So I tore apart my Mono White tokens deck because it was boring to play and I got a box of DKA. So in lieue of those two things, I mashed some old cards with some new cards and came up with this deck. It had some problem recovering from Wraths last night, but the guy piloting the deck was pretty bad at the game so it requires further testing by someone more experienced. Anyway, here's the deck as it stands now:
First of all, this deck has 0 draw. A big reason why it's not beating Wraths is because it's not trying to out-card the Control players. You're going to have add a reliable draw engine such as Skullclamp, Mentor of the Meek, Mind's Eye, Rhystic Study, Phyrexian Vault, Carnage Altar or Phyrexian Arena (this one would be tough to cast reliably though) to the deck. Inheritance is another decent option, and is especially relevant if games drag on and removal is abundant. I suppose that some good "regular" draw spells such as Syphon Mind and Jace's Inginuity could work too, but you really want at least 4 solid draw engines that will stick around all throughout the game. My typical multiplayer mantra is "if you're not drawing cards then you're losing the game." That definitely applies to this deck.
Moreover, I feel like this deck would be stronger overall if you cut the Blue and kept the deck White/Black with a possible splash for Rhystic Study. Blue offers some moderately powerful threats, but it doesn't provide you with any resilience in my mind. It also adds next-to-nothing to the token theme itself, and so you're basically relying on some overcosted durdles that are probably going to wind up eating removal anyways. If you leaned on Black more, then you could field cards like Syphon Mind, Bloodline Keeper, Grave Titan, Phyrexian Arena, Skirsdag High Priest, Cemetery Reaper, Oversold Cemetery, Recurring Nightmare, etc. The other cards that I would personally add are things like Thraben Doomsayer, Kjeldoran Outpost, Luminarch Ascension, Mobilization, Sacred Mesa, Elspeth Tirel, Hour of Reckoning and Martial Coup. I'm not a fan of the spot removal such as StP, and I loathe relying on something like Brave the Elements for defense. Yes, it can save you from a Volcanic Fallout or help push some damage through (once), but it's not going to keep your army alive in a hostile meta. The best way to beat Wraths is to create inevitability using repeatable token generators, not by trying to "counter" them.
Hmmmm. You know, you could also build a semi-Stax deck that abuses Braids, Cabal Minion and Smokestack with all of these token producers... Start nuking people's boards while you sit back and pitch some durdly tokens. That could very strong too. Another idea, especially if people love Wraths, is to add a bunch of equipment to the deck. Bonehoard comes to mind as a cheap-yet-powerful card that could turn all of your 1/1 fliers into game-enders. Any good equipment would work, but I like how strong this one can be in a multiplayer setting. Sword of Feast and Famine is the opposite of budget, but it's so powerful in decks that can turn mana into threats. Between cards like Kjeldoran Outpost and Luminarch Ascension, it can really get out of hand.
So yeah, my basic advice would be to cut a lot of the small-ball effects in favor of some real Wraths and resilience. The sample Token deck that I have posted in my White multiplayer guide (which is linked in my signature) is as follows:
This is a basic token deck that's designed to be ultra-resilient. Rather that focus on single-shot effects such as Increasing Devotion, it tries to lean on cards that will continue to produce threats all throughout the game. The deck has a host of sweepers, most of which don't affect creature tokens. Intangible Virtue brings not only a solid source of pump, but enhances the vigilence subtheme of the deck. The goal is create something that can be both offensive and defensive at the same time. That's why it includes creatures such as Knight-Captain of Eos after all. Mirror Entity is mostly there a late-game win condition who can pump your army to a massive size, but even just turning your team into Soldiers is usually a good enough reason to include him.
I'm not expecting you to copy it card-for-card or anything, but I'm mostly just trying to give you an idea on how I would build a similar deck myself. As you can see, I'm really trying to emphasize repeatable effects and powerful draw engines to ensure that the deck doesn't fall flat on its face after a Wrath or two. Drawing cards and continuously producing tokens is a very powerful combination, and I feel like you're not doing yourself any favors by not incorporating either into your deck.
I'd really like to keep it B/U/W, for a couple reasons. First, I already have a B/W deck. Second, I just like some of the blue cards. I also don't want to add green since I already have a G/U token deck.
I've edited the OP with some of the changes I've made.
Brave the Elements was there mostly for alpha strikes. Paired with vigilance it lets me take out a threatening player more easily. It is a one-shot effect though, and hasn't really proven itself yet so I'll cut it for 3 Carnage Altars. They will probably be replaced with Mentor of the Meek (whoa! what happened to it's 5$ price tag? I guess I should get a playset before B/W humans makes a wave in Standard).
Brave the Elements was there mostly for alpha strikes. Paired with vigilance it lets me take out a threatening player more easily. It is a one-shot effect though, and hasn't really proven itself yet so I'll cut it for 3 Carnage Altars. They will probably be replaced with Mentor of the Meek (whoa! what happened to it's 5$ price tag? I guess I should get a playset before B/W humans makes a wave in Standard).
The card stopped seeing play in anything. Every White mage should try to pick them up now that they're 50 cents. A strong draw engine in White is a rare occurance indeed, and so people should be looking to pick creatures like him up.
I have 4x Bonehoard in my binder. What should I cut for them? Love the interaction between Living Weapon and Intangible Virtue.
The vigilence + the fact that it survives being unequipped is fine and all, but what you're mainly after is the the fact that every 1/1 flier you have can suddenly become a 12/12 flier. In terms of what to cut, pretty much any creature, instant and/or sorcery is up for grabs in my mind. The spells are all 1-for-1 and 2-for-1 deals, which I detest with a passion. These are the kinds of spells prolong games, but they don't win them. The creatures, as I've already explained, bring nothing to the deck in my mind. Dungeon Geists has 0 interaction with Tokens, isn't a serious threat and barely even qualifies as removal. Beguiler seems cool in theory, but in practice I'd imagine that she'd simply insta-die. I kinda hate "giving people an out" with their spot removal. Token decks produce a ton of worthless bodies that no one will want to waste removal on, so you almost do them a favor when you randomly play a big dumb creature that they can target. I guess you could argue that the same can be said about Mentor of the Meek and Thraben Doomsayer though... but I still feel like people will forgo killing those creatures whereas they won't ever let you untap with Beguiler. Ajani is fine but meh. I doubt that you need 3 of them. His best ability is his -1 (by an insane margin at that), and the others aren't really worth talking about. He feels like a 4 mana Intangible Virtue that will draw you far too much heat to be worth the risk. I doubt you want to load up on them, but keeping a few seems fine.
Ajani is fine but meh. I doubt that you need 3 of them. His best ability is his -1 (by an insane margin at that), and the others aren't really worth talking about. He feels like a 4 mana Intangible Virtue that will draw you far too much heat to be worth the risk. I doubt you want to load up on them, but keeping a few seems fine.
Instead of using Ajani's -1 as most players would, he just kept spamming his +1, drawing cards off Reaver. This really only worked once, then I cast Damnation, ending his fun. But still, it's fun to see how other people use your decks in ways you normally wouldn't notice.
4x Suture Priest
3x Geist-Honored Monk
3x Drogskol Captain
2x Dungeon Geists
1x Drogskol Reaver
1x Beguiler of Wills
Instants: 6
3x Esper Charm
2x Swords to Plowshares
1x Devouring Light
3x Lingering Souls
2x Battle Screech
1x Increasing Devotion
Enchantments: 3
3x Intangible Virtue
Artifacts: 3
3x Carnage Altar
Planeswalkers: 4
3x Ajani Goldmane
1x Sorin, Lord of Innistrad
Lands: 24
4x Evolving Wilds
2x Vault of the Archangel
2x Windbrisk Heights
2x Fetid Heath
2x Arcane Sanctum
5x Plains
4x Island
3x Swamp
Changelog:
-1x Brilliant Ultimatum
-3x Brave the Elements
+1x Increasing Devotion
+3x Carnage Altar
Comments and input are always welcome as my decks have a certain viscosity to them.
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
Moreover, I feel like this deck would be stronger overall if you cut the Blue and kept the deck White/Black with a possible splash for Rhystic Study. Blue offers some moderately powerful threats, but it doesn't provide you with any resilience in my mind. It also adds next-to-nothing to the token theme itself, and so you're basically relying on some overcosted durdles that are probably going to wind up eating removal anyways. If you leaned on Black more, then you could field cards like Syphon Mind, Bloodline Keeper, Grave Titan, Phyrexian Arena, Skirsdag High Priest, Cemetery Reaper, Oversold Cemetery, Recurring Nightmare, etc. The other cards that I would personally add are things like Thraben Doomsayer, Kjeldoran Outpost, Luminarch Ascension, Mobilization, Sacred Mesa, Elspeth Tirel, Hour of Reckoning and Martial Coup. I'm not a fan of the spot removal such as StP, and I loathe relying on something like Brave the Elements for defense. Yes, it can save you from a Volcanic Fallout or help push some damage through (once), but it's not going to keep your army alive in a hostile meta. The best way to beat Wraths is to create inevitability using repeatable token generators, not by trying to "counter" them.
Hmmmm. You know, you could also build a semi-Stax deck that abuses Braids, Cabal Minion and Smokestack with all of these token producers... Start nuking people's boards while you sit back and pitch some durdly tokens. That could very strong too. Another idea, especially if people love Wraths, is to add a bunch of equipment to the deck. Bonehoard comes to mind as a cheap-yet-powerful card that could turn all of your 1/1 fliers into game-enders. Any good equipment would work, but I like how strong this one can be in a multiplayer setting. Sword of Feast and Famine is the opposite of budget, but it's so powerful in decks that can turn mana into threats. Between cards like Kjeldoran Outpost and Luminarch Ascension, it can really get out of hand.
Another option would be to consider adding Green to the deck. Awakening and its many variants are GODLIKE in Token decks, since there are so many cards that can tap to put tokens into play/turn mana into tokens. It gives you access to cards such as Rhys, the Redeemed, Wurmcalling, Squirrel Nest, Sprout Swarm, Kazandu Tuskcaller, Jade Mage, Imperious Perfect, Selesnya Guildmage, Night Soil and Ant Queen, which are are all awesome token producers. Doubling Season (so good with Planeswalkers), Garruk, Primal Hunter, Beatsmaster Ascension, Fecundity and Overwhelming Instinct are all awesome as well. I guess Green wouldn't exactly fit into this 3 color deck, but this might give you some ideas for another one.
So yeah, my basic advice would be to cut a lot of the small-ball effects in favor of some real Wraths and resilience. The sample Token deck that I have posted in my White multiplayer guide (which is linked in my signature) is as follows:
19x Plains
4x Windbrisk Heights
3x Kjeldoran Outpost
Creatures (10)
2x Thraben Doomsayer
3x Mentor of the Meek
1x Mirror Entity
2x Knight-Captain of Eos
2x Captain of the Watch
3x Skullclamp
3x Martial Coup
4x Intangible Virtue
3x Luminarch Ascension
1x Sacred Mesa
2x Mobilization
1x White Sun's Zenith
1x Decree of Justice
2x Elspeth Tirel
2x Increasing Devotion
2x Hour of Reckoning
This is a basic token deck that's designed to be ultra-resilient. Rather that focus on single-shot effects such as Increasing Devotion, it tries to lean on cards that will continue to produce threats all throughout the game. The deck has a host of sweepers, most of which don't affect creature tokens. Intangible Virtue brings not only a solid source of pump, but enhances the vigilence subtheme of the deck. The goal is create something that can be both offensive and defensive at the same time. That's why it includes creatures such as Knight-Captain of Eos after all. Mirror Entity is mostly there a late-game win condition who can pump your army to a massive size, but even just turning your team into Soldiers is usually a good enough reason to include him.
I'm not expecting you to copy it card-for-card or anything, but I'm mostly just trying to give you an idea on how I would build a similar deck myself. As you can see, I'm really trying to emphasize repeatable effects and powerful draw engines to ensure that the deck doesn't fall flat on its face after a Wrath or two. Drawing cards and continuously producing tokens is a very powerful combination, and I feel like you're not doing yourself any favors by not incorporating either into your deck.
Tl;dr: Draw more cards. Make more tokens.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I'd really like to keep it B/U/W, for a couple reasons. First, I already have a B/W deck. Second, I just like some of the blue cards. I also don't want to add green since I already have a G/U token deck.
I've edited the OP with some of the changes I've made.
Brave the Elements was there mostly for alpha strikes. Paired with vigilance it lets me take out a threatening player more easily. It is a one-shot effect though, and hasn't really proven itself yet so I'll cut it for 3 Carnage Altars. They will probably be replaced with Mentor of the Meek (whoa! what happened to it's 5$ price tag? I guess I should get a playset before B/W humans makes a wave in Standard).
Added Increasing Devotion (forgot it was in my binder).
I only have 1 copy of Luminarch Ascension, hopefully the added draw will help me find it faster.
I have 4x Bonehoard in my binder. What should I cut for them? Love the interaction between Living Weapon and Intangible Virtue.
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
The card stopped seeing play in anything. Every White mage should try to pick them up now that they're 50 cents. A strong draw engine in White is a rare occurance indeed, and so people should be looking to pick creatures like him up.
The vigilence + the fact that it survives being unequipped is fine and all, but what you're mainly after is the the fact that every 1/1 flier you have can suddenly become a 12/12 flier. In terms of what to cut, pretty much any creature, instant and/or sorcery is up for grabs in my mind. The spells are all 1-for-1 and 2-for-1 deals, which I detest with a passion. These are the kinds of spells prolong games, but they don't win them. The creatures, as I've already explained, bring nothing to the deck in my mind. Dungeon Geists has 0 interaction with Tokens, isn't a serious threat and barely even qualifies as removal. Beguiler seems cool in theory, but in practice I'd imagine that she'd simply insta-die. I kinda hate "giving people an out" with their spot removal. Token decks produce a ton of worthless bodies that no one will want to waste removal on, so you almost do them a favor when you randomly play a big dumb creature that they can target. I guess you could argue that the same can be said about Mentor of the Meek and Thraben Doomsayer though... but I still feel like people will forgo killing those creatures whereas they won't ever let you untap with Beguiler. Ajani is fine but meh. I doubt that you need 3 of them. His best ability is his -1 (by an insane margin at that), and the others aren't really worth talking about. He feels like a 4 mana Intangible Virtue that will draw you far too much heat to be worth the risk. I doubt you want to load up on them, but keeping a few seems fine.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Actually, I never noticed it until an irregular player in our group used the deck, but there's a subtle life-gain theme to the deck. With Ajani Goldmane, Suture Priest, Vault of the Archangel and finally, Drogskol Reaver.
Instead of using Ajani's -1 as most players would, he just kept spamming his +1, drawing cards off Reaver. This really only worked once, then I cast Damnation, ending his fun. But still, it's fun to see how other people use your decks in ways you normally wouldn't notice.
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts