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The true G/W token deck



 
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Parker2038



Joined: 20 Apr 2009
Posts: 36

PostPosted: Mon Oct 12, 2009 7:38 am    Post subject: The true G/W token deck Reply with quote

G/W Tokens

\\ Lands (23)
4 [ZEN] Arid Mesa
4 Forest
7 Plains
4 [M10]Sunpetal Grove
4 [ZEN]Verdant Catacombs

\\ Spells (37)
4 [M10] Ajani Goldmane
3 [ZEN] Beastmaster Ascension
2 [ARB] Behemoth Sledge
4 [ZEN] Conqueror's Pledge (=better Cloudgoat Ranger Very Happy)
4 [ZEN] Emeria Angel (=worse Spectral Procession Sad)
2 [M10] Garruk Wildspeaker
3 [ZEN] Scute Mob
2 [CON] Martial Coup
4 [CON] Noble Hierarch
2 [M10] Overrun
4 [CON] Path to Exile
3 [ALA] Sigil Blessing

\\ Sideboard (15)
SB: 4 [M10] Great Sable Stag
SB: 3 [ZEN] Cobra Trap (maybe this should be on the main) Question
SB: 3 [ARB] Qasali Pridemage
SB: 2 [M10] Pithing Needle
SB: 3 [CON] Mark of Asylum

Playtesting made so far shows that this deck is quite aggressive.
It can make lots of tokens really fast and then pump FTW, the removal is good too. In term of function is almost the same as the G/W tokens pre-rotation.
Maybe need to rethink the sideboard.

Thanks for your comments Smile


Last edited by Parker2038 on Mon Oct 12, 2009 10:44 am; edited 1 time in total
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Parker2038



Joined: 20 Apr 2009
Posts: 36

PostPosted: Mon Oct 12, 2009 8:18 am    Post subject: Reply with quote

And NO! I'm not putting any Scute Mob in this deck...

EDIT: OK.... I will put SKEWT MAWB!!!


Last edited by Parker2038 on Mon Oct 12, 2009 10:46 am; edited 1 time in total
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Verystrait42



Joined: 02 Nov 2005
Posts: 43

PostPosted: Mon Oct 12, 2009 9:27 am    Post subject: Reply with quote

I also agree that Scute Mob needs to be present.
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Parker2038



Joined: 20 Apr 2009
Posts: 36

PostPosted: Mon Oct 12, 2009 9:48 am    Post subject: Reply with quote

Verystrait42 wrote:
I also agree that Scute Mob needs to be present.


I prefer to leave it outside. This is a token deck. If I was to include Scute Mob, probably I would put in the scute mob for the knotevine paladin... what do you think? better?
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MetalDuck



Joined: 05 Jul 2009
Posts: 108

PostPosted: Mon Oct 12, 2009 10:22 am    Post subject: Reply with quote

Skewt Mob needed.
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Ribbons



Joined: 12 Oct 2008
Posts: 4

PostPosted: Mon Oct 12, 2009 10:30 am    Post subject: Reply with quote

Remove knotmive paladin, and put mark of asylum in your sb vs pyroclasm or fallouts, also what about 1 or 2 eldrazi monuments??

and yeah this deck need MOAR skewt moabs กกก
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Parker2038



Joined: 20 Apr 2009
Posts: 36

PostPosted: Mon Oct 12, 2009 10:49 am    Post subject: Reply with quote

Ribbons wrote:
Remove knotmive paladin, and put mark of asylum in your sb vs pyroclasm or fallouts, also what about 1 or 2 eldrazi monuments??

and yeah this deck need MOAR skewt moabs กกก


The mark of asylum is OK but I dont quite like eldrazi monument...

EDIT: Decklist updated!
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SJM



Joined: 17 Apr 2009
Posts: 415

PostPosted: Mon Oct 12, 2009 4:53 pm    Post subject: Reply with quote

Needs harrow and knight of the reliquary.
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warp_gaming



Joined: 09 Feb 2008
Posts: 54

PostPosted: Mon Oct 12, 2009 5:53 pm    Post subject: Reply with quote

4 arid mesa and no verdant catacomb or misty rainforest? green seems just as important as white here...

harm's way is good with... creatures... i hear...

lotus cobra seems to fit here really well since you're trying to ramp up to lots of tokens.

dauntless escort protects your dudes and isn't jank (looking at you, really really slow sledge) not to mention day of judgment and volcanic fallout exist, and beastmaster ascension gets hit by pridemage, hexmage, and maelstrom pulse, so you need a way to keep your dudes around.

scute mob is good, but baneslayer is better. maybe run them side by side and get rid of bad cards.

and fyi, the main reason mono white and gw tokens was good was because of windbrisk heights giving you super explosive and hard-to-play-around options.
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