I’ve been testing this deck since Dragon’s Maze was fully leaked. I was intrigued by the newest additions to Dragon’s Maze (Voice of Resurgence and Advent of the Wurm) to help make tokens as viable as possible, at least until Innistrad block rotates out in October. However, I will be trying to keep it viable with the introduction of M14 and some "token hate" cards (Ratchet Bomb, etc.).
The creatures:
Voice of Resurgence – What really needs to be said about this card? An amazing turn 2 drop, not to mention an amazing token producer once you can get populate effects really rolling.
Loxodon Smiter – A great, beefy 4/4 for 3. He is great for playing offensively or defensively, especially when you’re getting your tokens setup and synergizing with Intangible Virtue and populate effects.
Thragtusk – Thragtusk is great in this deck. Not only does he provide late-game pressure and lifegain, he also provides a token that can immediately be beefier than even Thraggy himself. It’s great to be able to swing with Thragtusk knowing that if your opponent blocks and kills it, you could potentially get a 7/7 Token with Vigilance out of it.
The spells:
Intangible Virtue – A mandatory 4-of. This card is EXTREMELY powerful. Without it, this deck is nowhere near as good. Here’s to hoping for an M14 reprint.
Advent of the Wurm – A 5/5+ trampler at instant speed. Nothing more needs to be said.
Druid’s Deliverance – I was originally against having this card in the main deck, until I realized that its fog + populate effect works well against any type of deck, ESPECIALLY aggro decks. It’s not uncommon to find your opponent swinging with everything thinking that they’ll win, then playing a Deliverance, populating and doing massive or lethal damage next turn.
Rootborn Defenses – The same goes with this card. It’s great to be able to pop a Rootborn Defenses, populate, block, and then swing for the win next turn when your opponent is completely tapped out. This happens more often than one would think. Of course, that’s not the only use of the card in this deck. Making your creatures indestructible to Supreme Verdict or even the incoming Ratchet Bomb reprint ON TOP OF being able to populate any token on the board that you wish makes this an absolute staple of the deck.
Selesnya Charm – What a great charm in this deck, because literally every ability has benefit to you somewhere. Make a quick Knight blocker that synergizes with Intangible Virtue. Exile that pesky Angel of Serenity or Obzedat. Give one of your tokens trample. All great offensive and defensive capabilities here.
Call of the Conclave – If only this card were an instant, right? Regardless, a sorcery speed 3/3 for 2 that synergizes with Intangible Virtue and populate effects is nothing to scoff at.
Lingering Souls – Here’s where the black splash originally started. Souls is INSANE in this deck. Being able to make potential 4/4 flyers with vigilance is amazing, and flashback is even more amazing.
Sorin, Lord of Innistrad – And here’s where the black splash went even further. I like Sorin in this deck because I like every one of his abilities in this deck. Being able to make a beefy blocker with lifelink and vigilance, being able to create an +1/+0 emblem on top of Virtue, and being able to easily defend him until he’s in ultimate range makes Sorin an absolute must here.
I like the way this looks maybe you should try adding Phantom General, or replace Intangible Virtue if they don't reprint. I'm curious how you do on Friday nights with this deck¿?
I like the way this looks maybe you should try adding Phantom General, or replace Intangible Virtue if they don't reprint. I'm curious how you do on Friday nights with this deck¿?
I win, very easily. This includes Rites, Control, Jund, Naya Blitz/Midrange, etc. This deck is very fast, grows very quickly, and can hold it's own against board wipes and things. The addition of Druid's Deliverance and Rootborn Defenses make it very versatile to different board states.
Phantom General wouldn't be worth it as a 4 drop, IMO. Too expensive for what it does. I'd personally rather have Growing Ranks, if anything. I'm praying they reprint Virtue though. If they don't, General could be a card to look at.
I'm running a list that is true G/W with no black that I'm loving right now. Sorin gets replaced with Garruk, Primal Hunter and the souls just get filled in with cards like Druid's Deliverance, Trostoni, Selesnya's Voice, and Armada Wurm. The card draw with Garruk is usually pretty helpful in winning games.
So I had some solid testing today with a friend going 4 and 3 (he was playing Big Jund [Thragtusk, Olivia, Liliana, Sire of Insanity, etc]). My last loss was mostly dude to a bad hand I kept (Isolated Chapel and Sunpetal Grove as the lands, didn't draw out of it).
Though I'm thinking some form of removal, Abrupt Decay or Putrefy, is better in the Rootborn Defenses slot. Removing my opponents threats was key to many wins. Slip works, but having it in Game 1 can make a big difference. In my meta there is lots of Aggro, so I'll probably be going with Abrupt Decay for speed. Putrefy in the SB for 4cmc and up.
I dumped one Intangible Virtue from the deck for a Collective Blessing. Hitting late game with Spirit Tokens on board, made a huge difference. Also removed Vault of the Archangel for a second Gavony Township. Through the several matches, there was only once when I wanted it. I'm going to get gready and put Vault in with the two Gavonys. See how that goes.
Looking at more testing over the weekend and with the group on Tuesday.
I'm running a list that is true G/W with no black that I'm loving right now. Sorin gets replaced with Garruk, Primal Hunter and the souls just get filled in with cards like Druid's Deliverance, Trostoni, Selesnya's Voice, and Armada Wurm. The card draw with Garruk is usually pretty helpful in winning games.
The only cards that will rotate are Virtue, Avacyn's Pilgrim, and the planeswalkers.
Went 5-0 in FNM against a couple of pretty tough decks (GWB tokens, Jund, Zombies, etc).
Nice, I like Armada and I like Trostani, but with Trostani at 4 I'd rather play a Sorin, and have the ability to flashback Souls.
The point of my deck wasn't to make really huge tokens purposely, but to multiply existing ones quickly and with things like Virtue and Gavony, and then really apply some pressure.
Though I'm thinking some form of removal, Abrupt Decay or Putrefy, is better in the Rootborn Defenses slot. Removing my opponents threats was key to many wins. Slip works, but having it in Game 1 can make a big difference. In my meta there is lots of Aggro, so I'll probably be going with Abrupt Decay for speed. Putrefy in the SB for 4cmc and up.
My testing has shown that Selesnya Charm to get rid of the bigger guys is just about as much removal as you'll need, though shift that for your meta. When you have things like Rootborn Defenses and Druid's Deliverance, it's pretty easy to forget the smaller guys on your opponent's board.
That said, I do have a few Tragic Slip sideboarded in case I need them. If I have a strong board state and just one of my creatures dies, Tragic Slip is a great card to have in your hand. It also deals with early game pingers so you can setup.
I really like the direction you're going with G/W/b tokens. The addition of Loxodon is fantastic. How has it fared against Large Jund??
Hey, thanks!
Loxodon Smiter was a late addition to this deck, admittedly. I really tried to make Wayfaring Temple and Trostani, Selesnya's Voice work, but they rely too heavily on a good board state. Same with Armada Wurm. I'd rather stick to what synergizes well rather than stretching out too far, and Loxodon Smiter is great value for 3 mana.
I actually do really well against Jund. The spot removal can be annoying, but the bigger things like Mizzium Mortars or Bonfire of the Damned aren't really scary with Rootborn Defenses in the deck. I realize this relies on having 3 mana up all the time, but if you notice, the most expensive spell in this deck costs 5, which there is only two of. So it's easy to leave mana up and play smart in the late game.
So I was getting in some testing tonight, and UW Flash is a problem. The only thing I can think of is putting Ranger's Guile into the sideboard. I'm not sure if there is another way to protect our threats.
The problem with UW Flash is the number of counterspells, and bounce they have. I'm pretty loss on this one.
GWB G/W/b Tokens GWB
About the deck:
The creatures:
Voice of Resurgence – What really needs to be said about this card? An amazing turn 2 drop, not to mention an amazing token producer once you can get populate effects really rolling.
Loxodon Smiter – A great, beefy 4/4 for 3. He is great for playing offensively or defensively, especially when you’re getting your tokens setup and synergizing with Intangible Virtue and populate effects.
Thragtusk – Thragtusk is great in this deck. Not only does he provide late-game pressure and lifegain, he also provides a token that can immediately be beefier than even Thraggy himself. It’s great to be able to swing with Thragtusk knowing that if your opponent blocks and kills it, you could potentially get a 7/7 Token with Vigilance out of it.
The spells:
Intangible Virtue – A mandatory 4-of. This card is EXTREMELY powerful. Without it, this deck is nowhere near as good. Here’s to hoping for an M14 reprint.
Advent of the Wurm – A 5/5+ trampler at instant speed. Nothing more needs to be said.
Druid’s Deliverance – I was originally against having this card in the main deck, until I realized that its fog + populate effect works well against any type of deck, ESPECIALLY aggro decks. It’s not uncommon to find your opponent swinging with everything thinking that they’ll win, then playing a Deliverance, populating and doing massive or lethal damage next turn.
Rootborn Defenses – The same goes with this card. It’s great to be able to pop a Rootborn Defenses, populate, block, and then swing for the win next turn when your opponent is completely tapped out. This happens more often than one would think. Of course, that’s not the only use of the card in this deck. Making your creatures indestructible to Supreme Verdict or even the incoming Ratchet Bomb reprint ON TOP OF being able to populate any token on the board that you wish makes this an absolute staple of the deck.
Selesnya Charm – What a great charm in this deck, because literally every ability has benefit to you somewhere. Make a quick Knight blocker that synergizes with Intangible Virtue. Exile that pesky Angel of Serenity or Obzedat. Give one of your tokens trample. All great offensive and defensive capabilities here.
Call of the Conclave – If only this card were an instant, right? Regardless, a sorcery speed 3/3 for 2 that synergizes with Intangible Virtue and populate effects is nothing to scoff at.
Lingering Souls – Here’s where the black splash originally started. Souls is INSANE in this deck. Being able to make potential 4/4 flyers with vigilance is amazing, and flashback is even more amazing.
Sorin, Lord of Innistrad – And here’s where the black splash went even further. I like Sorin in this deck because I like every one of his abilities in this deck. Being able to make a beefy blocker with lifelink and vigilance, being able to create an +1/+0 emblem on top of Virtue, and being able to easily defend him until he’s in ultimate range makes Sorin an absolute must here.
The decklist:
3 Loxodon Smiter
2 Thragtusk
4 Voice of Resurgence
//Spells
4 Advent of the Wurm
3 Call of the Conclave
3 Druid's Deliverance
4 Intangible Virtue
4 Lingering Souls
3 Rootborn Defenses
4 Selesnya Charm
2 Sorin, Lord of Innistrad
1 Gavony Township
3 Godless Shrine
4 Isolated Chapel
4 Overgrown Tomb
4 Sunpetal Grove
4 Temple Garden
1 Vault of the Archangel
3 Woodland Cemetery
2 Pithing Needle
2 Growing Ranks
2 Oblivion Ring
2 Rest in Peace
1 Druid's Deliverance
1 Rootborn Defenses
2 Sundering Growth
3 Tragic Slip
I win, very easily. This includes Rites, Control, Jund, Naya Blitz/Midrange, etc. This deck is very fast, grows very quickly, and can hold it's own against board wipes and things. The addition of Druid's Deliverance and Rootborn Defenses make it very versatile to different board states.
Phantom General wouldn't be worth it as a 4 drop, IMO. Too expensive for what it does. I'd personally rather have Growing Ranks, if anything. I'm praying they reprint Virtue though. If they don't, General could be a card to look at.
Thanks for the reply and discussion
My sideboard includes Silklash Spider and Plummet to help with the lack of any flying.
The only cards that will rotate are Virtue, Avacyn's Pilgrim, and the planeswalkers.
Went 5-0 in FNM against a couple of pretty tough decks (GWB tokens, Jund, Zombies, etc).
Though I'm thinking some form of removal, Abrupt Decay or Putrefy, is better in the Rootborn Defenses slot. Removing my opponents threats was key to many wins. Slip works, but having it in Game 1 can make a big difference. In my meta there is lots of Aggro, so I'll probably be going with Abrupt Decay for speed. Putrefy in the SB for 4cmc and up.
I dumped one Intangible Virtue from the deck for a Collective Blessing. Hitting late game with Spirit Tokens on board, made a huge difference. Also removed Vault of the Archangel for a second Gavony Township. Through the several matches, there was only once when I wanted it. I'm going to get gready and put Vault in with the two Gavonys. See how that goes.
Looking at more testing over the weekend and with the group on Tuesday.
Nice, I like Armada and I like Trostani, but with Trostani at 4 I'd rather play a Sorin, and have the ability to flashback Souls.
The point of my deck wasn't to make really huge tokens purposely, but to multiply existing ones quickly and with things like Virtue and Gavony, and then really apply some pressure.
Still, I'd love to see your list
My testing has shown that Selesnya Charm to get rid of the bigger guys is just about as much removal as you'll need, though shift that for your meta. When you have things like Rootborn Defenses and Druid's Deliverance, it's pretty easy to forget the smaller guys on your opponent's board.
That said, I do have a few Tragic Slip sideboarded in case I need them. If I have a strong board state and just one of my creatures dies, Tragic Slip is a great card to have in your hand. It also deals with early game pingers so you can setup.
Hey, thanks!
Loxodon Smiter was a late addition to this deck, admittedly. I really tried to make Wayfaring Temple and Trostani, Selesnya's Voice work, but they rely too heavily on a good board state. Same with Armada Wurm. I'd rather stick to what synergizes well rather than stretching out too far, and Loxodon Smiter is great value for 3 mana.
I actually do really well against Jund. The spot removal can be annoying, but the bigger things like Mizzium Mortars or Bonfire of the Damned aren't really scary with Rootborn Defenses in the deck. I realize this relies on having 3 mana up all the time, but if you notice, the most expensive spell in this deck costs 5, which there is only two of. So it's easy to leave mana up and play smart in the late game.
Olivia Voldaren folds to Selesnya Charm after she ramps a bit, Thragtusk isn't a huge concern. I think the biggest worry is Huntmaster of the Fells since he sits just under Selesnya Charm's radar, but thats an easy G2/3 Tragic Slip sideboard.
Thanks for the reply
The problem with UW Flash is the number of counterspells, and bounce they have. I'm pretty loss on this one.