Treva is the general because there really aren't token generals in these colors, and she can get some nice lifegain going. She also works as a wincon, with several ways in the deck to turn her into a three turn clock. This deck wasn't designed with combo in mind, but like many token decks combos happen. It's just a side effect of playing synergistic token cards.
After actually listing out what's in the deck, I can see a few problem spots. Those will get fixed at some point when I feel like tinkering with it. Any and all suggestions are welcome!
NOTE: This was previously a Cockatrice list, but now represents my actual paper list. That's why it has such exciting features as a terrible manabase and no Cradle.
I didn't realize anyone had posted on this list, which shows you how closely I was watching it. Some of the easy includes that weren't there stem from the fact that it was a straight port of the paper version with a buffed up manabase, but some I just missed. First,
Cradle should definitely be there. That's one of the casualties of a paper game, though I'm planning on grabbing one of those soon. It's in for sure.
KotR was already there, but I agree it's definitely worth having in the deck.
Training Grounds feels too much like just a combo piece, and not a synergistic card on its own. I'll give it a shot at some point (which will likely bring Nemata along for the ride), but I generally don't like including cards just to combo.
Vitu-Ghazi, the City-Tree has always felt clunky, with too small an effect to justify it not producing colored mana.
Collective Unconscious is an easy include. Regal Force is a good idea, but I need to run over my token producers to see how many of them are pumping out G tokens before I stick it in.
Elspeth Tirel was another casualty of the paper game, though I've got her in there now.
Kazandu Tuskcaller seems too fragile for the speed at which she comes online. If you see her without Doubling Season or Earthcraft, she takes a lot of resources to bring online. That said, I love the card so it's definitely getting a shot.
Keep Watch looks great, though I try to use the tokens to tap down opponents rather than attack until I'm ready to go for the kill (same reason I added Rhystic Deluge). I'll try it out for sure, though.
The list here was way off of what it actually looked like, so I updated the list. I'm still planning on making some changes, but I'd love some input on things I may have missed.
Private Mod Note
():
Rollback Post to RevisionRollBack
[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
Flurry of Wings, maybe? It's extremely flexible, whether you're pushing offense with your token army or as a surprise bit of defense against an enemy's attack. Or just take advantage of a big combat that you're not even a part of.
Flurry of Wings, maybe? It's extremely flexible, whether you're pushing offense with your token army or as a surprise bit of defense against an enemy's attack. Or just take advantage of a big combat that you're not even a part of.
I actually just pulled that. I like the idea of it enough that it's probably going to find its way back in at some point. Thanks for looking!
Private Mod Note
():
Rollback Post to RevisionRollBack
[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
Just looking at other options that take advantage of having Bant colors over straight GW...
Supply//Demand has its uses. It's not the most efficient token-maker, but it works, and it can tutor for Mirari's Wake, Glare of Subdual, etc. Mirrorweave makes for a great combat trick in tons of situations. I know I wouldn't mind turning all of my creatures into Heroes of Bladehold. Murkfiend Liege has a weaker untap effect than Seedborn muse, but is a lord for a lot of your tokens and other creatures. Palliation Accord is a card I've wanted to try for a while. It definitely has synergy with Glare and Opposition. It might be a bit too defensive, though. Sky Hussar is a draw engine and give you an extra untap when cast, should you need it.
Just looking at other options that take advantage of having Bant colors over straight GW...
Supply//Demand has its uses. It's not the most efficient token-maker, but it works, and it can tutor for Mirari's Wake, Glare of Subdual, etc. Mirrorweave makes for a great combat trick in tons of situations. I know I wouldn't mind turning all of my creatures into Heroes of Bladehold. Murkfiend Liege has a weaker untap effect than Seedborn muse, but is a lord for a lot of your tokens and other creatures. Palliation Accord is a card I've wanted to try for a while. It definitely has synergy with Glare and Opposition. It might be a bit too defensive, though. Sky Hussar is a draw engine and give you an extra untap when cast, should you need it.
I like all of those other than Murkfiend. The fact that it turns off Skullclamp is a kind of a turn-off, even though I shouldn't reasonably expect Skullclamp to stay alive long enough for that to be relevant. The others are all going to be tested in the not too distant future, though. Thanks for looking again!
Private Mod Note
():
Rollback Post to RevisionRollBack
[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
To post a comment, please login or register a new account.
I've been playing around with this for a bit. Make tokens, use them to tap down opponents/combo.
1 Treva, the Renewer
//Creatures
1 Academy Rector
1 Ant Queen
1 Avenger of Zendikar
1 Coiling Oracle
1 Dawnglare Invoker
1 Edric, Spymaster of Trest
1 Elder of Laurels
1 Hero of Bladehold
1 Jade Mage
1 Knight of the Reliquary
1 Mentor of the Meek
1 Mother of Runes
1 Nullmage Shepherd
1 Rhys the Redeemed
1 Sakura-Tribe Elder
1 Seedborn Muse
1 Selesnya Guildmage
1 Sun Quan, Lord of Wu
1 Sunblast Angel
1 Terastodon
1 Tradewind Rider
1 Trinket Mage
//Artifacts
1 Darksteel Ingot
1 Eldrazi Monument
1 Expedition Map
1 Mimic Vat
1 Mind Stone
1 Relic of Progenitus
1 Skullclamp
1 Sol Ring
1 Spawning Pit
1 Aura Shards
1 Awakening Zone
1 Coastal Piracy
1 Day of the Dragons
1 Doubling Season
1 Earthcraft
1 Fecundity
1 Glare of Subdual
1 Intruder Alarm
1 Mana Reflection
1 Mirari's Wake
1 Nature's Will
1 Opposition
1 Overwhelming Instinct
1 Parallel Lives
1 Perilous Forays
1 Quest for Renewal
1 Sacred Mesa
1 True Conviction
//Planeswalkers
1 Elspeth, Knight-Errant
1 Elspeth Tirel
//Sorceries
1 Austere Command
1 Cultivate
1 Hour of Reckoning
1 Martial Coup
1 Wargate
//Instants
1 Bant Charm
1 Beast Within
1 Enlightened Tutor
1 Return to Dust
1 Swords to Plowshares
1 Treva's Charm
1 Bant Panorama
1 Celestial Colonnade
1 Command Tower
1 Evolving Wilds
1 Gavony Township
1 Glacial Fortress
1 Graypelt Refuge
1 Kjeldoran Outpost
1 Krosan Verge
1 Misty Rainforest
1 Moorland Haunt
1 Okina, Temple to the Grandfathers
1 Oran-Rief, the Vastwood
1 Reliquary Tower
1 Seaside Citadel
1 Sejiri Refuge
1 Sejiri Steppe
1 Stirring Wildwood
1 Sunpetal Grove
1 Tectonic Edge
1 Terramorphic Expanse
1 Tolaria West
1 Windswept Heath
6 Forest
3 Island
4 Plains
Treva is the general because there really aren't token generals in these colors, and she can get some nice lifegain going. She also works as a wincon, with several ways in the deck to turn her into a three turn clock. This deck wasn't designed with combo in mind, but like many token decks combos happen. It's just a side effect of playing synergistic token cards.
After actually listing out what's in the deck, I can see a few problem spots. Those will get fixed at some point when I feel like tinkering with it. Any and all suggestions are welcome!
NOTE: This was previously a Cockatrice list, but now represents my actual paper list. That's why it has such exciting features as a terrible manabase and no Cradle.
First off...why no Gaea's Cradle? It's by far the best land you can play in this kind of deck. It's better than Academy in an artifact deck.
Speaking of broken lands, why no Knight of the Reliquary to tutor them up?
Training Grounds is bonkers with Ant Queen, and gives you another way to go infinite.
Vitu-Ghazi, the City-Tree is a land that produces tokens.
No Collective Unconscious/Regal Force? They kinda just win you the game.
Elspeth Tirel is incredible in here. You should run both.
Kazandu Tuskcaller is a little slow, but Doubling Season also doubles level counters.
If you're adding Training Grounds, play Nemata, Grove Guardian. She makes a token for G and can overrun like crazy.
Keep Watch is a pretty nice gem for this kind of deck too.
Since you can make all kinds of mana with Earthcraft, Orochi Hatchery is a nice, Wrath-proof win condition.
That's just a few things I found from looking at my token deck.
Emille, Seven-Sting Dancer Shalin Nariya
Cradle should definitely be there. That's one of the casualties of a paper game, though I'm planning on grabbing one of those soon. It's in for sure.
KotR was already there, but I agree it's definitely worth having in the deck.
Training Grounds feels too much like just a combo piece, and not a synergistic card on its own. I'll give it a shot at some point (which will likely bring Nemata along for the ride), but I generally don't like including cards just to combo.
Vitu-Ghazi, the City-Tree has always felt clunky, with too small an effect to justify it not producing colored mana.
Collective Unconscious is an easy include. Regal Force is a good idea, but I need to run over my token producers to see how many of them are pumping out G tokens before I stick it in.
Elspeth Tirel was another casualty of the paper game, though I've got her in there now.
Kazandu Tuskcaller seems too fragile for the speed at which she comes online. If you see her without Doubling Season or Earthcraft, she takes a lot of resources to bring online. That said, I love the card so it's definitely getting a shot.
Keep Watch looks great, though I try to use the tokens to tap down opponents rather than attack until I'm ready to go for the kill (same reason I added Rhystic Deluge). I'll try it out for sure, though.
Orochi Hatchery is just a good include.
Thanks for all the suggestions!
R Citizen Cane (Feldon of the Third Path)
I actually just pulled that. I like the idea of it enough that it's probably going to find its way back in at some point. Thanks for looking!
Just looking at other options that take advantage of having Bant colors over straight GW...
Supply//Demand has its uses. It's not the most efficient token-maker, but it works, and it can tutor for Mirari's Wake, Glare of Subdual, etc.
Mirrorweave makes for a great combat trick in tons of situations. I know I wouldn't mind turning all of my creatures into Heroes of Bladehold.
Murkfiend Liege has a weaker untap effect than Seedborn muse, but is a lord for a lot of your tokens and other creatures.
Palliation Accord is a card I've wanted to try for a while. It definitely has synergy with Glare and Opposition. It might be a bit too defensive, though.
Sky Hussar is a draw engine and give you an extra untap when cast, should you need it.
R Citizen Cane (Feldon of the Third Path)
I like all of those other than Murkfiend. The fact that it turns off Skullclamp is a kind of a turn-off, even though I shouldn't reasonably expect Skullclamp to stay alive long enough for that to be relevant. The others are all going to be tested in the not too distant future, though. Thanks for looking again!