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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Raise the Alarm
Create two 1/1 white Soldier creature tokens.
ThePrussian on Beginner Deck Advice
4 months ago
Still trying to figure out how to post here, lol.
Here's the deck list, hopefully!
1 Ankle Shanker 1 Arrow Storm 1 Bloodfell Caves 2 Borderland Marauder 1 Bring Low 1 Carrion Crow 1 Crippling Blight 1 Flesh to Dust 2 Goblin Roughrider 1 Heat Ray 1 Hordeling Outburst 1 Kill Shot 1 Lightning Strike 1 Mardu Blazebringer 1 Mardu Charm 2 Mardu Hateblade 1 Mardu Hordechief 1 Mardu Roughrider 2 Mardu Skullhunter 2 Mardu Warshrieker 8 Mountain 2 Nomad Outpost 5 Plains 1 Raise the Alarm 1 Scoured Barrens 2 Smite the Monstrous 7 Swamp 2 Trumpet Blast 1 Unyielding Krumar 1 Venerable Lammasu 1 War Behemoth 2 War-Name Aspirant 1 Wind-Scarred Crag 1 Zurgo Helmsmasher
SirHipHopHippo on Kicking and Screaming
6 months ago
Hi kimosabe! Thanks for the comment!
I’m really loving this deck despite only having one creature. For me the protection spells are helpful but I find myself holding up mana for a bounce spell like Unsummon to avoid removal, only because 3 players will likely have chances to remove Chun-li most games so if she’s going to be removed I just bounce her to my hand.
As for creatures I’ve got a few token makers that help the deck survive a ton. Spiritual Visit, Secure the Wastes, Recruit the Worthy, Rally for the Throne, Raise the Alarm, Midnight Haunting, Master's Call, Errand of Duty, Call the Coppercoats and Lazotep Plating. The tokens are fun to create every turn and can accumulate to be a pretty big board state fast.
While those creatures are strong and I appreciate your recommendations I just personally like the idea of owning a deck with 0 creature cards in it, just kind of funny and different.
If you have a chun-li deck I’d love to see yours, one thing I’ll add is that Release to the Wind is absolutely nasty in Chun-li, so if you have her I recommend that card.
7 months ago
Raise the Alarm --> Deadly Dispute/Village Rites?
The deck is good but I think it needs just a few more sacrifice outlets to really pop off.
wallisface on God of Tokens
7 months ago
even with the mana dorks, I think you’re running waay too mana cardscosting 4-or-more mana. Your deck feels very mana-hungry, and that’s going to lead to some really slow/clumsy hands, i’d suggest lowering the curve. Imo Intangible Virtue will be more helpful than most of your high-mana cards.
you currently lack any way to interact with the opponent. Just letting your opponent do what they want is normally a really bad idea - i’d suggest finding room for a playset of Path to Exile.
i’d suggest using the full playset of Raise the Alarm. You should be favouring those cards that can get tokens down quickly, over those slower/clumsier cards that require a truckload of mana. When playtesting, you need to assume that the game will be “decided” by turn 5. That’s not to say that you have to nessessarily present lethal in that time, but you do need to be able to assemble a game-winning boardstate by then, and have applied significant pressure to the opponent.
There are two really good articles on budget token decks here on tcgPlayer and here on mtgGoldfish. Their not GW, being mono-white or WB respectively, though I think GW can still be viable. But hopefully these articles & decklists can help inspire a stronger direction for your own brew
Icbrgr on Pioneer Jeskai Ascendancy Tokens
10 months ago
I also have been dabbling with jeskai tokens.... besides Monastery Mentor there is Young Pyromancer and Poppet Stitcher Flip which I have been using with great success... Raise the Alarm is also nice for instant speed synergy with stitcher.
Apollo_Paladin on Party in the forest!
10 months ago
Long post, sorry -- but hopefully some insights to help you out here. At very least some stuff to mull over & consider:
When I first started playing many, many moons ago - yes a straight 60 card build was by far the most optimal.
Anymore though, there's so many ways to ramp and draw cards for each color in Legacy that if your deck can reliably draw at least a few extra cards per game, you may not be out of place with slightly more. Consider also that while there are loads of new draw options, Draw actually works against you somewhat if you're playing against a mill deck (these are fairly common in most playgroups, not sure about yours specifically). You don't want to be clutching to a 60-card build counting on drawing tons of cards only to find yourself at a real mill disadvantage.
Aiming for 60 cards is good I'd say, but most of my decks anymore end up slightly over as well. So long as you're not going 10, 15, 20 cards over the 60 card minimum, I don't think there's a ton of danger here.
As far as what to remove...well there's stuff I'd definitely change out as time/cash flow allows. That little Avacyn's Pilgrim and Llanowar Elves should just be another copy of Gilded Goose for this build imo; as not only can you achieve the same effect off the Goose, but it plays into your token-creation synergy as well much, much better. Also, the Geese will turn all of your other Food-creation into (effectively) double treasure tokens (not just those they create themselves) -- this will help you get your higher mana cost combo cards into play sooner if you're able to use some of your early food for Mana along with your Treasures rather than just eating it for life.
Kind of the same deal with Birds of Paradise -- you should drop both of these, the Llanowars, and the lonely pilgrim and just run 4x Gilded Goose. That'd save you 2 card slots at least.
Secure the Wastes is definitely the more solid option later on in the game, but all the more reason you would want to save these until you've got more mana to pump into them off Lands/Creatures. Stuff like Raise the Alarm is a very useful 2-mana drop that isn't wasting something that could be more of a finisher later on with all your doubling stuff out. These early blockers can help you avoid eating Food early on for Life, and won't force you to block with your Geese to avoid a creature that's, say, pumped up for a turn. They also scale well if drawn late-game in conjunction with your doubling stuff. Again, not as insanely as Secure the Wastes, but more cards with that effect overall I think would play very well here.
Aura Shards is certainly awesome under the right circumstances, but I think this is more of a Sideboard addition. There are plenty of deck types which would be either completely or mostly immune to this -- and at 3 Mana to cast, you'd better be sure you're going to be using it during the game -- else you'd have been better off just taking them out and drawing something else in their place. You could probably remove a couple of these and simply add them to the Sideboard to use on a case-by-case basis. I don't think you'd even necessarily need to "swap" anything for them. 2 extra cards isn't game-breakingly bad to your ratio. Though, maybe having actually played the deck you have a better idea on this & can maybe save some card slots here too by swapping them in/out after all.
Otherwise, looks pretty solid to me. Without building it and playing it myself I can't really say for sure one way or another how best to optimize your existing combo cards. Anyways -- good luck!
Wasabi413 on Party in the forest!
10 months ago
Also I feel like Secure the Wastes does the job of Raise the Alarm or Servo Exhibition a bit better just cause it has the versatility of being an x cost
11 months ago
I like this deck! Raise the Alarm as an instant flip for poppet seems like a great interaction, and the fact that poppet is a may ability gives you a lot of flexibility to how you use it on your turns. With all of the draw power you have, it seems like an engine that you can get consistently.
Creatures in a spells-matter deck can always be hard to pull off, but this looks legit. I mean, I'm not super up to date on the pioneer meta, but 3 3/3s off a two mana instant is almost a better Esika's Chariot I suppose you do need poppet in play, but still.
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