Tarmogoyf in all archetypes yup yup. I'm going to have so much fun on the next April fools day as a random thought. I'm changing swarmy to be all the things I recommend against for a day. Mandatory 4 of Army of the Damned. No Windbrisk Heights because lands coming into play tapped is stupid. It's going to be great.
June 9, 2015 4:22 p.m.
Adamantium13 says... #3
Yeah, definitely throw in some Castigate, take out Path for pacify and maybe replace Dismember with Tragic Slip, lol. Pro Tour here you come!!!
June 9, 2015 7:15 p.m.
Wonderful suggestions, Adamantium13 xD It's a shame it's so far away...
June 9, 2015 8:55 p.m.
SimicBerserker0 says... #5
Hey, I am new to the token strategy,just wondering why no Elspeth, Sun's Champion? I am assuming since it cost a lot to play. Oh, Sorin, Solemn Visitor is such a beasty card when you have good board lol
June 19, 2015 3:49 a.m.
She costs way too much is all. And yeah, Sorin's pretty nice with a steady board presence.
June 19, 2015 8:48 a.m.
Are you still playing Raise the Alarm over bitterblossom? I'm considering just buying into the Cifka decklist, but I'm still not entirely sure on bitterblossom. It's the most expensive card for the the list and a four-of, so buying in and then cutting it out would be pretty sad.
June 19, 2015 3:44 p.m.
Yeah, I still use raise the alarm. I don't think blossom is the best route for tokens to be honest.
June 19, 2015 4:30 p.m.
GreenGhost says... #9
What are good sideboard cards for going against infect, because at my shop there are three people who run it.
June 19, 2015 9:47 p.m.
Wonderfully worded response as always glistener :p Extra hand disruption, spot removal, and Chalice of the Void are good options.
June 19, 2015 10:02 p.m.
Rest in peace is not a card you want to side in against infect.
June 19, 2015 10:43 p.m.
GreenGhost says... #17
Well I went 2-1 today with both of the wins being 2-0, so that was nice. It was just that the infect matches were a little closer than I would have liked sometimes. The two Zealous Persecution I have in the mainboard help a whole lot.
June 19, 2015 11:31 p.m.
Infect can be a bit of a pain, but it's an overall good matchup for us. Take out anything like Auriok Champion if you're running it, as it doesn't do anything for the matchup at all haha.
June 19, 2015 11:43 p.m.
GreenGhost says... #19
Yeah a nice plus though is pain lands and shocks can be used without fear.
June 19, 2015 11:46 p.m.
Yeah, I always like not having to worry about life with infect. It's fun going fetch into godless into thoughtseize with no fucks given xD
June 19, 2015 11:51 p.m.
Adamantium13 says... #21
Lol, I was just spouting off things that came into my brain. Don't mind me.
I was going to say board in extra hand disruption and removal, but you beat me to it.
June 20, 2015 12:20 a.m.
I tend to do that :p Although Glistener beats me to it most of the time haha. Half the time I see someone asks a question Glistener has already answered it xD
June 20, 2015 12:22 a.m.
I'm glad to see the BW tokens moving forward! It's a fun little deck, one of my favorites.
With all of the redundancy in modern, I've had a poor experience relying on hand disruption to do anything meaningful in the first few turns. Unless you're a control deck your opponent will just draw into another unanswered threat. The only thing disruption can save you from is a late-game twin or tron combo in my opinion. The only time I've wished for a turn 1 thoughtsieze was against Bloom Titan.
I am running a mardu list for Lightning Helix for the removal and life-gain (although I want to test Foul-Tongue Shriek too), Terminate over Path to Exile to avoid ramping decks that do better with more lands (aka most of them) and Mardu Charm for mid-game disruption or tokens. I haven't updated my decklist here yet or I'd post it, just wanted to provide some food for thought.
July 7, 2015 5:16 p.m.
Adamantium13 says... #24
Hand disruption is still very important for B/W Tokens, especially early game.
1 mana removal spell > 2 (and multicolored at that) mana removal spell.
July 7, 2015 7:13 p.m.
Hand disruption isn't meant to be the be-all end-all to your solutions. It's meant to help push the general direction of the game in your favor. A turn one hand disruption spell not only tells you what you're up against, but also allows you to take a potentially key part of why they kept their hand. Then the rest of the duel you rely on things like spot removal and board presence to win. I highly recommend putting path back in though, because one mana makes a huge difference as Adamantium said. Mardu charm costs too much for what it does.
GlistenerAgent says... #1
The mana can pretty easily support a splash IMO.
Green for Goyf. Obviously. Tarmo-Tokens.
June 9, 2015 3:48 p.m.