I've seen multiple BW Tokens decks and recently RW tokens in anticipation of the humans getting red in AVR, but I have yet to see a tokens deck running all three colors.
Why WBR? It allows you to combine two of the most powerful cards in standard right now, Lingering Souls and Rally the Peasants. In conjunction these two cards provide 20 damage in the air. Even though I've only tested this a single week at the local FNM, I ran over almost every other deck, going 4-1, my loss being a land screw against Frites.
This decklist seemed to do amazing things for me, Hellrider and Rally the Peasants creating lethal damage out of thin air. Suture Priest is an absolute house in this aggro heavy meta, and draws out the removal that would have hit Hellrider. Doomed Traveler and Lingering Souls allow you to rebuild quickly after a wipe, an once you're at 6 mana Rally the Peasants ends the game almost every time. I seemed to be going in for lethal against WRR the turn before their titan was online, and won 2-0. I beat UR counter burn with little difficulty (2-0), and had the same story against vamps(2-0). RG aggro was a little difficult because of the lifegain from Huntmaster of the Fells, but Gather the Townsfolk kept them locked down until Lingering Souls connected with Rally the Peasants for victory both times for 2-1. Then Frites came up, and I smashed them round 1, got stuck on 2 lands round 2, and sat there with a Hellrider waiting to fly in for victory but never got my second red to end 1-2, my only loss. My meta is generally 64-70 players, and the only top deck I haven't faced is Delver.
Alternatively, the list I'm going to attempt this week is as follows, the changes made primarily because of Hellrider having the RR in his casting cost.
In this decklist, red exists solely for the flashback on Rally the Peasants, just as black did in the last one for Lingering Souls. I'm testing it and will bring back some results after this week's FNM, but right now it's promising. Falkenrath Noble is Suture Priest # 5-8, and allows a win simply by resolving Day of Judgement.
Now that you've seen some of the key components, here's a quick primer on how to run them.
These are your basic creatures that you want to be sending sideways almost every turn. Gather the Townsfolk plays double duty as early anti-aggro chump block, and both the Traveler and the Souls give you a fast rebuild after a wipe.
Each of these cards turns your tokens into dangerous sources of damage and are all fairly straight forward. Honor of the Pure did not go in as 8 anthems was too many, and I couldn't find a satisfactory cut for them. It seems to run well without them.
The Bleeders
I can't say enough about how dominating these are in the aggro heavy meta. They hose zombies, blow out the mirror, and are good against any deck playing creatures.
Sometimes you won't get the good fast start this deck wants, and you need to blow up some of your opponent's field. Oblivion Ring is amazing, and I usually drop it and then swing for game after making their titan disappear. Brimstone Volley (and Day of Judgement w/ Falkenrath Noble) can be used to finish in addition to killing creatures.
Sideboard
The sideboard is meta-based, and is not optimized, and quite frankly, not used too often. Most decks I've played against die before I would need anything in there.
Notable Exceptions
Hero of Bladehold
May yet find a home in here. So good when you can untap with one, but mine has never survived long enough to attack in the few tests and was initially cut for Hellrider.
Sorin, Lord of Innistrad
So far the only impression I have of this guy is a half anthem with a psuedo-fog for 4. Good when resolved against control, but who plays control?
Elspeth Tirel
I want her in here, but by the time I have 5 mana I'm ready to end the game, not make more tokens. Sideboard in an optimized list perhaps.
Questions? Comments? I'd love to hear any suggestions you have to turn this into tier 1 material.
I just put it in my sealed deck tonight, allowing for a small splash into a third color for a few stray late game flash backs as well as fixing my mana with the two primary colors. In the handful of games I've played I was never disappointed to draw it, and often it was exactly what I needed, allowing me to take the game the following turn.
If they're playing red, you wouldn't want to even try for fateful, as this deck can still crash in for huge damage out of nowhere thanks to Rally and Hellrider. I only go for fateful if they're tapped out, not playing red, and I can get through. Even if this only happens 1/3 of the time I play Souleater, it's still a viable option. If they can't push the damage in one turn and I can drop a Gather the Townsfold with a pump in hand, it's game over. Think about it, if Increasing Devo only cost 2 it would be the most format warping card since JtMS. That's the primary reason to go fateful, if that's not gonna cut it and they're playing lots of wipe, just slow roll and you can still spike them out of nowhere. I'll give Hex Parasite a try, there was a BUW superfriends at FNM this past week and several who seemed inclined to build a similar deck.
Ok, so my first meeting with the Fateful Hour mechanic left me distinctly unimpressed. "You have to be on death's doorstep for this to work, I'd rather be winning than trying to stay alive." However, Phyrexian mana found on both Immolating Souleater and Hex Parasite allow you to turn it on when it's convenient for you rather than waiting until your opponent is just about to destroy you, allowing you to make some very unexpected swings and seizing victory out of nowhere. Even without burning yourself, this deck can still swing a victory on turn 4-5 so you don't auto-fold to RDW.
This deck hasn't received much testing yet, so the sideboard is still in development, but so far it's been performing very well. The key is assessing your opponent's deck and position in relation to your hand and board, and if you have the hand for it, and especially if you think the Souleater will get through, go for Fateful Hour. Gather the Townsfolk allows this deck to destroy decks out of nowhere when you follow it up with any pump in the deck, Rally being my favorite (now with more flashback!). The land count may need to be upped, and I'm still debating over the black splash to flash back Lingering Souls, so that may change in the future as well. Also, Midnight Haunting is not good enough for MB, to warrant it you'd need more burn or protection like Faith's Shield giving you reasons to play on their turn as the current build should be tapping out on all of the 4-5 turns it takes you to win.
Does Riku+Cast Through Time allow you to recast spells every upkeep? Time Warp is the obvious combo piece, but even things like Farseek or Mystical Tutor would be downright broken with that ability. Basically, I'm wondering if I've found a place for the three copies I pulled that have been gathering dust in my binder (unlike my buddy, who pulled Gideon and two Vengevines.... no luck w/ the mythics).
You need card tags in future posts. Read the Forum Guidelines. -Carsten
In duels he flat out wins the game. I resolved once when I dropped it turn four and started locking down my opponent, who just so happened to have missed his turn four land drop. After the ultimate he scooped. Even if you don't make it, it's a great way to screw a tri-colored deck out of a color for a few turns, and lightning helix has been great removal for me on several pesky utility creatures. But in multiplayer? Not a chance. At best he eats the O-ring that your better beater would have got next turn.
The main idea is to hit buried alive and drop Haakon and co. into the graveyard. Once that's in place, it's fairly easy to stay alive (I've survived 2 boardwipes easily by simply recasting the exemplar both times and fogging the mess out of anything else). That being said, I love the fact that I almost always have a tutor in my hand to hit it, or anything else the situation may call for. I've actually already used the buyback once to dump Haakon within the few test rounds I've played. Also, the false cure/beacon insta-kill combo is really easy to assemble with this many tutors, both times so far that I've top decked one I had a tutor in hand waiting to grab the other piece and knock that particularly rockin' player out. I do see what you have suggested about making it run smoother by cutting under-performing cards, I've already added 5 mana rocks since posting so I'll update the list soon when I have it where I want it.
Sunforger+Master Warcraft/Overblaze/Order::Chaos/Emerge Unscathed/Psychotic Fury makes for lots of General Damage, and that's not even mentioning the other goodies you have access to. I'm currently working on refining my tool box and will post the deck soon.
You do realize that combo right there could spell Turn 4-5 OTK regardless of the number of opponents... just throw in some kind of evasion or Trample on top of pro-green, pro-black.
Not sure what OTK means but it's an infinite attack phase combo that's in my Uril deck (albeit with enchantmants other than SoFaF), which negates the randomness factor of this card.
I could see this being a lot of fun while still being a viable commander.
Aggravated Assault + [CARD]Sword of Feast and Famine
[/CARD]
I'll give him a shot as a multiple combat phase equipment general, randomness always tends to make these games more fun anyways.
Also gives you the option to yell "AMERICA! **** YEAH!" every time you cast him.
Seems somewhat expensive for the effect but still repeatable and useful early game. I'll swap out Tranquil Thicket for it, since Thicket is slower at the beginning and I'm trying to be more explosive.
If you look at my sig, the current deck lists I have up are for 7 and 8 cmc generals, but the decks are made with this in mind.
Vorinclex's 8 mana is offset by the fact that he can be powered out on turn 3 with the deck being 25% ramp.
Vish Kal doesn't need to rush out since you're looking to hide behind a wall of undying knights until you're in the position to bring him out and start making massive life swings.
Any general can be played at any cost if it's what you want to play. The deck will naturally form around that cost.
I'm not looking for instant "I win and eveyone else loses" lifegain wins since what will generally happen is everyone else plays for second and I have to sit and watch.
Angel of Despair was in the list but got weeded out as being an over-costed vindicate. With Haakon+Conspiracy, it might still be worth considering but 7 mana is still a huge dump. Might include it just for it's awesome art.
Deathbringer Liege was also in the list but got the axe due to the fact that I generally had to either over-extend or give up card advantage to trigger him. If I need more removal he's near the top of the list.
For some reason I've never really liked Austere Command, I'll try and keep an eye out for the number of times it would be great to have in hand as I play this deck. So far all tests have had no need to sweep much, but I haven't played any token overrun decks either.
Death Grasp is more flavorful and useful than Drain Life, so I'll make that swap, thanks!
I haven't hit Cabal Coffers without having Urborg out yet, but I'll definitely drop it if it's dead. The potential to make some massive life swings with Grasp or Ex is too tempting for me to drop it just yet.
http://forums.mtgsalvation.com/showthread.php?p=8279979#post8279979
Notably different from WB tokens or RW Humans/Tokens; based around combining Lingering Souls and Rally the Peasants.
Why WBR? It allows you to combine two of the most powerful cards in standard right now, Lingering Souls and Rally the Peasants. In conjunction these two cards provide 20 damage in the air. Even though I've only tested this a single week at the local FNM, I ran over almost every other deck, going 4-1, my loss being a land screw against Frites.
Here's the list I ran that night.
4 Doomed Traveler
4 Signal Pest
4 Suture Priest
3 Hellrider
Enchantments 7
4 Intangible Virtue
3 Oblivion Ring
Instants 7
4 Rally the Peasants
3 Brimstone Volley
4 Gather the Townsfolk
4 Lingering Souls
Lands 23
4 Clifftop Retreat
4 Isolated Chapel
8 Plains
6 Mountain
1 Shimmering Grotto
1 Brimstone Volley
1 Oblivion Ring
3 Mortarpod
4 Celestial Purge
3 Nihil Spellbomb
3 Surgical Extraction
This decklist seemed to do amazing things for me, Hellrider and Rally the Peasants creating lethal damage out of thin air. Suture Priest is an absolute house in this aggro heavy meta, and draws out the removal that would have hit Hellrider. Doomed Traveler and Lingering Souls allow you to rebuild quickly after a wipe, an once you're at 6 mana Rally the Peasants ends the game almost every time. I seemed to be going in for lethal against WRR the turn before their titan was online, and won 2-0. I beat UR counter burn with little difficulty (2-0), and had the same story against vamps(2-0). RG aggro was a little difficult because of the lifegain from Huntmaster of the Fells, but Gather the Townsfolk kept them locked down until Lingering Souls connected with Rally the Peasants for victory both times for 2-1. Then Frites came up, and I smashed them round 1, got stuck on 2 lands round 2, and sat there with a Hellrider waiting to fly in for victory but never got my second red to end 1-2, my only loss. My meta is generally 64-70 players, and the only top deck I haven't faced is Delver.
Alternatively, the list I'm going to attempt this week is as follows, the changes made primarily because of Hellrider having the RR in his casting cost.
4 Doomed Traveler
4 Signal Pest
4 Suture Priest
4 Falkenrath Noble
Enchantments 7
4 Intangible Virtue
3 Oblivion Ring
Instant 4
4 Rally the Peasants
3 Day of Judgement
3 Gather the Townsfolk
4 Lingering Souls
Land 23
4 Clifftop Retreat
4 Isolated Chapel
8 Plains
4 Swamp
3 Vault of the Archangel
1 Day of Judgement
1 Oblivion Ring
4 Tragic Slip
3 Surgical Extraction
3 Nihil Spellbomb
3 Celestial Purge
In this decklist, red exists solely for the flashback on Rally the Peasants, just as black did in the last one for Lingering Souls. I'm testing it and will bring back some results after this week's FNM, but right now it's promising. Falkenrath Noble is Suture Priest # 5-8, and allows a win simply by resolving Day of Judgement.
Now that you've seen some of the key components, here's a quick primer on how to run them.
The Beats
These are your basic creatures that you want to be sending sideways almost every turn. Gather the Townsfolk plays double duty as early anti-aggro chump block, and both the Traveler and the Souls give you a fast rebuild after a wipe.
The Buffs
Each of these cards turns your tokens into dangerous sources of damage and are all fairly straight forward. Honor of the Pure did not go in as 8 anthems was too many, and I couldn't find a satisfactory cut for them. It seems to run well without them.
The Bleeders
I can't say enough about how dominating these are in the aggro heavy meta. They hose zombies, blow out the mirror, and are good against any deck playing creatures.
The Blasters
Sometimes you won't get the good fast start this deck wants, and you need to blow up some of your opponent's field. Oblivion Ring is amazing, and I usually drop it and then swing for game after making their titan disappear. Brimstone Volley (and Day of Judgement w/ Falkenrath Noble) can be used to finish in addition to killing creatures.
Sideboard
The sideboard is meta-based, and is not optimized, and quite frankly, not used too often. Most decks I've played against die before I would need anything in there.
Notable Exceptions
Hero of Bladehold
May yet find a home in here. So good when you can untap with one, but mine has never survived long enough to attack in the few tests and was initially cut for Hellrider.
Sorin, Lord of Innistrad
So far the only impression I have of this guy is a half anthem with a psuedo-fog for 4. Good when resolved against control, but who plays control?
Elspeth Tirel
I want her in here, but by the time I have 5 mana I'm ready to end the game, not make more tokens. Sideboard in an optimized list perhaps.
Questions? Comments? I'd love to hear any suggestions you have to turn this into tier 1 material.
Boros Do or Die
http://forums.mtgsalvation.com/showthread.php?t=391813
4 Isolated Chapel
4 Clifftop Retreat
10 Plains
4 Mountain
1 Swamp
4 Doomed Traveler
4 Gather the Townsfolk
4 Lingering Souls
Damage Spikers: 13
4 Signal Pest
4 Break of Day
3 Thraben Doomsayer
3 Rally the Peasants
3 Hellrider
2 Oblivion Ring
2 Mortarpod
Fateful Hour: 4
4 Immolating Souleater
This deck hasn't received much testing yet, so the sideboard is still in development, but so far it's been performing very well. The key is assessing your opponent's deck and position in relation to your hand and board, and if you have the hand for it, and especially if you think the Souleater will get through, go for Fateful Hour. Gather the Townsfolk allows this deck to destroy decks out of nowhere when you follow it up with any pump in the deck, Rally being my favorite (now with more flashback!). The land count may need to be upped, and I'm still debating over the black splash to flash back Lingering Souls, so that may change in the future as well. Also, Midnight Haunting is not good enough for MB, to warrant it you'd need more burn or protection like Faith's Shield giving you reasons to play on their turn as the current build should be tapping out on all of the 4-5 turns it takes you to win.
Questions and/or Suggestions anyone?
You need card tags in future posts. Read the Forum Guidelines. -Carsten
Not sure what OTK means but it's an infinite attack phase combo that's in my Uril deck (albeit with enchantmants other than SoFaF), which negates the randomness factor of this card.
I could see this being a lot of fun while still being a viable commander.
[/CARD]
I'll give him a shot as a multiple combat phase equipment general, randomness always tends to make these games more fun anyways.
Also gives you the option to yell "AMERICA! **** YEAH!" every time you cast him.
If you look at my sig, the current deck lists I have up are for 7 and 8 cmc generals, but the decks are made with this in mind.
Vorinclex's 8 mana is offset by the fact that he can be powered out on turn 3 with the deck being 25% ramp.
Vish Kal doesn't need to rush out since you're looking to hide behind a wall of undying knights until you're in the position to bring him out and start making massive life swings.
Any general can be played at any cost if it's what you want to play. The deck will naturally form around that cost.
Angel of Despair was in the list but got weeded out as being an over-costed vindicate. With Haakon+Conspiracy, it might still be worth considering but 7 mana is still a huge dump. Might include it just for it's awesome art.
Deathbringer Liege was also in the list but got the axe due to the fact that I generally had to either over-extend or give up card advantage to trigger him. If I need more removal he's near the top of the list.
For some reason I've never really liked Austere Command, I'll try and keep an eye out for the number of times it would be great to have in hand as I play this deck. So far all tests have had no need to sweep much, but I haven't played any token overrun decks either.
Death Grasp is more flavorful and useful than Drain Life, so I'll make that swap, thanks!
I haven't hit Cabal Coffers without having Urborg out yet, but I'll definitely drop it if it's dead. The potential to make some massive life swings with Grasp or Ex is too tempting for me to drop it just yet.