Gather the Townsfolk

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

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Set Rarity
Duel Decks: Blessed vs Cursed Common
Dark Ascension Common
Promo Set Common

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Tokens

Gather the Townsfolk

Sorcery

Put two 1/1 white Human creature tokens onto the battlefield.

Fateful hour — If you have 5 or less life, put five of those tokens onto the battlefield instead.

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Gather the Townsfolk Discussion

LordSnow on The Dresden Files - Vampire Court Aristocrats

6 days ago

Cool deck! Good idea for a budget version. I have a little advice to make it a bit more competitive if you would like! Lingering Souls is one of the better cards in modern, especially in this deck. You should try to play 4 if possible. Falkenrath Torturer is easily the worst of your Aristocrats. So if you ever look to cut any, that would be the one. Gather the Townsfolk is usually a better card than Thatcher Revolt. It may be worth playing 4 of the Gather. Finally, Xathrid Necromancer might be very good in this version of the deck. I would think about adding a couple. With Gather the Townsfolk, Doomed Traveler, Cartel Aristocrat, and Zulaport Cutthroat it will be very useful.

Eilel on Temmet, Tiny Leader Token Deck

1 week ago

I'd suggest taking out some of the embalm cards, simply because they aren't great and you need to embalm them before they synergize with your deck. So take out Trueheart Duelist, Unwavering Initiate, Binding Mummy and Tah-Crop Skirmisher. You can replace those cards with Chasm Skulker, Gather the Townsfolk, Martial Coup, Secure the Wastes, Homarid Spawning Bed, Druidic Satchel, Sacred Mesa, Oath of Gideon, Timely Reinforcements and Entreat the Angels. for better token generation.

Also why not play Counterspell? it's better then cards like Essence Scatter and Negate.

This card needs to be in every token based deck! Intangible Virtue!!

derflinger on BW Tokens

1 week ago

Other than Sorin's 2/2s all your tokens are white...Honor of the Pure x2 could do work. I think Raise the Alarm is a superior token producer to Gather the Townsfolk due to it's instant speed. Just a personal opinion though. Lastly, a sideboard suggestion I find kind of clever in this kind of deck is Surgical Extraction. Tron is kind of a big deal for us and while Tec edge takes down a land, I think Ghost Quarter is the better one to run main as it can be used before tron is active. When combined with extraction it is devastating to tron, titan shift, etc. Awesome deck +1.

aholder7 on Token Convoke

2 weeks ago

you have 58 cards and 5 Scatter the Seeds so the deck is currently illegal. that needs to be fixed first.

ill go down the list for your cards

starting with creatures

Elvish Mystic: this card is good at ramping you to high cost cards, however the only cards you have that are high cost, already have convoke so this card basically is a 1 mana 1/1 with no effect.

Essence Warden: pretty good card in a token based deck. theres also Soul Warden and Soul's Attendant if you want more of this effect.

Midnight Guard: i mean unless your abusing it's untap effect such as attempting to cast multiple convoke spells a turn, this card is pretty underwhelming. I don't think you will be casting multiple convoke spells per turn due to the fact that they are all so expensive.

Nest Invader: 2 mana 2/2 for 2 is considered a sort of standard/base. this card is that with a free 0/1 which can be sacced for mana. this is pretty good. One thing i will note is that you cannot tap the token for convoke and sac it for mana for a convoke spell. However that's not the end of the world.

Seraph of the Masses: this card is a hopefully going to be a big angel that you can get out relatively cheap. if you have 5 tokens and 5 mana this thing can come down as a 6/6 flyer by tapping 2 guys. that not a terrible deal. however i think it would be more effective to make all of your tokens bigger threats with cards like Intangible Virtue. 5 2/2s can be much scarier than a 6/6. one reason for this is because there are lots of options for cheap removal. Terminate, Path to Exile, Doom Blade etc. are all methods of getting rid of your 6/6 that are cheap and often played. these do not work as well when you have multiple threats.

Siege Wurm: See above.

Sunblade Elf: At first I did not like the card but i'm starting to like it more and more as I look at the rest of your list. I think this card is fine for now since its a 2 mana 2/2 most of early game and it can pump the team late game which is great since you will likely have a lot of tokens.

on to instants

Might of the Masses: this card is itself a good card for this deck but pump spells in general tend to be weaker than you'd expect. That's because of instant speed removal. people can cast Lightning Bolt in response to the spell to kill the creature you are targeting which means you will be getting 2 for 1'd as you lost a creature and a spell to their 1 spell. now that's not to say that this card is bad. I just wanted to make you aware that it's power is a bit more fragile than you might first expect. it is stronger in my opinion than Seraph of the Masses since it is so much cheaper and demands an answer from your opponent immediately instead of seraph which waits around for a turn before attacking and usually requires you to tap several of your creatures.

Raise the Alarm: this is a good card for any token deck. Gather the Townsfolk and Servo Exhibition are decent in their own right as well.

Scatter the Seeds: yeah you want 5 in your deck. sadly you cannot play 5 in your deck. its a token maker card that can put down more tokens to replace the ones you tapped. so you really don't even care if you had to tap 3 creatures to play this.

Sprout Swarm: this card is very powerful even if it seems week. you can pay for the "Buyback" cost with convoke. it's also an instant so you can do it at the end of your opponent's turn. so if you have a bit of mana and a few tokens, its not unreasonable to make 2 tokens at the end of your opponents turn for essentially free, then do it again every turn. for that reason i think you should have 4 of these.

lets do sorceries next

Launch the Fleet: this card is good and bad. its good because it can allow you to make several tokens at a 1 to 1 ratio which is pretty good. however this card has some downsides. its limited not only by the number of creatures you control but the number of creatures you are willing to attack with. you will often times want to hold back your stuff until you have enough tokens to get around most of their defenders or perhaps they have a few strong attackers on their side and you really want to have some defends held back. so this card won't always let you make any tokens regardless of how much mana you have. so this card is fickle and a bit unpredictable which is bad in a card. tl:dr its complicated and im not certain if you want it or not.

Nissa's Expedition: this card is good to help you get some mana out, however to pay for it you either need mana (and if you need to cast this we can assume you don't have that) or you need tokens, however if you need to cast this you probably don't have that many tokens, therefore you may need to tap all of your defender in order to cast this which leaves you wide open without giving you that great of a pay off.

Overwhelm: this card seems like a dream come true. a card that pumps all of you little guys and can be cast for cheaper with all your little guys. seems like the perfect combination right? the problem is that at 7 mana you NEED to tap several dudes to cast this, and for each token you tap to pay for this, that makes the spell that much worse since it's power comes from the number of attacking creatures you have. this card is a trap in my opinion.

Triplicate Spirits: Scatter the Seeds but with flying. see Scatter the Seeds for my opinion on this card.

enchantment time

Sigil of the Nayan Gods: this is basically Might of the Masses but sticks around longer. the problem is that this card is not an instant. masses could be cast after blockers were declared and you would be threatening to deal massive damage if your opponent didn't do something right then and there. this card has to be put on a creature before combat. now they just make sure to block it. it also suffers the same problem that masses did. your opponent can play a simple kill spell and all your set up is wasted. cycling is a nice addition but does not make up for the fragility of the card.

Spirit Bonds: this card sadly does not trigger when a token comes in, which means that it's useless for half the cards you play. you also have to pay mana to get more tokens. which means you have to pay a total of 4 mana for 2 tokens which is a lot worse than just playing Raise the Alarm.

maybe board

Hornet Queen: too expensive for what it does.

Whisperer of the Wilds: 2 mana Elvish Mystic that needs some set up to become a slightly cheaper Greenweaver Druid. i'd suggest passing on this one.

Signious on Red/White Human Burn

2 weeks ago

EDIT: if Throne of the God-Pharaoh doesn't work out I'm replacing it with Gather the Townsfolk

Gripton on Lets Build an Army

3 weeks ago

Hello slaftergames,

To counter Ghostly Prison or other annoying enchantments i have Demystify, and i usually dont get that much humans on the 'field to make Kessig Malcontents that much usefull.

Im not using Path to Exile because they are kinda expensive but im definitely getting a couple of Lightning Helix on the Sideboard since i alredy have 2.

Regarding Gather the Townsfolk and Honored Crop-Captain, I will consider adding them.

Thank you for your help!

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