Fists of Ironwood
Enchantment — Aura
When Fists of Ironwood enters the battlefield, create two 1/1 green Saproling creature tokens.
Enchanted creature has trample.
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Fists of Ironwood Discussion
3 days ago
Fists of Ironwood is awesome giving kresh trample and adding sac fodder
6 days ago
Hey! I'm pretty new to MTG, but I would love to give you suggestions, as I have a deck similar to this (on my profile), but doesn't have any saproling spawners other than 2 copies of Fists of Ironwood. My first and main suggestion is putting in Arbor Elfs instead of Explore and Rampant Growth because it also gives you extra mana for 1 mana and is a creature for Champion of Lambholt, Essence of the Wild, and Scion of the Wild. It also might be a good idea to put in more Champion of Lambholts as it is a very good card in your deck. I also reccomend maybe putting in Overwhelming Stampedeinstead of overrun because of your big hitters and Might of the Masses, but its optional as it is a high risk high reward card in your deck. I'm thinking of putting saproling spawners in my deck now!
6 days ago
Given my idea of the deck, I will definitely put in Simic Charms, and might put in some copies of Fists of Ironwood, but am skeptical about putting in cheap card draw. I'll put them in later because I have to go now!
1 week ago
Hello, a nice shell. My concern would be that you have nothing to protect your key creatures from removal. Your card draw is also quite expensive. Blossoming Defense could help with the former. There are plenty of 3CMC blue cards which would improve card draw too.
Simic Charm, like any of the charms, is always an immediate consideration in UB, as they are quite versatile. In this case the Hexproof will again protect your creatures from being targeted.
I would also consider more token spawners, such as creatures with the Fabricate ability.
Hope this helps!
2 weeks 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.
2 weeks ago
Hey there. I know you.
These are within MM3, KLD, and AER.
lithium142 on tokens
2 weeks 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.
1 month ago
I've tried to write an essay for the advice I have for this deck three times already. I'm on an old tablet that can't handle many things, so I've given up. I'm hoping you can guess my reasoning through card suggestion only.
Desecration Elemental, Hissing Iguanar, Jund Battlemage, Mogg War Marshal, Rot Shambler or Scavenger Drake, Claws of Gix, Bone Splinters, Curse of the Cabal or Grave Pact, Dragon Fodder, Fallen Ideal, Fists of Ironwood, and From Beyond UNLESS you decide to add an eldrazi with annihilator.