So this deck evolved from a really budget take, and because I liked it so much, I decided to slowly add money to it and it sort of evolved into what it is now.
This is my first ever self-brewed deck, be gentle.
So far, it does PHENOMENALLY against most other aggro decks because of the ridiculous, $.20, one-sided Wrath and the anthem effects. It strictly loses to control, though.
-I want to remove the Midnight Hauntings for Champion of Lambholt, because I've got 8 dual lands--might as well make use of the abundance of G . Is this a good decision?
-I have no idea how to design a sideboard, as you can CLEARLY tell. I have major problems against control decks and some aggro decks (even though I do run 4 Wrath effects MD, Goblins are sometimes just too fast).
-I was thinking of Luminarch Ascension to fight control. Does this sound like a good plan?
Some cards that didn't make the cut or were cut out:
Odric, Master Tactician = I just didn't like the fact that it required 3 other creatures, and besides, I think it would do better in a W/B deck running Vault of the Archangel.
Mikaeus, the Lunarch = He's just a slower, higher-maintenance Gavony. I didn't like him.
Mycoloth = I recognize that this was a win-more card.
Thraben Doomsayer = I took these out for the Hauntings because it was a little slow, and the fateful hour never really mattered.
Thanks for reading! Hope this didn't take too long, I tried to be as accurate and concise as possible. Forgive me for any errors, this is my first post in any forum (besides the obligatory intro thread).
Feedback is GREATLY appreciated, I want to make this a fun deck that my local playgroup will enjoy playing with and against! I do have a very limited budget (this deck was basically a couple of month's saved money), so nothing too expensive, please!
Day of Judgment is awful here. You're the deck that wants to make more creatures than any given opponent, so sweeping the field is kind of doing most of your opponent's work for them. I mean, if you sweep and they held back their best dude in case of a sweep (Baneslayer Angel, Inferno Titan, etc.) then you put yourself in an extremely bad position for no reason. Trust me, if someone's outproducing you in creature tokens so much that Hour of Reckoning and Elspeth Tirel aren't doing the job, then you're going to lose anyway and a singleton Day of Judgment is just going to make the game take longer, not help you win (except in extraneous circumstances where the opponent misplays, or something, but that has nothing to do with the card being an advantage to the deck). Another Spectral Procession would be a better use of that slot.
Champion of Lambholt can give this deck some much needed evasion. It'll let you bypass pretty much any blockers from any opposing token decks, which is a huge advantage, and also becomes a decent sized beater on its own. I wouldn't remove the Hauntings, though, you could probably ditch Honor of the Pure as 8 Anthems is a lot of cards that doesn't actually improve your board position without other cards.
You might find Beastmaster Ascension to be more useful than Cathar's Crusade. It doesn't require you put 5 creatures into play after casting it to obtain a buff, getting 7 tokens should be extremely easy and if you attack with 7 tokens at once then they get the +5/+5 bonus before combat damage is dealt that turn. That's a huge improvement. Combine that with Champion of Lambholt and all of sudden everything of yours is unblockable and deals a mess of damage for a lower cost than Cathar's Crusade and Overrun.
Sprout Swarm could be pretty advantageous here, as you can cast it at the end of your opponent's turn and get 1 free Saproling for every 5 untapped creatures you control. Raise the Alarm and Fists of Ironwood are both quick, reasonable token generators for the beginning of a game. If you decide against adding more green, Shrine of Loyal Legions can be a huge token producer for you. Popping out 8-9 guys off of it in 4-5 turns is extremely common.
For your sideboard, Sundering Growth is good, and you should have 4 Rootborn Defenses as sweepers are your deck's biggest weakness. Everything else, however, should go. If you're facing a lot of burn, since you have very few green creature producers, look into Brave the Elements or Burrenton Forge-tender, as they'll protect your most valuable assets better than Faith's Shield, but Absolute Law is pretty much better than them both at that anyway.
I completely agree. Day was going to be my first cut anyways.
Champion of Lambholt can give this deck some much needed evasion. It'll let you bypass pretty much any blockers from any opposing token decks, which is a huge advantage, and also becomes a decent sized beater on its own. I wouldn't remove the Hauntings, though, you could probably ditch Honor of the Pure as 8 Anthems is a lot of cards that doesn't actually improve your board position without other cards.
The only reason I don't like Champion of Lambholt is because it's a tad slow--it takes 3 turns (cast, play some creatures, attack) for it to be fully useful. Does this matter too much?
I was thinking of making room for 2 as a good number.
I currently enjoy Cathar's Crusade too much to take out, but I am willing to test this. I think I can get the effect by turn 4 if the deck performs optimally.
Sprout Swarm could be pretty advantageous here, as you can cast it at the end of your opponent's turn and get 1 free Saproling for every 5 untapped creatures you control. Raise the Alarm and Fists of Ironwood are both quick, reasonable token generators for the beginning of a game. If you decide against adding more green, Shrine of Loyal Legions can be a huge token producer for you. Popping out 8-9 guys off of it in 4-5 turns is extremely common.
I actually want to add more green. Right now, I usually just have a lot of dual lands sitting in play as fancy Plains, and I wanted to use more of the splash color since I bother to shell out $20 for 8 duals.
I'll try one copy--I never liked drawing more than 1 anyway.
I'll stick with the Pilgrim--thought about Birds as the OBVIOUS choice, but it costs a little much for a playset (not willing to spend yet ANOTHER $10). Also, I never have problems getting GG--fancy Plains do a lot of work here.
For your sideboard, Sundering Growth is good, and you should have 4 Rootborn Defenses as sweepers are your deck's biggest weakness. Everything else, however, should go. If you're facing a lot of burn, since you have very few green creature producers, look into Brave the Elements or Burrenton Forge-tender, as they'll protect your most valuable assets better than Faith's Shield, but Absolute Law is pretty much better than them both at that anyway.
I run Faith's Shield to protect my own enchantments sometimes. I'll look into additional copies of Rootborn Defenses. Would Leyline of Vitality be a decent option?
Oh yeah, one card I forgot to mention: Rhys the Redeemed. He might seem like he has an extremely high cost effect at first, but trust me: If you can untap with him and 6 mana, you're unlikely to lose at that point. Doubling your tokens is no joke, and it'll especially give you something to do once you go down to few cards in hand.
On Lambholt, it shouldn't be too much of an issue as you're wanting to live into the mid-late game and swing then, at least so I would suspect by the fact that you have 5 mana token producers. Obviously you can attack all throughout the game, but using Spectral Procession, Elspeth Tirel's -2 or Increasing Devotion on the fourth turn (after casting her) basically makes your dudes unblockable, in the latter's case, not even a Woolly Thoctar can stop you. So, for the most part, Lambholt relies on what else you have in your hand so sometimes she can definitely suck, but she lets you rip through opposing tokens decks with ease, and only takes a card or two to hit even harder and make your forces unblockable.
I have yet to test out the sideboard options, but so far, the Beastmaster Ascension has improved the deck ASTRONOMICALLY--it needs to be removed immediately, or it will end the game, and it can usually come out of nowhere to turn the tides.
I thought of Multani's Presence as a card, because most of my spells fall into two catergories: token makers and anthems. If the opponent counters these spells, the Presence will just let me draw a replacement--they can't counter and remove everything, especially when I'm outdistancing them in card advantage. Sounds good in theory, but I need more testing.
This is my first ever self-brewed deck, be gentle.
Exactly what the title says, White-Green Tokens.
10 Plains
3 Forest
4 Razorverge Thicket
4 Sunpetal Grove
2 Gavony Township
Creatures
4 Avacyn's Pilgrim
Sorceries
4 Gather the Townsfolk
4 Increasing Devotion
3 Spectral Procession
3 Hour of Reckoning
2 Midnight Haunting
Enchantments
4 Honor of the Pure
4 Intangible Virtue
4 Oblivion Ring
3 Beastmaster Ascension
Planeswalkers
2 Elspeth Tirel
2 Autumn's Veil
3 Sundering Growth
2 Rootborn Defenses
3 Faith's Shield
2 Multani's Presence
2 Choke
1 Glare of Subdual
I really like Cathar's Crusade, and I love the synergy between it and the Champion.
So far, it does PHENOMENALLY against most other aggro decks because of the ridiculous, $.20, one-sided Wrath and the anthem effects. It strictly loses to control, though.
Some explanations might be in order here, though:
-I took out Fog for Elspeth Tirel. Was this a good choice?
-I want to remove the Midnight Hauntings for Champion of Lambholt, because I've got 8 dual lands--might as well make use of the abundance of G . Is this a good decision?
-I have no idea how to design a sideboard, as you can CLEARLY tell. I have major problems against control decks and some aggro decks (even though I do run 4 Wrath effects MD, Goblins are sometimes just too fast).
-I don't have enough money for Elspeth, Knight-Errant.
-I was thinking of Luminarch Ascension to fight control. Does this sound like a good plan?
Some cards that didn't make the cut or were cut out:
Odric, Master Tactician = I just didn't like the fact that it required 3 other creatures, and besides, I think it would do better in a W/B deck running Vault of the Archangel.
Mikaeus, the Lunarch = He's just a slower, higher-maintenance Gavony. I didn't like him.
Mycoloth = I recognize that this was a win-more card.
Thraben Doomsayer = I took these out for the Hauntings because it was a little slow, and the fateful hour never really mattered.
Doomed Traveller = Cut for Avacyn's Pilgrim.
--
Thanks for reading! Hope this didn't take too long, I tried to be as accurate and concise as possible. Forgive me for any errors, this is my first post in any forum (besides the obligatory intro thread).
Feedback is GREATLY appreciated, I want to make this a fun deck that my local playgroup will enjoy playing with and against! I do have a very limited budget (this deck was basically a couple of month's saved money), so nothing too expensive, please!
GW Tokens GW || UB UB Control UB || BRG Jund Aggro BRG || UR Wee Dragonauts Tempo UR || BG Fungus/Saproling BG || W Soldiers W ||
GWU Bant Flicker Gun GWU
Under Construction
U Wizards Tribal Control U || RG MLD Trolling RG
Champion of Lambholt can give this deck some much needed evasion. It'll let you bypass pretty much any blockers from any opposing token decks, which is a huge advantage, and also becomes a decent sized beater on its own. I wouldn't remove the Hauntings, though, you could probably ditch Honor of the Pure as 8 Anthems is a lot of cards that doesn't actually improve your board position without other cards.
You might find Beastmaster Ascension to be more useful than Cathar's Crusade. It doesn't require you put 5 creatures into play after casting it to obtain a buff, getting 7 tokens should be extremely easy and if you attack with 7 tokens at once then they get the +5/+5 bonus before combat damage is dealt that turn. That's a huge improvement. Combine that with Champion of Lambholt and all of sudden everything of yours is unblockable and deals a mess of damage for a lower cost than Cathar's Crusade and Overrun.
Sprout Swarm could be pretty advantageous here, as you can cast it at the end of your opponent's turn and get 1 free Saproling for every 5 untapped creatures you control. Raise the Alarm and Fists of Ironwood are both quick, reasonable token generators for the beginning of a game. If you decide against adding more green, Shrine of Loyal Legions can be a huge token producer for you. Popping out 8-9 guys off of it in 4-5 turns is extremely common.
Birds of Paradise > Avacyn's Pilgrim as it can give you more green if need be, and the Champion is a GG cost, so... yeah.
For your sideboard, Sundering Growth is good, and you should have 4 Rootborn Defenses as sweepers are your deck's biggest weakness. Everything else, however, should go. If you're facing a lot of burn, since you have very few green creature producers, look into Brave the Elements or Burrenton Forge-tender, as they'll protect your most valuable assets better than Faith's Shield, but Absolute Law is pretty much better than them both at that anyway.
Playing against Goblins? Absolute Law suddenly becomes your best friend. Zombies or basic black decks? Hello, Absolute Grace. Don't like control decks countering your spells? Don't use Autumn's Veil, use City of Solitude, Choke or Carpet of Flowers.
Sig and Avatar drawn by me.
I completely agree. Day was going to be my first cut anyways.
The only reason I don't like Champion of Lambholt is because it's a tad slow--it takes 3 turns (cast, play some creatures, attack) for it to be fully useful. Does this matter too much?
I was thinking of making room for 2 as a good number.
I currently enjoy Cathar's Crusade too much to take out, but I am willing to test this. I think I can get the effect by turn 4 if the deck performs optimally.
I actually want to add more green. Right now, I usually just have a lot of dual lands sitting in play as fancy Plains, and I wanted to use more of the splash color since I bother to shell out $20 for 8 duals.
I'll try one copy--I never liked drawing more than 1 anyway.
I'll stick with the Pilgrim--thought about Birds as the OBVIOUS choice, but it costs a little much for a playset (not willing to spend yet ANOTHER $10). Also, I never have problems getting GG--fancy Plains do a lot of work here.
I run Faith's Shield to protect my own enchantments sometimes. I'll look into additional copies of Rootborn Defenses. Would Leyline of Vitality be a decent option?
I will definitely try Choke as a card.
Will be doing more testing tonight, also trying out 2 Beast Within in place of 2 Oblivion Rings.
GW Tokens GW || UB UB Control UB || BRG Jund Aggro BRG || UR Wee Dragonauts Tempo UR || BG Fungus/Saproling BG || W Soldiers W ||
GWU Bant Flicker Gun GWU
Under Construction
U Wizards Tribal Control U || RG MLD Trolling RG
Oh yeah, one card I forgot to mention: Rhys the Redeemed. He might seem like he has an extremely high cost effect at first, but trust me: If you can untap with him and 6 mana, you're unlikely to lose at that point. Doubling your tokens is no joke, and it'll especially give you something to do once you go down to few cards in hand.
On Lambholt, it shouldn't be too much of an issue as you're wanting to live into the mid-late game and swing then, at least so I would suspect by the fact that you have 5 mana token producers. Obviously you can attack all throughout the game, but using Spectral Procession, Elspeth Tirel's -2 or Increasing Devotion on the fourth turn (after casting her) basically makes your dudes unblockable, in the latter's case, not even a Woolly Thoctar can stop you. So, for the most part, Lambholt relies on what else you have in your hand so sometimes she can definitely suck, but she lets you rip through opposing tokens decks with ease, and only takes a card or two to hit even harder and make your forces unblockable.
Sig and Avatar drawn by me.
MAINBOARD:
-1 Day of Judgment
-1 Overrun
-1 Cathar's Crusade
+3 Beastmaster's Ascension
SIDEBOARD:
-2 Autumn's Veil
-1 Cathar's Crusade
-3 Timely Reinforcements
+1 Rootborn Defenses
+2 Multani's Presence
+1 Glare of Subdual
+2 Choke
I have yet to test out the sideboard options, but so far, the Beastmaster Ascension has improved the deck ASTRONOMICALLY--it needs to be removed immediately, or it will end the game, and it can usually come out of nowhere to turn the tides.
I thought of Multani's Presence as a card, because most of my spells fall into two catergories: token makers and anthems. If the opponent counters these spells, the Presence will just let me draw a replacement--they can't counter and remove everything, especially when I'm outdistancing them in card advantage. Sounds good in theory, but I need more testing.
GW Tokens GW || UB UB Control UB || BRG Jund Aggro BRG || UR Wee Dragonauts Tempo UR || BG Fungus/Saproling BG || W Soldiers W ||
GWU Bant Flicker Gun GWU
Under Construction
U Wizards Tribal Control U || RG MLD Trolling RG