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@Saljen: Thanks for your suggestion, but to be honest, Heartless Summoning is pretty useless in here. I would have to take out Soul Warden , Suture Priest and Blood Artist . After that, only Massacre Wurm lets my opponent lose life. All so that I can cast the wurm earlier?
@ryancsaxe: Thanks, it really is fun to play. I tested it with Blood Seeker . It was more aggressive, but flat out lost if Ghostly Prison got destroyed and I didn't have something to destroy the tokens. Soul Warden allows me to survive at least one of those attacks, more if I control multiple Wardens.
June 3, 2014 1:23 p.m.
Thanks for the suggestion!
June 24, 2014 6:17 a.m.
@OpenFire: As said above, I like Ratchet Bomb better in this deck. It doesn't require two open mana to be activated. True, Engineered Explosives is faster, but I almost only wipe tokens. In the first two turns, there aren't that many, so I have enough time.
Thanks for you suggestion!
June 24, 2014 1:27 p.m.
I am very close to making a similar build because this deck just seems like so much fun. I just wish that the rules never changed about who owned tokens because then you could use Homeward Path to regain control of all the tokens you give your opponents at any time you want. That would have thrown this deck over the top!
June 24, 2014 1:42 p.m.
also I feel like one less Ghostly Prison and one more Crawlspace would be a bit better. Just because with crawlspace the tokens you give become very much useless, whereas ghostly prison they can still sort of be used. It's a subtle difference, but I think it would be a bit better gameplay.
June 24, 2014 1:44 p.m.
@ryancsaxe: Yeah, when I set out to make this deck, I didn't realize that I don't own the tokens. I was very disappointed when I found out :)
Hmmm, interesting. I'm currently thinking about taking Crawlspace out and putting Propaganda in. Crawlspace is pretty useless if you control Ghostly Prison . And if they have enough mana to let more than one creature (their own big ones, not the tokens) attack, I would rather have another Prison than Crawlspace .
June 24, 2014 1:54 p.m.
Avacyn, Angel of Hope ? Cuz wat if they have a Supreme Verdict or another spell that says to destroy one or more things....
July 10, 2014 9:32 a.m.
@redben346: It's too expensive money and mana wise. Ideally, I can end the game turn 5 with Mogg Infestation or turn 6 with Massacre Wurm . When I drop Avacyn, Angel of Hope on turn 8, it doesn't really do much. Thanks for the suggestion!
July 10, 2014 10:51 a.m.
How about Juntu Stakes to make sure, that the enemy tokens cant attack ?
August 18, 2014 7:54 p.m.
@Vampire0940: Hmm, that's an interesting one... I've thought about cutting Crawlspace for Propaganda to have another Ghostly Prison but I'll definitely test Juntu Stakes , first. Thanks for the suggestion!
August 18, 2014 8:28 p.m.
i really like this deck. i would suggest sideboarding Swan Song ?
September 15, 2014 6:38 a.m.
@canpan: Swan Song does fit beautifully into the theme of the deck, doesn't it? My playgroup doesn't do sideboards for casual decks, though, so I would have to play it mainboard. I think I will test it over Alliance of Arms .
is a big no. Firstly, Hunted Phantasm
would be the only viable target and I don't want to have 3 or 4 potentially dead cards in the deck.
Secondly, I want to attack with Hunted Phantasm . The tokens require Suture Priest and/or Blood Artist to deal damage. If I don't have access to them (say Extirpate or just bad luck), I need some other way to seal the game. 4 unblockable damage from the Phantasm usually do the trick.
Thanks for your suggestions!
September 16, 2014 8:12 a.m.
I like the idea of your deck... Pretty cool
February 9, 2015 4:19 a.m.
If the tokens you've given your opponents start to overwhelm you, you could also use Scouring Sands in place of or in addition to Zealous Persecution. You can use a colorless mana and get to scry 1 if you need it.
March 25, 2015 2:09 p.m.
@daengburapa: I was just about tell you that this card would be great in here. Less restrictive (debatable, as I need Forbidden Orchard or City of Brass), Scry 1 and the fact that I don't really care about Zealous Persecution boosting my creatures. Then I saw that it's sorcery speed.
The tokens don't overwhelm me as long as I control Ghostly Prison or Silent Arbiter. If my opponent can destroy them, he will do it at the end of my turn or in his turn, so I have to be able to destroy the tokens instantly. Sadly, Scouring Sands can't provide that.
Thanks for your suggestion!
March 25, 2015 5:29 p.m.
Circle of Flame would protect you from the 1/1's.
March 25, 2015 5:34 p.m.
@Koalamaster123: Oops, completely forgot your comment... Yes, it would protect me from the tokens, but it also gives my opponents an out. I want the tokens to accumulate to kill them when I control Blood Artist or Massacre Wurm. After playing the first match against this deck and understanding my strategy, my opponents would just attack me with the tokens to get rid of them.
Thanks for the suggestion!
April 18, 2015 7:01 a.m.
Could add in Illness in the Ranks. Would kill the tokens as well as preventing them from being used against them. Granted, it'd require one of the 'damage when things died' to be out, but I still feel it'd be useful to at least consider.
May 6, 2015 12:06 p.m.
@showda: I considered it and don't run it for the reason you mentioned: I need to control Blood Artist, or the tokens I give my opponent are just "wasted". Also, Massacre Wurm doesn't make much sense as a finisher without a few tokens in play.
Thanks for the suggestion!
May 6, 2015 12:14 p.m.
Akroan Horse to make chump blockers and gain some life?
May 6, 2015 6:40 p.m.
@plusmental: I used to run Alliance of Arms to get chump blockers and some more tokens on my opponent's side. I took it out because I just don't need tokens on my side. If I get out Soul Warden, I'm pretty much guaranteed massive life gain through giving tokens to my opponents alone. This life gain also allows me not to worry too much about blocking creatures. Akroan Horse is pretty much a slower version of Alliance of Arms.
Thanks for the suggestion!
May 7, 2015 7:31 a.m.
i like your deck and i wish that the war riders was modern legal so i could play it in my You and this army! deck. i dont know what suggestions i could give since we went separate ways with our finishers. the only thing i could maybe suggest would be adding in a 4th city of brass to help color fix if you have problems. i mean the life loss wont hurt you nearly as much as being color screwed would considering the life gain you have.
June 8, 2015 1:43 p.m.
@aholder7: Yeah, you're right. Sometimes I do have mana color problems. It's not really that bad, because I play a very slow game with Ghostly Prison, but it is annoying at times. I'm definitely going to add the fourth; maybe I'll even add 2 Mana Confluences, if I get my hands on them.
Thanks for the suggestion and the +1!
June 9, 2015 5:07 a.m.
You used to have Silent Arbiter, didn't you? I'm wondering why you took it out. My assumption is that it is similar to Ghostly Prison, which has a lower CMC..? Well, the other day I came across a card that reminded me of this deck: Dueling Grounds - a cheaper, harder-to-remove Silent Arbiter. What do you think?
June 9, 2015 9:35 a.m.
@daengburapa: Yeah, I ran Silent Arbiter and Crawlspace for some time; I didn't know Dueling Grounds, but it's quite similar. I don't run them anymore because they are dead cards with Ghostly Prison. If I control a Prison, my opponent won't pay to attack with tokens, but with his own (much more impactful) creatures. In most cases, he wants to cast something, so only one creature attacks. Silent Arbiter doesn't change anything about that, so I replaced him with Rakdos Charm.
If I were to add another card to stop my opponent from attacking, it would be Propaganda to have more Prisons.
Thanks for your suggestion!
June 9, 2015 12:08 p.m.
for a deck with blue mana, I'd just use Mulldrifter intead of phyrexian arena. If you play arena:T3 play arenaT4 draw first card, lose 1 lifeT5 draw second card, lose 1 lifeT6 draw third card, lose 1 life
But the Drifter gets youT3 evoke drifter, draw two cards, lose no life
Only on T6 does the arena come out ahead, while costing you life. The drifer will work together with the rest of your plan (suture priest, soul warden, blood artist), and it can be hardcast for a blocker. It can even be hit with Mercy killing for 5 if you need to change up your gameplan and persecution for the swing.
July 16, 2015 2:02 p.m.
Mulldrifter is an interesting suggestion, and it seems pretty well backed up. I will test it. Thanks!
July 16, 2015 2:32 p.m.
just a note on the muldrift explanation. mercy killing works off power not cmc, so it only would be for 2 and not 5. but i do agree with the rest of your reasoning.
July 16, 2015 11:32 p.m.
July 17, 2015 1:53 p.m.
August 9, 2015 6:42 a.m.
@Guardians: Thanks for the suggestion. I don't run it for reasons stated in "Notable Exclusions" in the description.
August 9, 2015 7:04 a.m.
Hunted Troll's token's are 1/1's, that seems fine to me.
August 9, 2015 7:09 a.m.
Troll costs 4 mana, Phantasm 3, both with 2 mana in colors I need "special" lands for.
Troll gives 4 tokens, Phantasm 5.
Troll's tokens have evasion (even if that doesn't really matter, thanks to Ghostly Prison), Phantasm's don't.
Troll's regenerate doesn't really matter to me, Phantasm's unblockable matters a lot.
There's not enough space for both, so Hunted Phantasm it is.
August 9, 2015 7:33 a.m.
Hey there, currently running a force-feed EDH myself (Force-Feed them, you Dingus! If you want to take a look) I have found Infernal Genesis To really by a game changer, albeit random. Seed the Land may be worth a look too. Tainted AEther Is also cool, along with Last Laugh
+1 from me!
October 13, 2015 4:45 p.m.
@Cerradura: Thanks for your suggestions!
Sadly, these cards may work great in your EDH, but they won't work here.
Infernal Genesis - This is a great effect and I would totally play it, if it were a lot cheaper (like 2 or 3 CMC). Infernal Genesis starts giving my opponents tokens in turn 7. I want to win the game with a Massacre Wurm in turn 6...
Seed the Land - Seems good in EDH, where you need lots of mana. With a 60-card deck, my opponents often don't need more than 4 lands. Also, it's way too few tokens for this deck (2 if I go first, they play a land every turn and I win turn 6). Compare this to Varchild's War-Riders, which gives my opponent 10 tokens (turn 3 to 6) and has a viable body for 2 mana less.
I don't play cards like Illness in the Ranks, because I want my opponent to accumulate tokens for me to kill when I control Blood Artist or end the game with Massacre Wurm. Tainted AEther seems really nasty with Illness in the Ranks, because then they can't sac the tokens you give them. Here, they would just sac their tokens and be happy to do it. Also, I need my creatures and would have to sac my lands...
I took a look at your deck, and it seems a blast to play/pretty nasty to play against, +1 for sure. I very much like the idea of using Pharika, God of Affliction as token engine for your opponents.
October 13, 2015 6:11 p.m.
I know you don't use sideboards, but if you play against decks that like to use the graveyard, you could consider Beckon Apparition. Hoses Snapcaster Mage, Golgari Grave-Troll, anything else with dredge or flashback, can hurt Tarmogoyf, all while giving you another token that can be used to trade or chump block.
You could also run a Purphoros, God of the Forge so that tokens coming in on your side also hurt your opponent.
March 23, 2016 1:55 a.m.
@daengburapa: Thanks for your suggestions!
March 23, 2016 10:05 a.m.
I have a question how does Rachet bomb destroy the tokens. It says destroy each non land permanent with converted mana cost equal to the number of charge counters.
Do the Tokens actually have a converted mana cost?
August 29, 2016 3:51 p.m.
So you simply do not add anything to the Ratchet bomb. Got it thanks.
August 30, 2016 12:14 p.m.
Okay, so recently I've been trying to test out a Xenagos, God of Revels commander build that was group hug-ish (I've played Warp World and The Great Aurora in one turn for the win before) but I've begun to feel it needs something more.
Now what you've designed here seems to be what I'm looking for as the extra kick to make it a 3 color deck, you run off the idea to in essence "kill 'em with kindness", but you use black and white cards. I don't feel like trying to wait for the 4 color commanders, so if I tried to incorporate this idea into a commander build, which color of black or white would you say the deck could survive without?
September 1, 2016 1:34 a.m.
@TheRedGoat: Well, there are different options for survival.
Honestly, I don't think this would work as a RGx Commander. Both black and white cards are important and there aren't that much cards that put tokens on your opponent's board. Either wait for a WUBR commader, or go 5-color or run Phelddagrif with emphasis on its first ability. This also gives you access to Questing Phelddagrif.
Thanks for the +1!
September 1, 2016 12:45 p.m.
@hyperlocke I was keeping the build R/G initially due to the board wide mana ramps available, such as Overabundance and Zhur-Taa Ancient, but from what you've suggested card-wise it feels like, if I did choose between white or black, then I'm essentially picking between self protection or opponent punishment effects. And in that regard I would lean towards self preservation.
I do know I would not run the Hippo though, as if I had to drop red or green then it would be the green (I like playing Warp World too badly).
September 1, 2016 3:03 p.m.
What a heinous deck! +1000 if I could! Have a splendid day!
November 26, 2016 11:07 a.m.
Oh man, I actually recently built a deck kind of like this (just uploaded here: Enemy Forces). Red lets you play Rakdos Charm though, I'm stuck with Stronghold Discipline which is a total finisher a lot of times. I see you have Authority of the Consuls on the maybeboard, I've actually been considering adding Blind Obedience to my deck as well. +1
December 22, 2016 3:43 p.m.
@The7thBobba: Thanks, man!
@AceGambitDragonfly: Yeah, I'm testing Authority of the Consulate over Soul Warden right now. Not because of the entering tapped part, but because it's an enchantment and my meta doesn't run many enchantment removals, but many creature removals.
The only bad thing about it is that it prevents "fresh" tokens from dealing damage to my opponent via Angel's Trumpet...
December 23, 2016 8:01 a.m.
If you're worried about Angel's Trumpet, you could try Juntu Stakes instead. It's 1 less mana and also kind of doubles as an attack prevention, and if you're also running Authority of the Consuls you don't ever even have to worry about those pesky 1/1s you're handing over.
December 23, 2016 8:34 a.m.
@AceGambitDragonfly: Oh, I'm not worried. It's just that I'm testing the Trumpet, too. It works, but it irks me that it doesn't consider fresh tokens when they enter tapped. Other than that, it seems like a great replacement for Massacre Wurm, which always feels a bit clunky.
December 23, 2016 9:08 a.m.
I tested/played new cards for so long that I forgot to update this list...
Angel's Trumpet replaces Massacre Wurm. This one was hard. Massacre Wurm was one of the cards that caused this deck to exist and it is a great finisher. But it costs too much. Mostly, it came down around turn 9 or 10, and that's too slow. When Ghostly Prison is out, Angel's Trumpet deals quite a lot of damage to my opponent each turn, which leads to me winning faster.
I'm currently thinking about replacing Suture Priest with Trespasser's Curse, because it is an enchantment and gives me much more life. The problem is that it would turn this deck into a strict duel deck, as the Curse affects only one player... Thoughts?
July 1, 2017 6:12 a.m.
Hey. I'm back after a while and I must say I never considered the trumpet. I will note that I've played with trespassers curse. It's a real all star. It's suturepriest+ which was originally one of the best cards in my deck imo. I'll vouch for it any day. Not sure if I'd replace suture with it. I'd rather find room. But if I can only have 1 id probably go with curse. I know the deck has a tendency to drop hand but do you need the 3 Night's Whisper?
July 3, 2017 9:10 p.m.
@aholder7: Thanks, your comment gave me a lot to think about!
I tested Trespasser's Curse on Sunday and it was great in duel games. The additional life gain helped quite a bit to survive a destroyed Ghostly Prison, and burn decks couldn't remove the Curse (as opposed to Suture Priest). But as expected, it made the deck worse in multiplayer games. But I did replace Suture Priest and didn't even think about replacing something else...
Card draw is often neccessary to help me find the second for Hunted Phantasm without sinking huge amounts of money into my mana base, and for generally refilling my hand. Night's Whisper was the best option back when I played only 4 enchantments. If I do decide to play the Curse, this deck would run 10 to 12 enchantments. I could probably get away with playing 2 Argothian Enchantresses or Enchantress's Presences and draw more cards than with 3 Whispers.
If you control Ghostly Prison, Angel's Trumpet wins the game (and I like it because it's such a "wait, what?" effect). But it isn't unproblematic. Without the Prison, it's pretty much a dead card, and it has a slight dissynergy with Authority of the Consuls.
So, after thinking about this, I'm going to test this: replace the 2 Trumpets, 1 Whisper, and 1 Priest with 4 Curses, replace the other 2 Wishpers with 2 Argothian Enchantresses, and keep 3 Priests to keep the deck suitable for multiplayer and make it more aggressive in duel games.
July 4, 2017 6:02 a.m.
Wow, this deck looks amazing! Especially since most of my friends play token decks, this should be just the antidote. Any particular reason for City of Brass? It seems like an expensive land card that really only takes your health to tap.. I was just wondering if there is something that I'm missing. Thanks!
It'd be awesome if you could lay out the perfect scenario for your turns too, like what players of this meta should look out to play on whatever turn. Again, it looks great and I love out of the box decks like this.. Seriously considering giving this one a try.
July 6, 2017 10:54 p.m.
@MrSilk: Thanks for your compliment!
This is turning into a wall of text, so I'll split it up and hide it...
It is very important for color fixing without investing in fetch and dual lands.
The stuff that lets my opponent lose life and protects me is (Suture Priest, Blood Artist, Authority of the Consuls, Ghostly Prison, Zealous Persecution). These are the cards I have to be able to cast, as giving my opponent too many tokens without being protected from them or him losing life is pretty much suicide.
Now, as I said, the black and white cards are important, so I want to be able to play them early on. I could run fetch and dual lands to achieve that and still be able to pay the red and blue for the other cards, but, you know, money. So I only run Swamps and Plains, and do the other colors with Forbidden Orchard. And because 4 lands that can produce or aren't enough, I need a few more, this is where City of Brass comes in. The life usually doesn't matter, as I gain enough of that.
I can't give you a definite rundown. It really depends on your hand. Nevertheless, here are a few pointers:
Generally, as I said above, you don't want to give your opponent too many tokens without him losing life or being protected (at least gaining life from Authority of the Consuls). Then again, if you have the right cards and think you can be fast enough, go for it (see below).
If you have Varchild's War-Riders and Suture Priest in hand, play the Riders first, as that way around will result in more damage, even if you miss the trigger of the first token. Also, if you control the Riders and Blood Artist, attack with the Riders. Most (casual) opponents who haven't yet played against this deck will block with all tokens, which results in them getting 2 damage plus losing life for every token (and you gaining that much).
Hunted Phantasm provides the most value with Suture Priest. But you should play it even if you don't control the Priest. It adds 5 damage to Rakdos Charm and Blood Artist and is an unblockable attacker!
You can take damage! If your Ghostly Prison gets destroyed, depending on your hand and board, it might be better to take the damage than to kill the tokens with Ratchet Bomb. Saving up tokens is almost always better than killing them off in small bursts, and you should have gotten plenty of life with Authority of the Consuls.
While Rakdos Charm has three very relevant modes, I think you should only destroy an artifact or exile a graveyard if not doing so would lose you the game. Let them have a small advantage in order for you to win so much easier.
Maths! Be sure about your numbers! I lost a few games because I thought I couldn't deal enough damage this turn and decided to wait, only to realize later that I hadn't considered the tokens from tapping the Orchard for casting Rakdos Charm or similar things.
I think this is the fastest this deck can win (life without considering combat):
- Turn 1: Forbidden Orchard, Authority of the Consuls. Tokens: 1, my life: 20, opponent's life: 20.
- Turn 2: Forbidden Orchard, Suture Priest. T: 3, ml: 22, ol: 20.
- Turn 3: Forbidden Orchard, Hunted Phantasm. T: 11, ml: 31, ol: 12.
- Turn 4: Forbidden Orchard, Rakdos Charm.
You could manage that with only one Forbidden Orchard in turn 1 (turn 3: 8 tokens and 14 life, turn 4: attack with Phantasm, Rakdos Charm), but if we go to Magical Christmas Land, we might as well go all the way.
July 7, 2017 7:45 a.m.
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|Date added||4 years|
|Last updated||3 weeks|
This deck is Casual legal.
|Tokens||1/1 Survivor, 1/1 Elf Warrior, 1/1 Spirit, 1/1 Goblin|
|Folders||60 Card Decks, Interesting decks, A Token on the House, Maybe Buy, Casual, Other People, Random, funny deck names, Combo, likes, See all 30|