damage, and gained me 2 life. He's a champ.
I am curious, also, since I haven't bought most of these cards, if this archetype is even valid in the Standard meta.
In my experience, tokens are being focused pretty hard by other decks. People continue to build anti-token but don't seem to be overly concerned with the W/U/R Miracles deck floating around. Sever, O Ring 2.0 plus the multitude of Miracles are making it harder to run an effective token deck, especially one that focuses on building out and not up (many small vs. few big).
I prefer GW beatdown with ramp. Skip the tokens altogether, toss in 8 mana dorks, some fast early damage and start dropping Aramda Wurms on turn four. If Trostoni came out in turn three that's +10 life.
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4 Centaur's Herald
4 Wayfaring Temple
2 Trostani, Selesnya's Voice
Other Spells - 30
4 Call of the Conclave
4 Intangible Virtue
4 Gather the Townsfolk
4 Midnight Haunting
4 Druid's Deliverance
4 Rootborn Defenses
3 Growing Ranks
2 Parallel Lives
1 Collective Blessing
4 Grove of the Guardian
4 Evolving Wilds
2 Selesnya Guildgate
2 Sunpetal Grove
4 Forest
4 Plains
4 Oblivion Ring
4 Sundering Growth
2 Martial Law
1 Rest in Peace
4 Selesnya Charm
I am looking for any comments, helpful information or advice, etc. on how this could be improved. In playtesting, it can push out 20 damage on turn 5, so I am wondering if that is decent enough to be successful. I want to keep it strictly Green-White. I am curious, also, since I haven't bought most of these cards, if this archetype is even valid in the Standard meta.
My idea was that with Rootborn Defenses and Druid's Deliverance, I would be fairly safe against aggro, since Delver is no longer relevant. I am also thinking about removing Collective Blessing and adding another Parallel Lives, but the Blessing is a blowout if it resolves, which it most likely will.
I was considering GWB Tokens for Lingering Souls, but as it isn't instant-speed, and requires another color, then Midnight Haunting will be sufficient for my needs.
4x Champion of Lambholt
3x Arbor Elf
3x Doomed Traveler
3x Geist-Honored Monk
3x Strangleroot Geist
3x Vitu-Ghazi Guildmage
3x Wayfaring Temple
2x Trostani, Selesnya's Voice
ENCHANTMENTS (7)
3x Rancor
2x Intangible Virtue
2x Parallel Lives
3x Selesny Charm
SORCERY (6)
4x Gather the Townsfolk
2x Lingering Souls
LAND (22)
6x Plains
6x Forest
4x Temple Garden
4x Sunpetal Grove
2x Gavony Township
3x Sundering Growth
2x Sublime Archangel
2x Ajani, Caller of the Pride
2x Garruck, Primal Hunter
2x Entreat the Angels
2x Increasing Devotion
2x Sigarda, Host of Herons
Standard:
UB Biomancer Beatdown
UG Elven Stompy
RWGu Slivers
Modern:
Naya Sliver Zoo
Jund Kolonian Ooze Control
EDH:
Rith, the Awakener Populate
Slivers (rotating general)
Hana, Ship's Navigator- Pillow Fort
I like this more aggro oriented build, but it is more expensive than I am wanting the deck to be. As for the comment about the Armada Wurm, it is a good card, and I may run them, if I pull them or get a good trade, but I think that they are a little hard to get out, which is the same reason for only running 2 Trostanis.
Also too expensive, and I don't want to run planeswalkers, unless, maybe, I get a Garruk.
4 Doomed Travelers
4 Wayfaring Temple
2 Trostani, Selesnya's Voice
Enchantments (10)
2 Rancor
4 Intangible Virtue
3 Parallel Lives
1 Collective Blessing
Instants/Sorceries (18)
4 Gather the Townsfolk
4 Selesnya Charm
4 Midnight Haunting
2 Druid's Deliverance
2 Rootborn Defenses
2 Increasing Devotion
2 Grove of the Guardian
2 Sunpetal Grove
4 Evolving Wilds
2 Selesnya Guildgate
5 Forest
7 Plains
2 Oblivion Ring
2 Nevermore
2 Martial Law
2 Rest in Peace
4 Sundering Growth
1 Rootborn Defenses
2 Knight of Glory
I bumped the land count up to 22 (20 seemed WAY low to me). I'm not sold on your choice of Evolving Wilds, but I stuck with it here to help assure Trostani comes out ASAP (plus thinning lands later on is generally a good idea with this deck). Selesnya Charm is just too good/versatile to leave out of the maindeck.
Or on the other hand you could go this way...
4 Centaur's Herald
4 Wayfaring Temple
2 Trostani, Selesnya's Voice
Enchantments (10)
4 Rancor
3 Intangible Virtue
3 Growing Ranks
Instants/Sorceries (18)
4 Call of the Conclave
4 Selesnya Charm
3 Druid's Deliverance
4 Rootborn Defenses
3 Eyes in the Skies
4 Grove of the Guardian
2 Sunpetal Grove
4 Evolving Wilds
2 Selesnya Guildgate
5 Plains
5 Forest
4 Sundering Growth
2 Rest in Peace
2 Knight of Glory
3 Nevermore
4 Oblivion Ring
One last comment on Nevermore as a sideboard choice. I feel like this card is overlooked as a sideboard choice because it's not great against aggro/tempo decks. But against control decks or specific sideboard hate, it's very good. Since there are specific cards that can just completely hose a token deck (Detention Sphere, Sever the Bloodline, etc.) it can be very comforting to have a preemptive counter to these problem cards (especially if you know your meta and which hate cards people are running).
4 Arbor Elf
4 Avacyn's Pilgrim
4 Wayfaring Temple
Other Spells (24)
4 Call of the Conclave
3 Selesnya Charm
3 Midnight Haunting
4 Rancor
4 Intangible Virtue
4 Increasing Devotion
2 Collective Blessing
4 Plains
8 Forest
4 Sunpetal Grove
4 Temple Garden
3 Gavony Township
1 Grove of the Guardian
With the extra ramp I put in the deck, pulling out an Increasing Devotion early isn't hard. Afterwards, dropping a Collective Blessing afterwards is brutal, making your measly mana dorks into 4/4 attackers and your tokens even more so.
EDH
WOrzhova's PoliticsB
UStensia's SaintW
U1000 FacesB
UIzzet's GambitR
RUBThe Rose's ThornBUR
RUGEternal HuntGUR
UWBArchitect's FoundryBWU
BBlood PactB
4x Avacyn's Pilgrim
2x Deathrite Shaman
2x Wayfaring Temple
2x Vitu-Ghazi Guildmage
2x Doomed Travelers
1x Trostani, Selesnya's Voice
Enchantments-8
4x Intangible Virtue
2x Collective Blessing
2x Rancor
Instants/Sorceries-9
2x Call of the Conclave
4x Lingering Souls
2x Midnight Haunting
1x Gather the Townsfolk
2x Rootborn Defenses
1x Garruk, Primal Hunter
1x Garruk Relentless
2x Sorin, Lord of Innistrad
Lands -24
4x Plains
5x Forests
2x Swamps
4x Sunpetal Grove
4x Isolated Chapel
2x Woodland Cemetary
1x Overgrown Tomb
1x Vault of the Archangel
1x Grove of the Guardian
2x Tragic Slip
3x Oblivion Ring
1x Rancor
2x Midnight Hauntings
1x Gather the Townsfolk
4x Sundering Growth
2x Vile Rebirth
This is the G/W/b Token deck I took to a 42 person FNM last week that I won. I only lost a single game the entire night, because a R/G lightening, Champion of Lambholt deck got ahead of me once with some lucky draws, but I beat him 2-1.
A couple things: This deck is not complete yet. I still need 4x Selesnya Charms, 1 more Garruk Relentless, 1 more Collective Blessing and 2 more Call of the Conclave, to replace my Doomed Travelers, Midnight Hauntings (2 will stay on sideboard), Gather the Townsfolks, and Garruk, Primal Hunter (the 3GGG is a bit difficult to get)
Collective Blessing and Intangible Virtue are what make this deck. If both are on the field and you have anything resembling a presence, token-wise, you win the game, save a sweep. I found Vitu-Ghazi to also be phenomenal, helping me to pump out either centaurs or spirits when the need arose. Deathrite Shaman is also wonderful just because of his interaction with all decks and any deck with g/b should be playing. He actually only saw the board once all tournament, but in that game alone, did 8 damage, and gained me 2 life. He's a champ.
In my experience, tokens are being focused pretty hard by other decks. People continue to build anti-token but don't seem to be overly concerned with the W/U/R Miracles deck floating around. Sever, O Ring 2.0 plus the multitude of Miracles are making it harder to run an effective token deck, especially one that focuses on building out and not up (many small vs. few big).
I prefer GW beatdown with ramp. Skip the tokens altogether, toss in 8 mana dorks, some fast early damage and start dropping Aramda Wurms on turn four. If Trostoni came out in turn three that's +10 life.