Here is a rundown of my current build of Rith, the Awakener. Like most Rith decks, this is focused around spamming lots of little guys and making them bigger. It is designed for "Battlecruiser" Commander - our group plays big, dumb, fun decks, not tight, focused competitive decks.

I do have a fairly limited budget. I happen to have a handful of decent money cards already, so I was able to work out a fairly solid shell, but I can't really afford much in terms of buying new additions to the deck. That said, post any suggestions you have and I can always try to trade for stuff!

I started playing Magic in middle school, right around the release of Invasion block. When I started looking through cards from the newest set, I fell in love with the cool, powerful effects of the dragons. I recently stumbled across a lot of the Naya token staples so Rith was a natural fit.

Are there better token Commanders? Sure. For me, Commander is about having fun first, and winning second. So rather than always taking the best options, I like to find fun options - cards that hold sentimental value, cards that have interesting mechanics, or other such nonsense.

I have added and removed a number of token generators throughout my time playing this deck. I tried to focus on cards that created lots of tokens in a short time, rather than slower-burning token generators.

The important ones are, of course, Tendershoot Dryad, Verdant Force, and Dragon Broodmother. These create tokens on every upkeep, so they quickly get out of hand. Avenger of Zendikar and Mycoloth create a lot of tokens at one time and both fit well, though Mycoloth only works if you have a few things to devour in the first place. Assemble the Legion takes a little while to build up (though not as long with Doubling Season), but can quickly get out of hand.

Darien, King of Kjeldor, Kazuul, Tyrant of the Cliffs, and Arachnogenesis are my protection from combat options. While Darien doesn't stop attackers, it creates a risk of backlash by producing a bunch of tokens (which might be larger or multiplied depending on board state). Kazuul obviously gives me some protection from attackers (and even more so with any doubling effects). Arachnogenesis is also fantastic as it functions as a Fog while also giving me a board state and potentially killing some attackers with spider swarms.

To supplement these I have a few spells that produce large numbers of tokens at one time. Endless Swarm is a favorite of mine, as I love the epic ability. Storm Herd has the potential to break the game wide open by creating dozens of flying tokens. Decree of Justice lets me flash in some quick soldiers in a pinch while drawing a card, while Deploy to the Front provides a much larger payoff at sorcery speed. Finally, Devout Invocation lets me use all of my tokens to make a bunch larger angels.

There are a handful of cards in the deck to buff my board and make my tiny tokens into much more formidable creatures. Oran-Rief, the Vastwood and Gavony Township are lands that let me put +1/+1 counters on my tokens. Mirari's Wake, Path of Bravery, and Dictate of Heliod provide static buffs to my board (with Path granting a good deal of life gain to boot), while Cathars' Crusade has the potential to make my large token production into huge creatures by adding multiple +1/+1 tokens at the same time. Elesh Norn, Grand Cenobite buffs my board and weakens my opponents' boards (while providing a stumbling block to opposing tokens). Elspeth, Sun's Champion has an emblem that permanently buffs my board and grants flying.
Standard doubling effects are at play in this deck, with the trio of Parallel Lives, Anointed Procession, and Doubling Season. To add to these, I have included Primal Vigor (which can also help opponents in some cases), as well as Mana Reflection and Mirari's Wake to double up my mana production.
I have a few options for both targeted and board removal, mostly designed to favor my board specifically. Oblation, Krosan Grip, and Swords to Plowshares provide some targeted removal at instant speed, while Decimate and Aura Shards offer somewhat wider removal but generally only during my turn. If I need to clear the board, I have Retribution of the Meek, Citywide Bust, and Fell the Mighty which will leave behind most of my creatures (if they haven't been buffed too high), and Hour of Reckoning which will take out everything that isn't a token. Finally Elspeth, Sun's Champion can be used to take out larger creatures if necessary.

While not technically removal, Glare of Subdual lets me tie up opposing creatures by tapping a handful of tokens.

To make sure I can get the cards I need, I have Worldly Tutor and Enlightened Tutor for direct searching, Sylvan Library and Abundance which are strong alone and game-breaking when combined, and Recycle which - while limiting my hand size - produces a tremendous amount of draw power. Huatli, Radiant Champion is very easy to ultimate in this deck, which generates a ton of draw, and Skullclamp naturally fits a token theme for another great draw outlet.

So that's about it. Let me know what you think and thanks for reading!

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

53 - 0 Rares

16 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.30
Tokens Angel 4/4 W, City's Blessing, Copy Clone, Dragon 1/1 RG, Emblem Elspeth, Sun's Champion, Emblem Huatli, Radiant Champion, Kobold 0/1 R, Ogre 3/3 R, Pegasus 1/1 W, Plant 0/1 G, Saproling 1/1 G, Snake 1/1 G, Soldier 1/1 RW, Soldier 1/1 W, Spider 1/2 G
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