|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition||Common|
|Return to Ravnica||Uncommon|
Combos Browse all
Call of the Conclave
Create a 3/3 green Centaur creature token.
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Call of the Conclave Discussion
1 month ago
Hexcimal I agree that Selesnya Charm isn't great, but it does do a lot for the deck, it can give temple 2/2 trample, exile a creature in certain situations, or give me a token to populate, all at instant speed. I consider it superior to Call of the Conclave, which is in a lot of token decks. Aside from that I don't know what I'd replace it with. Any other suggestions?
As far as Garruk Relentless goes, I see your point, but in my testing there is usually a creature on the board that I can safely remove with him and if not, then I just spam tokens. But he is still in the testing phase so I could replace him later on. Thanks for commenting, I appreciate all the help I can get!
1 month ago
G/W isn't my expertise to be honest, but this looks like a solid deck.
I guess a couple cut suggestions: Eerie Interlude would kill all of your tokens if you were to exile them, so if tokens are what you're going for that isn't as useful. Throne of the God-Pharaoh doesn't seem to fit well. Don't you want them all to have vigilance?
Since I'm commenting on two of your decks, mind checking out mine? Bad Luck Brion. Good luck!
2 months ago
may i suggest some edits? You wouldn't need elvish mystic, and would probably be better off having something like this
(not sure how many cards this is, but some of these cards may be very helpful)
Some deckbuilding tips: try to keep your deck at 60 cards, generally run 23 lands, and don't run cards that cost 6+ mana unless they are going to end the game for you or is very important (such as Elspeth, Sun's Champion which can win the game for you). For example, you could cut Paradox Engine, as it isn't as important. Nomads' Assembly can be powerful, but doesn't end the game.
3 months ago
(Apologize for the long post in advance.) Show
I noticed we went in separate directions for how our decks play, which is refreshing. Yours has a lot of resilience and builds threats up over time. Mine has a lot more ramp in it to pump things out faster. So my thoughts on these cards are from my experiences only, and not everything may suit your deck.
Selesnya Evangel --> Vitu-Ghazi Guildmage -
I've discovered this card performs better for the slot. Its abilities don't require tapping and can be used multiple times per turn if mana is present. It costs more though, so I modified my deck for more ramp.
Wayfaring Temple -
This card has potential, but it needs consistent evasion to work effectively. I ran a play set of these and Selesnya Charms to grant the trample, but it didn't work well enough for me (more on the Charm below). Eventually switched the charm slot for Rancor, and it held more synergy with my deck. Then I decided to re-purpose my Rancor cards for a different deck anyways and dropped these guys entirely. Without evasion they can be chump-blocked all day, no matter how big they get.
If you're interested in keeping the Temples, consider additional cheap, permanent trample cards to complement them. (Many of these I have only considered, but never tried. If you find one you try and like, let me know!)
Rancor or Fists of Ironwood - Only tried the first one, which is the cheapest to get going and has recursion, but the tokens from the second enchantment sound nice. It unfortunately isn't as permanent.
Behemoth Sledge/Loxodon Warhammer/Sword of Vengeance, Chariot of Victory/Haunted Cloak, or Horned Helm/Ring of Kalonia - Plenty of equipment sorted by similar costs. I never went the equipment route; I honestly still think Rancor is the best for what it does.
Selesnya Charm -
I thought this card would have so much utility but its performance (in my deck) was again underwhelming. I had little need to exile fatties as I had my own to trade with them (and I had an easier time making mine), and for a 2/2 Knight token was not efficient when I had Call of the Conclave to compare it to plus Intangible Virtue to grant vigilance anyways. It would most often be used just for its trample, hence why it was replaced with Rancor. Again, this is only my testing, but it didn't perform well in my deck.
Rootborn Defenses/Druid's Deliverance -
Since your deck takes a bit of time to build up, I would consider running one of these main board (at least a couple copies). Rootborn greatly helps against board wipes or spot removal, but it's slow.
Gavony Township -
This is a great card, but I would reconsider having a full play set. Many of your cards have restrictive costs and having 4 lands that produce will hinder some games, even with the inclusion of Birds of Paradise. If anything, perhaps even consider trading one for Grove of the Guardian. It's deceptively easy to get that 8/8 token.
3 months ago
problem is artifact removal and enchantment removal is very common in many sideboards already
3 months ago
lithium142 on tokens
3 months ago
you should really be looking to go wide with a token deck. large tokens are very vulnerable to spot removal. Call of the Conclave might as well be a Kalonian Tusker for all your opponent cares. the only real difference is that tusker doesnt die outright to bounce effects like Vapor Snag or Cryptic Command. yes you can populate the token, but unfortunately Wake the Reflections is sorcery speed, so you can't even use it as psuedo-protection. xyr0s, 8 anthems is fine for a deck that uses them as a win condition. you should look up a few competitive token decks. they almost all run x4 Intangible Virtue, at least 2x Honor of the Pure (some run 4) and then depending on the deck's colors, they'll run Signal Pests, Accorder Paladins, Sorin, Solemn Visitor, Zealous Persecution, and the list goes on. it's how the deck wins.
that said, you should be going wider, and running more anthems. you can easily make room by dropping Fists of Ironwood, and Wake the Reflections. Advent of the Wurm should not be a 4 of, but i can see that being an interesting threat in some situations. maybe lower it to 2? for tokens, Raise the Alarm is your friend. you could also consider Gather the Townsfolk and Spectral Procession. Midnight Haunting is decent too. for anthems Honor of the Pure is ideal, but to keep the price down, maybe try Signal Pest. if the budget allows, a single Secure the Wastes makes for an excellent late game mana sink to close out a game. they're touchy, though, in early hands; so i wouldnt run more than one.
hope thats helpful to you.
3 months ago
anthem-effects... you know, enchantments with "all your creatures gain +1/+1" in one variation or another. You get more of your anthem-effects, if you play more, and thereby smaller, tokens, than when you play fewer but bigger. Example: you get 2 power out of Lingering Souls with Raise the Alarm and only 1 power out of it with Call of the Conclave. Anyway, having 8 cards, that only does something when other cards are played, is somewhat too much - it's too easy to end up with a hand, where you can't make tokens, only increase the size of those you have or populate. Considering how many decks in modern include Thoughtseize or Inquisition of Kozilek, having many opening hands that rely on a single card to get running, is taking risks.
As for Growing Ranks vs Parallel Lives: You run a risk of being outplayed by any deck with lightning bolt. As long as you only have 1 token with toughness 3 in play at any given time, they simply shoot that, when you try to populate. Then you have to copy a 1/1, which is really not worth it. Modern games in general also aren't long enough for something that triggers in your upkeep (dependent on another card) to accumulate enough value to win games for you. I like Parallel Lives better, because it gives you double of whatever token, on the spot. No waiting, no triggers, no chance to squeeze in some disruption for your opponent. Not quite as budget-friendly as Growing Ranks, though.