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Tymna and Kodama, Token-based Abzan

Commander / EDH BGW (Abzan, Junk) Bracket 4

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Meet Tymna and Kodama, the commanders to my Abzan token deck. I have almost taken this deck apart multiple times, but it has a sort of middle-of-the-road charm that keeps me wanting to play and improve it.

So, what exactly is this deck? The idea is to make tokens, and lots of them. The deck runs two token doublers, Doubling Season and Parallel Lives... the inclusion of these two should tell you a lot about what this deck wants to do, but we do have a gameplan. We ramp early, power out Tymna as soon as possible, and attack into enough cards to fuel us to keep ramping and attacking. The four one mana dorks in this deck are intended as a means to get turn two Tymna, attacking from there to whoever is open. This is our early game plan. After we've suitably ramped, we play our token producers and payoffs, and hopefully win from there.

Is has a couple of combos that result in a win, one of which goes infinite. The first is Cryptolith Rite + Halo Fountain + Lightning Greaves and other is Ashnod's Altar + Cathars' Crusade + Ghave, Guru of Spores . The first requires a lot of creatures, but if we have them, we can tap them all for mana and instantly win, and the other makes infinite creatures that are infinitely large, and then wait a turn so we can attack with them for group table kill. These generally aren't the go-to for winning, as the deck doesn't have enough tutors to get all the pieces consistently, but they are very effective when they line up. Generally, the deck simply makes creatures massive and swings, and anything that happens to come together into a win it will take. There are other ways to win such as Doubling Season + Liliana, Dreadhorde General , and the deck is not totally helpless with all the removal it runs for things that hose the strategy. Honestly, in a token deck, Aura Shards is hard to beat for all the Ghostly Prisons of the world.

Notably the deck also has some combos with the commander, Kodama of the East Tree. Scute Swarm, Tireless Tracker, and Field of the Dead trigger Kodama whenever we play a land, so lands keep coming down until we have none left in our hand. This kind of ramp and board advantage is usually enough to pull ahead. Generally though, Kodama's actual ability to play things for free isn't that relevant. The deck makes a ton of mana easily and almost never has a hard time playing what it wants to. More relevant is the fact that it has a huge body with reach to tell the flyers to go elsewhere during the enemy combat step.

I would be remiss not to mention why this deck runs no recursion. This deck has quite a bit of graveyard hate with Farewell and Rest in Peace, and generally draws enough cards where recursion isn't necessary. If we lose some of our best pieces, we simply draw until we find more. Sure, getting our Elesh Norn pathed hurts, but we can just draw until we get Cathars' Crusade, which also does the job just fine.

Like almost all of my decks, this deck was built with some limitations. The deck has no haste, is weak to boardwipes, has absolutely no recursion, and is very slow. While is looks strong due to it's abundance of format staples, the fact that in 90% of games it can only win by attacking really holds it back. One Constant Mists and our only recourse is Halo Fountain, one of our win conditions alongside Elesh Norn, Craterhoof and Cathars' Crusade. Even though we do have have two board protection spells to help against the board wipes, we don't always draw them when we need them, and board wipes really suck to deal with when we're on the verge of winning and get set back again, and again, and again.

While the deck doesn't have a lot of flexibility, the removal is usually enough to put it on top, and the one thing is does, it does exceptionally well.

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