• Introduction:

Dangerous times are coming. Our enemies will try to destroy us. We won't let that happen. They might have an army, but we do too. Convoke the bannermen!

  • The deck:

This is a convoke themed deck, with a soldiers tribal theme, and a tokens subtheme. You will be tapping, and untapping to tap again your commander and rally your new recruits. Your convoke theme allows for more flexible finishers, amassing power to attract titanic wurms, but you can always rely on the classic swarming tactics with soldiers and all the lords and pumping pumping effect your army has. The deck is riddled with tapping effects, even lands, and with some powerful vehicles too: you will never have to actually attack with Emmara to activate her: keep her safe, as she's the main convoke payoff.

  • Why is Emmara, soul of the accord the commander of the deck?:

She offers a very powerful tapping ability, so for a convoke themed deck she's the most obvious choice. The tokens she makes are also soldiers, a very relevant tribe that often lacks support, due to it being mostly boros: the selesnian take on soldiers is very underrated, albeith powerful. We can clearly see she's a unique take on both themes at the same time, so there would be no actual good enough replacement for her. She's also quite cheap mana wise, so we can most likely recast her a bunch of times, and she also acts as main payoff to our convoke theme.

  • The deck's weaknesses:

As a tokens deck, we are somewhat weak to boardclears, but our commander and wide array of token generating permanents will recover us in no time. Having many vehicles helps with this problem, as vehicles survive most boardwipes and will be ready to be piloted by your new recruits in no time. The true weakness of the deck is not carefully planning every step we take before casting our spells: convoke makes most spells more expensive than they should be (due to them being more flexible) so we should always hold Emmara and some friends to cast our emergency instants and sorceries. We are also kinda weak against faster and more explosive decks, like Krenko, as we have very few boardclears. Try to outlast those decks with your lifelinking soldiers: lifelink is often underrated, but is extremely powerful.

  • The deck's strengths:

Convoke offers extra flexibility, even when if is at a higher CMC, as you can cast spells even when completely tapped out. Use this surprise-like effect on your favor during games. Our extremely low cmc curve allows us to have less lands than the average list for good. This will be relevant on longer games. When everyone keeps getting land flooded, you will likely not, and still be able to cast most spells thanks to the tapping "mana rocks" we got. The tokens your create are more powerful than the regular soldiers: lifelink is a relevant keyword, and that will let you be open in times where a regular token deck would not. We have some tapping enchantments aswell, specially to counter those nasty eldrazi titans we might encounter on the late game, so try to drag the games down as much as possible and swarm them to death. Just don't forget to tap Emmara again and again to negate the enemy attacks.

--2020 update-- After playing the deck for quite a while, I've noticed the lack of efficient card draw, and therefore introduced a skullclamp, with open the armory to tutor for it. I've cut the convoke greatworm, as it was a very win-more card we didn't really use at all, and changed essence of the wild with divine visitation, something I see as an straight upgrade.

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Date added 5 years
Last updated 6 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

33 - 0 Rares

23 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.11
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Construct X/X C, Copy Clone, Eldrazi 10/10 C, Elemental 8/8 GW, Elf Warrior 1/1 G, Elf Warrior 1/1 GW, Mercenary 1/1 R, Merfolk Wizard 1/1 U, Saproling 1/1 G, Servo 1/1 C, Soldier 1/1 W, Soldier 1/1 W w/ Lifelink
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