Is there a possible token creature punishment deck viable?
I remember the days of aristocrats, when you didn't care as much if you swung away, but could kill a player just with Blood Artist triggers.
The goal of this deck would be to mass creatures into play for effects, relying less on combat, but more on Enchantment triggers. This takes away the risk of combat and getting blocked by fat Siege Rhinos. This strategy is also still effective even if they bring in Virulent Plague.
Punishment cards: Purphoros, God of the Forge Excellent and hard to remove, can pump all the tokens. Impact Tremors Smaller Purphoros, but good to play on turn 2. Outpost Siege Nice effect to punish wiping the board.
I will post a decklist in a little bit.
I might make a primer out of this once the set releases and I get to test it. For now please discuss and post any decklists or card selections I might have missed.
This is what I'm testing at the moment. A deck that can play like your average token deck or take the grindy midrange battle. Frost walker has just been an all star. Early pressure vs. control and it forces your opponent to keep in spot removal when that's really the last thing they want to be doing against tokens. Even the midrange green decks are going to take a few hits before they can get their game going. I think I really found the home for Ojutai's Command. A lot of players want to jam it into control because they want it to be cryptic command. It has a much more mid range-y feel to it after I got to play with it a bit. This deck abuses the first ability by being able to return any of our creatures while countering fatties that would normally give us trouble like Polukranos or Doomwake Giant. Finally, there's a long game package for the more grindy games in Narset, Treasure Cruise, Secure the Wastes, and Commune with Lava (Which has been awesome in testing as a 1 of for that extra reach).
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Purphoros and Impact Tremors is a very scary combination in a tokens deck. I think that this will definitely make a Jeskai Tokens type deck viable like OP mentioned. It gets around the problem of losing to big creatures amazingly well.
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Legacy UBReanimatorBU Commander/EDH WUBrago, King EternalUW GFreyalise, Llanowar's FuryG
Imo Split Bolt is worth a try in here because if they block with 2 2/2's or something of the sort you can kill them both. On the other hand Fleecemane is a card and token + Lightning Strike = dead Courser. Split is also very strong versus mono red aggro so I guess it is more of a meta call. (if you are running it more of as a combo deck)
If you are running it more as a combo deck then it might be fine to run Commune with Lava. After playtesting a base version of the deck it is definitely a decent card.
Oh and Secure the Wastes is incredibly strong... definitely getting 4.
This is what I'm testing at the moment. A deck that can play like your average token deck or take the grindy midrange battle. Frost walker has just been an all star. Early pressure vs. control and it forces your opponent to keep in spot removal when that's really the last thing they want to be doing against tokens. Even the midrange green decks are going to take a few hits before they can get their game going. I think I really found the home for Ojutai's Command. A lot of players want to jam it into control because they want it to be cryptic command. It has a much more mid range-y feel to it after I got to play with it a bit. This deck abuses the first ability by being able to return any of our creatures while countering fatties that would normally give us trouble like Polukranos or Doomwake Giant. Finally, there's a long game package for the more grindy games in Narset, Treasure Cruise, Secure the Wastes, and Commune with Lava (Which has been awesome in testing as a 1 of for that extra reach).
This looks awesome, Narset really impresses me. Nice!
I remember the days of aristocrats, when you didn't care as much if you swung away, but could kill a player just with Blood Artist triggers.
The goal of this deck would be to mass creatures into play for effects, relying less on combat, but more on Enchantment triggers. This takes away the risk of combat and getting blocked by fat Siege Rhinos. This strategy is also still effective even if they bring in Virulent Plague.
Punishment cards:
Purphoros, God of the Forge Excellent and hard to remove, can pump all the tokens.
Impact Tremors Smaller Purphoros, but good to play on turn 2.
Outpost Siege Nice effect to punish wiping the board.
Good token producers in Red:
Goblin Rabblemaster
Dragon Fodder
Hordeling Outburst
Descent of the Dragons
Good token producers in White:
Brimaz, King of Oreskos
Elspeth, Sun's Champion
Heliod, God of the Sun
Monastery Mentor
Raise the Alarm
Take Up Arms
Triplicate Spirits
Launch the Fleet
Secure the Wastes
Good cards dependent on a full board:
Foul-Tongue Shriek
Harsh Sustenance
Brutal Hordechief
Dragonrage
Lightning Volley
Sorin, Solemn Visitor
Decent combat trick cards:
Great Teacher’s Decree
Rush of Battle
Magmatic Chasm
Volcanic Rush
Good burn spells:
Lightning Strike
Stoke the Flames
Wild Slash
I will post a decklist in a little bit.
I might make a primer out of this once the set releases and I get to test it. For now please discuss and post any decklists or card selections I might have missed.
I Stream MTGO on Twitch: broodwarjc
I also post recordings of those streams on Youtube: broodwarjcavidgamer
Standard Deck:
BUPirates
Modern Deck:
B8-Rack
I'll try this deck... I run a similar deck focusing on pumps...
special thanks to sentimentgx4 for the sig
Pourquoi?
2 Jeskai Charm
1 Commune with Lava
2 Ojutai's Command
2 Stoke the Flames
4 Secure the Wastes
4 Hordeling Outburst
4 Raise the Alarm
1 Treasure Cruise
Creatures:
4 Seeker of the Way
4 Frost Walker
2 Soulfire Grand Master
2 Purphoros, God of the Forge
3 Narset Transcendent
Land:
6 Mountain
4 Battlefield Forge
4 Flooded Strand
4 Mystic Monastery
3 Plains
2 Island
2 Shivan Reef
2 Erase
2 Negate
3 Disdainful Stroke
1 Keranos, God of Storms
3 Ojutai Exemplars
4 Chained to the Rocks
This is what I'm testing at the moment. A deck that can play like your average token deck or take the grindy midrange battle. Frost walker has just been an all star. Early pressure vs. control and it forces your opponent to keep in spot removal when that's really the last thing they want to be doing against tokens. Even the midrange green decks are going to take a few hits before they can get their game going. I think I really found the home for Ojutai's Command. A lot of players want to jam it into control because they want it to be cryptic command. It has a much more mid range-y feel to it after I got to play with it a bit. This deck abuses the first ability by being able to return any of our creatures while countering fatties that would normally give us trouble like Polukranos or Doomwake Giant. Finally, there's a long game package for the more grindy games in Narset, Treasure Cruise, Secure the Wastes, and Commune with Lava (Which has been awesome in testing as a 1 of for that extra reach).
Sig banner courtesy of Miraculous Recovery Signatures
UBReanimatorBU
Commander/EDH
WUBrago, King EternalUW
GFreyalise, Llanowar's FuryG
If you are running it more as a combo deck then it might be fine to run Commune with Lava. After playtesting a base version of the deck it is definitely a decent card.
Oh and Secure the Wastes is incredibly strong... definitely getting 4.
[Edit] Since posting Im thinking that Frontier Siege is a pretty good card engine itself, as long as the curve is low
This looks awesome, Narset really impresses me. Nice!