|Commander / EDH||Legal|
Printings View all
|Conspiracy: Take the Crown||Common|
|Modern Masters 2015 Edition||Common|
|Duel Decks: Elspeth vs Kiora||Common|
|Modern Event Deck||Common|
|Duel Decks: Elspeth vs. Tezzeret||Common|
Combos Browse all
Raise the Alarm
Put two 1/1 white Soldier creature tokens onto the battlefield.
Price & Acquistion Set Price Alerts
Raise the Alarm Discussion
1 day ago
Hey, zephyr_chang! Thanks for the comment and suggestions. I think that Timely Reinforcements is completely a meta call and not a fixed piece of the deck. In high burn metas or metas with other decks that tend to drop a good number of creatures (elves, merfolk) I could see a couple main, but in general I don't run any main, mostly for the reason you mentioned.
I definitely agree on Selfless Spirit. I don't think that I have ever been able to actually use it in that capacity but I have happily brought it in a few times to try to help.
Raise the Alarms is also a flex slot and I like how they have been working for me so far. Are they amazing? Not by a long shot. But they are the quickest way to put pressure, a way to hold mana to either use removal or get some creatures, get some surprise blockers, or just to wait until the end of their turn and put down some tokens when they don't expect to have any ready to go for your next turn or previous Intangible Virtue. I currently don't have anything that I would prefer over them.
Hidden Stockpile looks interested but is a 2 mana do nothing unless I happen to lose tokens on my turn. If I could block and get a token maybe it would be worth it but the limitation of it being just on my turn kills it.
I appreciate your input!
3 days 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.
5 days ago
I'd not play more than 1 Timely Reinforcements in the main. Isn't this deck meant to have more creatures than the opponent in the long run? It means the only good time to cast Timely Reinforcements is within the first 4-5 turns. Beyond that, it is likely useless.
Selfless Spirit is probably the most likely board wipe protection that sees play in Modern, I have literally not seen Rootborn Defenses or Make a Stand in any competitive B/W Tokens decklists before. Play one more copy each of Bitterblossom and Gideon, Ally of Zendikar and you can easily rebuild after a boardwipe.
6 days 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.
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.
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.
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.
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.
Hornet Queen: too expensive for what it does.
2 weeks ago
I saw you comment on zzane's raise the alarm BW tokens deck. I recently won a small local event with my Raise the Alarm build, out-grinding grixis delver and grixis death's shadow. If you'd like a look at the list I ran, it's here:
SCORE: 1 | 6 COMMENTS | 734 VIEWS | IN 1 FOLDER
2 weeks ago
Secure the Wastes: Won't find it's way in. Raise the Alarm is a steady 2 drop which gives two tokens. With Wastes I'd block my mana which I need for the Planeswalkers and flying (!) tokens from drop 3 on. Nevertheless it would have been a great mana sink, but I'll adress this issue later on in my answer.
Utter End and Anguished Unmaking: to costly manawise. With Inquisition of Kozilek and Path to Exile I feel like there's enough control at my hand. If not I'd rather go for a supplementary set of Thoughtseize playable as 1 drop.
Sideboard: Isn't a topic at the moment, see one of my first answers in the comment section ;)
Bitterblossom: Nah.. Just to costly moneywise and I don't think I'd could swallow a constant lifeloss with this deck since it's rather a midranged one. Also the tokens are kind of a subtheme. Maybe in a distant future when I don't know anything else to do with my money :D
Westvale Abbey Flip: It's an interesting card, but also not very beneficial for the deck. Sure I could sac the tokens, but I'd rather use them for a constant damage dealing. But maybe I put one in there just for the lulz after playtesting some more, we'll see :)
Changes: Your inputs, especially Westvale Abbey Flip and Secure the Wastes made me think about mana sink possibilities. This was an issue which now I worked around with Vault of the Archangel. Also fiddled around with the manabase, welcome Marsh Flats. For these changes went down 2 Plains and 2 Isolated Chapel.