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Life of the Party (Trostani) [[Primer]]

Commander / EDH GW (Selesnya)

parallali


This deck is an aggressive token strategy with an enchantress subtheme. My meta is on the more casual side when it comes to card choices, but is full of skilled players who know how to pilot their jank very effectively. You'll find this deck isn't a particularly elegant strategy, nor does it take an especially adept player to make work - but work it does. Creating tokens, making them larger or more efficient with enchantments, and winning by whittling opponents' life totals to 0 while ours remains high is the way this deck emerges victorious.

My original inspiration for this deck came during my first EDH game, where I was tossed into a 4-player 2-headed-giant match with no idea what I was doing. We lost viciously to the Avacyn, Angel of Hope + Asceticism lock, and I knew in that moment I had to build a deck that could run those two cards together. While that is a particularly efficient and brutal strategy to win (and I don't even run the combo any more), nowadays I mostly enjoy the deck for its simple effectiveness and seeing how many cards/tokens I can fit on one standard-size playmat. This is the deck I hand to new players who are getting their first taste of EDH (or Magic in general), the one I use when I don't want to think too hard about optimum plays, and the one I bring out when I don't want to be too mean to the rest of the table.

However, it wouldn't have stuck around this long if it didn't ever win or wasn't fun to play. I think it's a testament both to the strength of Trostani herself and the adaptability of the strategy that there are always new cards to test out, and despite its straightforwardness, I never get bored of this deck.

This is a living deck, so the primer might not be ~exact to the list as I make changes and test ‘em out.

This deck was born out of ISD/RTR standard, maybe a year after I first started playing Magic. Built alongside my still-beloved Teysa deck, it was one of the first EDH decks I ever sank my teeth into when the format was relatively fresh. Trostani was (and remains) a popular commander because of both her simplicity as a standalone card, and the ease of putting together a functional deck in GW - toss together some sweet creatures, some of white's readily available removal, and a handful of ramp cards and you'll find yourself with a functional, if basic, commander deck. While mine certainly started out that way, as I grew as a player I coincidentally found a strategic niche for my build of this deck; I was already running a fair number of strong enchantments to help my token strategy, so why not lean into that aspect of this color combo and let some value be gained from it?

The main goal of this deck remains to run over your opponents with flying or trampling tokens. It’s very permanent-heavy, so keeping some cards close to your chest and not overextending onto the board is important; thankfully tokens support this strategy nicely, keeping up pressure without expending as many “real” cards. This helps avoid a blowout by cards like Planar Cleansing or Bane of Progress . Lifegain from Trostani helps keep things stable in earlier turns, as well as give you access to a few extra resources.

The deck doesn't run very many spells, relying instead on a strong board presence and high life total to defend itself. Other than the occasional moment where you need to keep up a bit of mana for a Selesnya Charm or Path to Exile , you can reliably tap out every turn to ensure you keep the pressure up on the battlefield. Since Trostani keeps out life total high, aggro and midrange decks with have a hard time keeping pace. Voltron and combo are the main strategies we’re worried about (alternate wincons aside). Since the deck is removal-light, it’s important to keep pressure on those types of decks by eliminating them first.

The categories for this deck list are as follows:
  • ramp
  • draw
  • removal
  • token producers
  • pump/buff effects
  • protection

Ramp, card draw, and removal are fairly self-explanatory and standard for every EDH deck. All decks, regardless of strategy, color, or purpose, need to ramp to cast their spells on time, draw cards to keep their hands full, and have answers to threats of other players.

Tokens and pump/buff effects are unique to this deck style, as our strategy for winning the game involves making a large amount of creatures, making them bigger, and overwhelming our opponents' boards with sheer numbers.

Protection is an odd category that often (though not always) gets included in the decks I build; depending on how many cards I classify primarily in the category. In this case, we want a handful of cards that can defend our life total and board state long enough that our token army has time to grow large enough to win us the game.

This is always a funny section in EDH primers, as the colors you run are naturally defined for you. This is especially true for me personally, as I tend to build my decks by getting excited about a cool new legendary creature (or a particular interaction with one), and am in turn inspired to create a list based on them. There is something to be said for the benefit of always having access to a reliable effect. While it's fairly common to have ideas for decks based on a particular style of interaction and then choose the commander based on what other cards are needed, that's not how I operate and this deck is no exception.

Thankfully, GW is the strongest two-color combination for tokens, as they also are the most creature-centric: green has the most efficient large bodies, and white the smaller, tech bodies. By virtue of having the best creatures, this color combo also has the best anthem and pump effects to support them - and these come in the form of enchantments, more often than not. Green and white together also have answers to all permanent types, as well as the graveyard.

However, the heavy permanent count in our deck and colors does mean we're a little light on instant-speed interaction. While we run a handful of removal spells and sweepers that are necessary for most any EDH deck, we tend to be more focused on building up our own board state that policing others'. The deck is also by nature a little vulnerable to lifegain policing such as Erebos, God of the Dead and Tainted Remedy . While our slower, less threatening early turns can seem nonthreatening to voltron strategies, anyone who’s played against Trostani a time or two knows that getting those early hits in is imperative to taking us down as the game goes on. This lack of interaction also makes us weak to combo, but since no one in my local meta really plays dedicated combo decks, I haven’t needed to make room for answers in the decklist.

Strengths:
  • Answers to every permanent type as well as graveyards
  • Great blockers
  • Lifegain makes it hard to kill via regular damage in mid to late game
  • Flexible against many strategies

Weaknesses:

  • Life-policing effects such as Erebos, God of the Dead or Tainted Remedy
  • Soft to combo
  • Targeted early by voltron decks who know they'll have a harder time in the late game
  • Heavy permanent count means sometimes it's several turns before we draw a hard answer to an on-board threat
  • Sometimes we draw the half of the deck that makes tokens better, when we have no tokens or way to create them
  • Similarly, sometimes we draw all ramp and no gas in the middle or late game

There are a handful of cards a token deck would normally be running that I am intentionally avoiding due to playgroup bans (or their general ability to create salt). See the "exclusions" section at the end of the primer for what those cards are and explanations of why they're not included.

This decks doesn't have any combos, but here are some particular synergies I like to exploit where possible.

Sylvan Library + Abundance : I didn’t know this combo was a thing until I finally drew the two cards together one game after having them both in the deck for… a very long time. Library makes you draw three cards, and since Abundance replaces each of those with a “put into hand” effect instead, you end up with three cards in your hand without paying any life - Library never sees you draw the cards, so it doesn’t make you put anything back. In addition, since there are 3 individual Abundance triggers, you can choose land or nonland for each of those three as you see fit.

Crested Sunmare + Helm of the Host : Once you have a second Sunmare from the Helm, they'll make each other indestructible, and your horse army is now basically unstoppable. Plus, you'll then be getting two 5/5s at the end of every turn you gain life. Extra sauce.

Doubling Season + Garruk, Primal Hunter / Elspeth, Sun's Champion : A classic, Season makes your 'walkers enter with twice the loyalty, allowing you to ultimate them immediately if you'd like (you should).

Eidolon of Blossoms + Heliod, God of the Sun : While we almost never make tokens with Heliod, in a pinch doing so with Eidolon on the battlefield reads : draw a card - and we can't be too picky about that. Note this is unfortunately a nonbo with Enchantress's Presence and Sigil of the Empty Throne , which are cast and not ETB triggers.

Elemental Bond + any anthem: Any of our cards that pump power/toughness in a static way mean that even more creatures will be letting us draw with Bond.

Cultivate / Kodama's Reach / Explosive Vegetation : Standard green ramp package, and fine way to get yourself ahead on mana in the game's early turns. This deck is fairly intensive with its colored mana costs, so try search out the lands that will get you an equal balance of and .

Skyshroud Claim / Grow from the Ashes : A little different from the three above, these cards put your lands into play untapped, potentially allowing you to chain spells together for more productive turns. I try to always fetch duals with Claim, if possible (and letting some enter tapped if I don't need the mana). Grow is a little worse than Cultivate without kicker, but still valuable - and is even better when kicked.

Courser of Kruphix : Grabbing lands from the top of our deck ensures we draw action instead. The incidental lifegain is nice, but not especially relevant most games (barring Crested Sunmare ). More relevant is the fact that Courser is also an enchantment, fitting into our theme and triggering our cards like Enchantress's Presence that care about the card type.

Selesnya Signet : Green decks generally don't need to run mana rocks - they're usually covered between land tutoring and creatures that tap for mana - but the signets are too good to pass up. Turn 2 ramp and color fixing, especially for our color-intensive commander, is valuable enough to run this over something like Llanowar Elves or Rampant Growth .

Mirari's Wake : Fitting in with our enchantment theme, this mana doubler is the best in our colors. It's tempting to cast as soon as you have the mana available, but as it's a hot removal target, I often like to wait until I can get a little bit of value on the same turn before doing so. Untapping with a mana doubler can mean a very explosive next turn, especially with one of our X spells like White Sun's Zenith or Entreat the Angels .

Abundance : Doesn’t draw us cards directly, but allows us to choose land or nonland as needed and smooth out gameplay. The fact that it’s a replacement effect that puts the cards in our hand rather than letting us draw them can often be a benefit as well (think an opponent’s Consecrated Sphinx , Spirit of the Labyrinth , or Underworld Dreams ).

Sylvan Library : A notorious color-pie break, Library is one of the strongest card draw spells in all of Magic, not just in GW. It does one better than even Phyrexian Arena or Sensei's Divining Top , allowing us to filter our card draw at face value, or draw TWO extra cards with a measly life payment. We all know life is peanuts in EDH, but especially to our deck, where it’s hard to get us below stating total to begin with - meaning the only time you shouldn't be drawing 2 extra cards is when you already have a full hand of action or where doing so would put you dead within the round.

Eidolon of Blossoms : 4 mana for a 2/2 that cantrips isn't a strong card, but Eidolon IS a strong part of the enchantments matter package - being an enchantment herself, and having a good ability that triggers when we cast more of them.

Enchantress's Presence : Similar to Eidolon above, this enchantment rewards us for playing more of the same card type. Its low mana cost allows it to come down early and let our other enchantments replace themselves in our hand, which is especially nice as many of the ones we run are 5+ mana and can take most of a turn to cast.

Elemental Bond : While not too many of our creature cards trigger this themselves, many of our tokens do. A token drawing a card is often stronger that a creature card doing so, as instead of the card replacing itself, we're often just getting a bonus card. Combine with any of the several static power-pumping effects we run to increase the amount of cards we're drawing. Finally, being a low-cost enchantment means it triggers our things that care about the card type while still coming down early enough to ensure we get maximum value.

Well of Lost Dreams : Well has potential to be downright broken with Trostani on the battlefield. Since she gains us life whenever another creature comes down, we can potentially be drawing one card per toughness point of said creature as it enters the battlefield - however much we have mana to pay for. Even drawing one card whenever a creature enters is strong, so the potential for 3, 4, 5, or even more means opponents better find an answer quickly or our card advantage will get truly out of control.

Dawn of Hope : Like a baby Well, this turns lifegain into cards at a slower rate. However, it has two added benefits: being an enchantment, and making tokens when needed.

Growing Rites of Itlimoc  : This isn't truly a card draw spell, as our lower creature count means we can absolutely whiff. However, Rites does ensure we get an action card when it works. Our primary reason for running it is that it turns into a ridiculously strong land, and as a token deck it's very easy for us to flip - strong enough that we're willing to run the risk of whiffing on its ETB ability. As with many others in this category, it being an enchantment when it enters the battlefield lets us gain value from the cards that care about that.

Shamanic Revelation / Camaraderie : One card per creature for 5 or 6 mana is good starting at 3 creatures and only growing from there. Like with Courser of Kruphix , the lifegain doesn't hurt, but isn't especially relevant most of the time. Camaraderie's pump effect is nice if we have a lot of smaller creatures we're looking to attack with, but isn't the card's strongest aspect by any means.

Garruk, Primal Hunter : His +1 fits with our theme, making a fine-sized token for value, but we really run him as a weird Soul's Majesty ; 5 mana to use his -3 immediately and draw a bunch of cards. In fact, unless you really need creatures on the board for protection, you'll hardly ever use his other abilities. Making a bunch of 6/6 wurms is fine, but as always with a planeswalker ultimate, it's not realistic to expect you'll get to it - and even if you do, the tokens aren't hasty. Your opponents will have plenty of time to wrath before you get any combat value out of them, so you'd better have Trostani or an Elemental Bond to get SOME value out of choosing wurms over card draw.

Huatli, Radiant Champion : Huatli, on the other hand, is one of the few planeswalkers where we're very likely to use her ultimate before she dies. You should not be casting her unless you have at least 5 creatures, both to defend her and to ensure that you can use that ultimate next turn - and be ready for absurd value that your opponents have no way of interacting with. Once you have the emblem, you can back off defending her a bit, but there's always the chance you can keep her around to use more (TWO Huatli emblems… the dream).

Having to dedicate slots to both our enchantment and token themes means we're a little light on removal, but no deck can go without it.

Creatures

Path to Exile : Most efficient removal for creatures in our colors. In EDH, the games go long, so the minor benefit of +1 land to your opponent isn't likely to matter all that much. The only reason I don't also run Swords to Plowshares in the same vein is because I don't have a spare copy.

Selesnya Charm : Like most Charms, this is hard to categorize because of its flexibility. I primarily hang onto it to exile a big creature, but occasionally will keep it in an opening hand and make a 2/2 Knight to get the token train rolling instead. I've only used the third ability a small handful of times over the years of play with this deck, but you certainly can use it to get instant-speed trample when attacking a weak opponent for a surprise kill.

Beast Within : Flexible card that can hit any permanent, and our creatures are generally larger or more threatening that the 3/3 it creates.

Non-Creatures

Seal of Cleansing : Simple two-mana removal that we can set and forget. Enchantment card type is almost all upside - opponents don't usually bother to spend a real card to get rid of it.

Sundering Growth : Instant speed, cheap removal with upside of usually giving us another body on the field. A fine card even on an empty board.

Ghost Quarter : There is no shortage of annoying nonbasic lands in this format, especially post-Ixalan. We need to have a way to deal with them.

Sweepers

Since we want our side of the battlefield clogged with creatures, we don't run very many of these.

Descend upon the Sinful : We don't run too many spells, so the angel token isn't guaranteed, but even without it exiling opponents' boards is strictly better than destroying them.

Slaughter the Strong : In the same vein, this sweeper is only 3 mana at the cost of potentially letting our opponents keep a card or two. The creatures they get to keep tend to be much less threatening than big scary monsters, and making them sacrifice instead of destroying gets around pesky indestructibility or regeneration. Finally, this allows us to keep a token or our best small creature around to speed up rebuilding the board.

Graveyard

Rest in Peace : I try to keep this deck out of the graveyard to contrast with my Teysa, Envoy of Ghosts reanimator list, and RIP is as blunt and efficient as they come. A number of decks completely fold to the enchantment until they can remove it (IF they can remove it), while others will be severely impaired.

Scavenging Ooze : A good early-game creature that can police anything from Reanimate to Past in Flames to Search for Azcanta   as needed. A little growth and a little lifegain means the Ooze is also a decent defender.

Tokens are the backbone and win condition of this deck. While our enchantment subtheme gives it an interesting twist and some otherwise untapped card advantage, token makers are the way we win games and therefore our largest and most important category. I've chosen to try to avoid token creators that only make 1/1s with no evasion, and put a bit of emphasis on early turns to avoid games where we're stuck with a handful of cards that benefit tokens, but no tokens themselves.

Creatures

Voice of Resurgence / Wurmcoil Engine : Modern staples, these are wrath protection that make pretty hefty tokens when they go. Their tokens are prime populate targets once on the battlefield as well.

Crested Sunmare : This card was practically made with Trostani in mind. It fits perfectly into the CMC curve right after her, and will guarantee a token if she's on the battlefield - two tokens if you have enough mana to populate on the end of an opponent's turn. If Trostani is absent (or more likely, removed in response to your casting Sunmare), the deck has a bit of incidental lifegain through cards like Courser of Kruphix to get a couple horses until you can re-cast her.

Rampaging Baloths : Baloth’s sizeable bodies can quickly get out of hand even without evasion or pumping, both as defenders and attackers. Since they come for free every turn just by playing a land, this is one of our scariest and most efficient token-makers.

Hornet Queen : Hornet Queen's 1/1s are acceptable thanks to flying - and she does one better by adding deathtouch on top of that, making the tokens excellent defenders as well as very hard to block. The 6 power for 7 mana is a decent deal on its own, but this card is downright absurd with any type of Doubling Season effect on our board.

Regna, the Redeemer : A new card from Battlebond I’ve been testing even without her partner - the ability to make 4+ tokens a round puts her on par with Elspeth, Sun's Champion in terms of efficiency. Plus, it's hard to go wrong with big flying angels as attackers on their own.

Vitu-Ghazi Guildmage : Guildmage functions as a sort of backup Trostani, able to populate at instant speed for 4 mana. Being able to activate this ability multiple times (since she doesn’t tap) means that she’s a great mana sink once we get a large or powerful token like that from Phyrexian Processor or Voice of Resurgence . Finally, she can make a 3/3 for 6 in a pinch - not a great rate, but acceptable when we’re low on cards but high on mana.

Non-Creature Permanents

Divine Visitation : Was MADE for token decks like this one; it even turns our other cards that make angels into BETTER angel-makers, as tokens from Visitation have vigilance too. Cards like Tireless Tracker and Selesnya Charm become exponentially better for their mana costs, while cards that make several smaller tokens like Elspeth, Sun's Champion and Hornet Queen turn absolutely absurd. This card is an army in a can, and I expect to almost never see it sit on the table.

History of Benalia : Four (vigilant) power for 3 mana is a pretty good deal, even if it takes two turns. We can usually get in a petty attack with the last lore counter, and even if we only get one knight out of the deal because of a boardwipe or enchantment removal, this card is decently strong.

Angelic Accord : Similar to Sunmare, this enchantment is one of those cards tailor-built for Trostani. It's very easy for us to gain 4+ life in the course of a turn by making a token or two, and even easier once we have the first angel - then all we need to do is populate at instant speed using Trostani's ability, and that's another token at the end of an opponent's turn.

Sigil of the Empty Throne : One of the strongest reasons we picked up the enchantress subtheme, this card can easily make us anywhere from 1-3 tokens on a given turn. Since it's a cast trigger and not an ETB trigger, you're guaranteed a bit of value even if Throne is removed in response (though this does mean it doesn't combo as nicely with Heliod, God of the Sun ).

Ajani's Last Stand : I'm interested in testing this card, as it's an enchantment (relevant) that turns into a very good token later (also relevant). Though we don't have sacrifice outlets to allow us to get the token at will, it's easily to let something else die in an attack or chump block.

Phyrexian Processor : This card is absurd in our deck, but requires some careful timing to cast, as it's a massive removal target. I usually wait until I have 8 mana, 4 to cast and 4 to activate immediately in response to a removal spell. If no removal spell is immediately incoming, I'll wait until right before my next turn so the token doesn't get boardwiped or otherwise sorcery-speed killed before it can attack - because it will be massive. This is a lifegain deck, and so if you're paying anything less than 20 life into Processor, it'd better be because you don't have 20 life to pay. With Trostani on the battlefield, making a token immediately gains us back all the life we put into in on cast. This does unfortunately make it so our Trostani is in more danger than normal with Processor out, as opponents like to remove her in response to making a token - but that's okay, as she's usually easy to re-cast.

Helm of the Host : While there are other cards that have more direct synergy in our deck, few enable more shenanigans than Helm. On a bad day, we slap it on a 3/3 Beast token (or something) and get a body every turn - but on its best days, we're getting multiple token copies of our best creature cards like Crested Sunmare and Hornet Queen . Since these are tokens, we can then use Trostani's ability to populate and create even more tokens of our non-token creatures, which quickly grows our army to huge sizes and makes it worth the 9 mana it costs to get going.

Elspeth, Sun's Champion : Elspeth breaks our cardinal no-vanilla-1/1s rule, but it's because she produces tokens at a highly efficient rate WHILE having other useful abilities to back up her expensive CMC. She's a quintessential excellent planeswalker, having abilities that protect her, removal, and an ultimate that should win you the game if you're able to keep her around that long. She's easily one of my favorite cards.

Grove of the Guardian : While it's hard to run too many colorless lands because of our color-intensive mana costs, turning one into an 8/8 with vigilance at instant speed is worth the deck slot. This is the largest stock token we make, and prime populate target for Trostani, since it's great at both attacking and defending.

Spells

White Sun's Zenith : One of the best ways to amass a critical army of tokens, Zenith has two upsides: it's instant speed, allowing us to leave the tokens vulnerable for as short a time as possible (sometimes an issue with token decks, which often operate at 99% sorcery speed) or surprise an opponent with blockers; and it shuffles back into the library, so there's potential for multiple uses. This makes it a little easier to cast for only a few tokens, knowing we'll be able to draw it later to rebuild. I like to hold it until I can get at least 5 Cats, but it's fine starting at 3 (or fewer, if you're desperate). Just watch out for Massacre Wurm !

March of the Multitudes : So many tokens! At instant speed! Even if they're only 1/1s, this is a blowout. They come with lifelink to boot, which is relevant for several of our other cards. It’s easy for opponents to forget this has convoke, and so tapping a little bit of mana for something else on our turn and then using our token army to cast March can be a nifty trick.

Entreat the Angels : Our haymaker, most terrifying finisher, and the first mythic rare I ever pulled. Entreat is a mixed blessing, as it's essentially a dead card if drawn before turn 5 or 6 - but any time after that, we're preparing to slam a bunch of beefy fliers into our opponents' faces to win the game. With Trostani on the battlefield, we're gaining a ton of life; with Elemental Bond , we're drawing a ton of cards; with Collective Blessing , we're setting up for a massive attack next turn. This is one of the best cards in our entire deck, and unless you're expecting counter-magic (or have a ton of mana and can set up with a Doubling Season or Mirari's Wake ), it’s almost always worth tapping out to cast for its miracle cost.

Doublers

While these cards don't make tokens themselves, they are a massive boon to our strategy by allowing us to make twice the tokens with any given spell or permanent.

Rhys the Redeemed : Though Rhys can make a small token on his own, the main reason he’s in the deck is for his second ability - six mana to double the number of tokens we have on the field, at instant speed, is a powerful effect. This can do anything from set us up for an enormous attack, to gain us a bunch of life with Trostani on the battlefield, to draw a bunch of cards with Elemental Bond .

Parallel Lives / Anointed Procession : Literally the same card, but in different colors. These cards are simple, efficient, and relevant both by doubling our token output and being enchantments for cards like Eidolon of Blossoms .

Doubling Season : A classic boogeyman of the format, this is one of the most terrifying cards in our deck. Not only does it double our token output, but allows cards like Archangel of Thune and Kazandu Tuskcaller to work twice as hard by adding twice the counters. Finally, there's the classic combination with our planeswalkers, as Season lets them enter with twice the amount of starting loyalty. This allows some of them to ultimate right away and helps put us ahead of our opponents. (Remember that once the 'walkers are on the battlefield, however, you don't double the number of counters you put on when activating a +N ability since it's a cost you pay for the effect, rather than the effect putting the counters on the 'walker).

Effects that pump our creatures' power/toughness or give them keywords support our strategy because they make it harder (though also more important) for our opponents to block. While these cards certainly aren't necessary to win, they help us do so more quickly, which can often make the difference between first and second place in a game.

Thunderfoot Baloth : Trostani is only rarely not on the battlefield, and so we'll be getting the benefit from this card almost all the time. +2/+2 to our team is strong on its own; tack trample onto that and the army suddenly becomes very hard to stop.

Elesh Norn, Grand Cenobite : Like Baloth, Norn gives all our creatures +2/+2 - while that's (usually) not an effect strong enough to run on its own, the fact that she gives all opponents' creatures -2/-2 more than makes up for her 7CMC. Apart from killing many opposing tokens and tech creatures (and making others completely unplayable), this effectively gives all our creatures +4/+4, an ability well worth the mana cost. 7 toughness and vigilance also make Norn a very effective blocker on the ground.

Collective Blessing / Dictate of Heliod : Blessing is a static pump effect that will often double the power of our existing team. Dictate, while it would be borderline as only a static +2/+2 for 5 mana, gives us the element of surprise with flash when attacking or blocking - perhaps letting us sneak through lethal to an opponent's face, or turning their advantageous attack into a mutual boardwipe.

Archangel of Thune : Up there with Crested Sunmare as one of the cards that has the most synergy with our commander. Archangel will put a +1/+1 counter on each creature we control whenever one enters the battlefield, including the creature entering (and including herself). This can grow our team quite quickly when combined with anything that makes multiple tokens like Hornet Queen or White Sun's Zenith .

Gavony Township : This card is run in most GW creature-based builds, as it allows us to grow our team at a reasonable cost without taking up a card slot. Colorless mana can be hard for this deck, especially with Trostani's demanding cost, but as long as you're not drawing it in the first four turns you should be okay.


These cards don't pump the power/toughness of our creatures, but grant them keywords or similar benefits.

Nylea, God of the Hunt : Nylea offers a handful of advantages: first, trample to the team is often the difference between winning and getting chump blocked out of the game. Second, she's an enchantment, contributing to our subtheme. Finally, an indestructible 6/6 creature is a hard threat to deal with, and can be on offense or defense as necessary. With the deck's high permanent count, Nylea will be a creature more often than she's not.

Heliod, God of the Sun : Heliod offers us the same benefits as his green sister above, but vigilance instead of trample makes attacking even easier. His second ability is costly for only getting a 2/1, but is an okay mana sink if you're flooding out or clutching a handful of Parallel Lives effects with no better way to make tokens. It also has some cute synergy with Eidolon of Blossoms , where you can pay 4 to draw a card in addition to getting your 2/1 (this does not work with Enchantress's Presence or Sigil of the Empty Throne , which are cast rather than ETB triggers).

True Conviction : Double strike is like doubling the power of each of our creatures and making it very unprofitable for opponents to block. Lifelink is the icing on the cake - not at all necessary but makes everything so much sweeter. Combine with Archangel of Thune for some really broken, degenerate pumping mid-combat as our life total skyrockets.

Sandwurm Convergence : Turning off opponents' ability to attack us with fliers is a major benefit. While we run plenty of creatures that fly ourselves (as well as all the producers of angel tokens) and so aren't particularly worried about defending from them, it shuts down lots of generals that would normally be trying to kill us with commander damage to circumvent our huge life total; the most popular commanders tend to be things like angels, demons, and dragons that have no way to go aggro without first dealing with this enchantment. The reason we're willing to pay 8 mana for the effect is because it also makes us a 5/5 on our end step, ripe for populating and defending from decks trying to kill us on the ground.
Trostani is one of those generals that attracts new players because of her customizability and general strong effects. I'm going to assume for this particular section that you're interested in keeping the existing themes of the above list: tokens, pump, and enchantress, as to cut any one of them would be to cut a massive swath of cards and end up building a completely different deck.

Within these categories, I've done my best to include the most efficient token producers for their mana cost, especially on the low end – these are few and far between (especially on a budget) and as such the deck has slowly grown more expensive as I've acquired new cards over time. There are yet more cards I would like to include (check out the Maybeboard below), but haven't had a chance to thanks to their price point.

Cards I would particularly like to pick up and would immediately find space for are:

That being said, the deck does run expensive cards. I define "expensive" as anything over $10 USD, as that's about the top price point for anyone considering building on a budget. I'll outline them here and suggest substitutes, if available, and which to prioritize acquiring. These are, of course, subject to change as prices fluctuate.

There are definitely a handful of meta-related choices in the deck, though I think they're all still good cards that will support your strategy in any playgroup. For example, I strongly prioritize creature removal that exiles over destroys, as there are a few reanimator decks in my meta that will get out of control, as well as cards like Darksteel Plate and Eldrazi Monument running around that can be hard to fight through. Enchantment removal is extra important to get around Tainted Remedy and Erebos, God of the Dead (which ironically my playgroup runs to foil a completely different deck/player, but hurts this one all the same).

For a comprehensive list of cards I'm specifically not running, check out the "Exclusions" section below.


Suggestions welcome (cuts and adds), but please look below first!

Cards that are being considered, would go in if I owned a copy (marked with *), or have come out but have potential to return.
Cards I don't/won't run for whatever reason.
  • Sol Ring : Playgroup ban
  • Avenger of Zendikar : Playgroup ban
  • Craterhoof Behemoth : While brutally efficient, this card is a lazy way to win. I try to avoid it where I can, both to give myself a bit more challenge and avoid the salt from opponents
  • Primal Vigor : As it's symmetrical and has a chance to benefit your opponents even more than you, this card is too risky for the reward it offers. I've also found that three token doublers seems to be the sweet spot, as they are potentially dead cards if you don't have anything on the battlefield
  • Aetherflux Reservoir : Reservoir just got the playgroup banhammer, and I am both proud and ashamed to say its performance in this deck was the reason for that. It was never a simple lifegain card, but I would hold onto it until I was over 100 life and could either immediately win the game or take out two players and still be in an extremely advantageous position. It was dirty, it was a one-card wincon, and it was glorious. That said, I completely understand why it was causing salt, and am okay letting it go. If/when I ever take the deck to anything competitive, it'll go back in.
  • Aura Shards : A little expensive, but mostly too mean in a token deck for my playgroup
  • Serra Avatar : Yes, it doubles your life total when cast, but otherwise is just a fatty with no natural evasion for 7 mana. This card is better in non-token or lifegain-focused builds of Trostani. When we could be casting Elesh Norn, Grand Cenobite s and Sandwurm Convergence s, it really pales in comparison
  • Soul Warden / Rhox Faithmender / Anointer Priest / etc: There's no need to include these cards, since we're not primarily a lifegain deck. We have some cards that interact with or benefit from gaining life, but in my experience Trostani gets the job done by herself quite efficiently
  • Akroma's Memorial : Similar to Craterhoof, I want to find more interesting ways to win in a token deck. I like Memorial much better in decks like Titania, Protector of Argoth or Krenko, Mob Boss which need the extra help because of limited colors or small bodies. It's also a bit $$$ at the moment
  • Eldrazi Monument : See above

Suggestions

Updates Add

New toys from Guilds of Ravinica! Sadly neither Trostani Discordant nor Emmara, Soul of the Accord are quite strong enough to merit inclusion, but the set gave us plenty of other fun things to play with.

Zendikar Resurgent -> Camaraderie: Doubling mana is awesome when the card sticks to the table, but lately Resurgent hasn't been. With only ~19 creatures, triggering its second ability has never been our goal. More card draw (especially thematic card draw), on the other hand, is always welcome.

Primeval Bounty -> Divine Visitation: Why have one 4/4 flying vigilant creature when you can have literally all of them?! Visitation was MADE for decks like this one.

Mouth / Feed -> Dawn of Hope: Enchantment, lifegain, and tokens - this checks all our deck's boxes, with the added benefit of drawing cards!

Soul's Majesty -> Ajani's Last Stand: Playgroup has caught on to the fact that spot removal fizzles Soul's Majesty, so time to put it on the back burner until the trend turns again. Stand has a couple key qualities the deck is looking for, so I'm trying it out.

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Revision 35 See all

(4 years ago)

+1 Ajani, Strength of the Pride main
-1 Grow from the Ashes main
+1 Serra the Benevolent main
-1 Wurmcoil Engine main
Date added 6 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

22 - 0 Mythic Rares

39 - 0 Rares

9 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.84
Tokens Ajani's Pridemate, Angel 4/4 W, Angel 4/4 W w/ Vigilance, Beast 3/3 G, Beast 4/4 G, Cat 2/2 W, Centaur 3/3 G, Clue, Copy Clone, Elemental 8/8 GW, Elemental */* GW, Emblem Elspeth, Sun's Champion, Emblem Huatli, Radiant Champion, Emblem Serra the Benevolent, Enchantment Cleric 2/1 W, Horse 5/5 W, Insect 1/1 G w/ Flying, Deathtouch, Knight 2/2 W w/ Vigilance, Minion X/X B, Soldier 1/1 W, Soldier 1/1 W w/ Lifelink, Soldier 2/2 W, Warrior 1/1 W, Wurm 6/6 G
Folders EDH
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