While I strongly believe that as long as you have fun with the cards you include in your decks, whether it be Tokens or any other deck, that's all that matters (unless of course you're playing at the competitive level). However, I also believe that some cards just don't belong in certain decks. So while I in no way intend to be the Magic Police and ruin your fun, if you intend to include any of these cards in your tokens deck, please at least consider the following:
Westvale Abbey
: A perfect example of a "looks good at first glance" card. When you first look at the card, it seems to be a great addition to our deck, as if Wizards of the Coast made this card with us in mind. But alas, I can assure you from personal experience that this is not the case. I tried so hard to make this card work in our deck, but despite all of my effort and how much I defended it, the card kept letting me down time and time again. Let's look at it piece by piece. First, it is a land that only produces colorless mana. Makes casting
Spectral Procession
by turn 3 slightly more difficult sometimes, but otherwise not a big deal. Second, it has an ability that if we pay 5 mana and tap it (so basically takes up a net total of 6 lands/mana sources) and pay 1 life, we can create a 1/1 Black and White Human Cleric Token. A land that creates tokens is sweet in theory, but not when it is executed like this, specifically in a format like Modern. All of this work and paying 1 life is a bit expensive when all we get for our troubles is a single 1/1 token. Finally, if we again pay 5 mana and tap it while also sacrificing 5 of our creatures, we can transform the land into
Ormendahl, Profane Prince
. Now this is a real flashy ability that is pretty cool, a 9/7 creature with Flying, Lifelink, Indestructible, and Haste! This ability looks great.....at first glance. It really is a shame, for the card is missing one keyword that stops it from being a great addition to our deck. That keyword is "Hexproof". If Ormendahl had Hexproof, you would not find this card where it is currently at in my guide. Unfortunately, since it does not have Hexproof, Ormendahl is vulnerable to frequently played cards like
Path to Exile
,
Cryptic Command
, and even
Vapor Snag
. Producing a creature that requires us to have at least 6 mana available (5 plus tapping the land itself) and essentially wiping most, if not all of our creatures off the board, and being vulnerable to such simple answers, causing all of this hard work to be for nothing is not worth including in our deck.
Dark Confidant
: An awesome creature that provides card advantage to decks like Abzan, Jund, and Mardu. However, there are cards in our deck that are dangerous to get from his ability. Primarily,
Spectral Procession
and its 6 converted mana cost.
Shrine of Loyal Legions
: Another card that looks great at first glance. However, when looked at closely, its true colors shine (yes I know it is a colorless artifact, but you know what I mean). The card is just far too slow to produce any significant value, and is weak against cards like
Cryptic Command
and
Kolaghan's Command
.
Sorin, Lord of Innistrad
: The inferior Black/White version of Sorin. Comes in with fewer loyalty points, makes smaller tokens that do not fly, no mass lifegain, and the little emblems do not have that big of an impact on the board. I have tested both extensively, and
Sorin, Solemn Visitor
is the clear winner.
Gather the Townsfolk
: Since our deck does not have any Human tribal synergies and does not consistently find itself with 5 or less life,
Gather the Townsfolk
is a lackluster sorcery speed token producer. If you really want to play a card like this, play the infinitely superior
Raise the Alarm
.
Monastery Mentor
: Like I said before, a big advantage that our deck has is that it takes away much of the effectiveness of our opponent's single target removal spells. Mentor is a 2/2 for 3 mana, with a token making ability that is fairly strong, to be fair. However, it dies to all of the popular removal in the format, including the not as popular removal spells like
Shock
. Since our deck can't run cards to protect it without deviating from our game plan, it is a creature that dies too easily and we waste 3 mana that we could have spent casting a
Lingering Souls
.
Elspeth, Sun's Champion
: Now don't get me wrong, this version of Elspeth is incredible with abilities that would really help our deck go above and beyond. However, the card costs way too much mana for our deck to consistently produce on time. Unfortunately, she'll always be the one that got away.
Orzhov Charm
: Does close to nothing significantly relevant for our deck. I can't really think of anything fun to end this description with, just don't include this card.
Tragic Slip
: While there are certainly worse removal spells in Magic that you could add, this card isn't quite what we want in our deck. In theory, a one mana spell that can potentially cause a target creature to get -13/-13 until end of turn is sweet and basically kills almost every relevant creature in Magic, it is not consistent enough to always get the full value of this card.
Harsh Sustenance
: Another card that seems great at first glance. However, it has a converted mana cost of 3, conflicting with
Lingering Souls
and
Spectral Procession
. It also requires a developed board full of creatures to be of any significant use. If you plan on using it for a removal spell, it takes casting this plus at least 4 creatures to kill something as simple as a
Wall of Omens
, and if you are planning on using it to drain your opponent, you need to cast this plus have at least 2 creatures you control on the field for it to drain them just as much as
Collective Brutality
does.
Blackmail
: The inferior hand disruption spell unless you play it when your opponent has 3 or less cards in their hand. Ideally, you want to cast a hand disruption spell turn 1, and by playing this, you give your opponent the option of having some control as to what you take.
Celestial Flare
: Inferior to
Blessed Alliance
in every major way. As far as making your opponent sacrifice a blocking creature, it then makes it inferior to all of our one mana removal spells.
Spear of Heliod
: While it does pump up our creatures, it comes down a turn slower than
Intangible Virtue
and its second ability requires us to leave 3 mana open and requires our opponent to damage us with a creature. Against decks like Infect, 1 or 2 attacks is sometimes all they need to win the game.
Smuggler's Copter
: Now let me preface this by saying Copter is in no way a bad card. It has proven to be a significant upgrade for certain decks, especially Blue-Black Faeries. It provides card draw and a solid early game beater. As I have said before, card draw is one of the few weaknesses Tokens has, and in theory, Copter could help with that. However, once I tested Copter, I realized that it wasn't a good fit for the deck. Our tokens get big fairly quickly, which lowers the value of Copter as a beater in our deck. While the card draw is certainly nice, we have little to no ways of protecting it against common cards like
Kolaghan's Command
and
Abrupt Decay
. One of the reasons it is great in Blue-Black Faeries is that they have access to counter spells that can protect Copter. I know that there is a shell of B/W Tokens that uses Copter, but it is pretty significantly different from this list that I would classify it more as B/W Control. In summary: it is a powerful card, just not in this deck.
Anointer Priest
: While this card does have the Embalm ability and an easier casting cost to meet than
Auriok Champion
's double white mana cost, it is still inferior compared to
Auriok Champion
in the end.
Anointed Procession
: I will admit that I was really excited about this card when it was first announced. Doubles the amount of tokens that our token spells produce AND has really beautiful card art? Sign me up! Unfortunately, my excitement clouded my ability to thoroughly inspect this card when it was first announced, so it was not until I tested the card out personally that I came to the following conclusion. In my personal opinion,
Anointed Procession
misses the mark to be Modern viable. Notice I did not just say it isn't really viable in BW Tokens, but in the Modern format as a whole. Allow me to elaborate.
Anointed Procession
is fundamentally the white version of
Parallel Lives
, a card that sees virtually no competitive play in the Modern format. The main reason behind this is that the card will not produce any value until after turn 4, providing that you hit all of your land drops up to turn 4 and have a way to produce tokens that doesn't cost mana on turn 4 after you play it or wait until turn 5. Therefore,
Anointed Procession
suffers from the exact same reasons. Modern is a fairly quick paced format (unless you are playing a Control deck), so a card that produces only moderate value so late in the game isn't something you generally want in your deck. Sure, you could put it in a deck that has a bunch of mana creatures like
Noble Hierarch
to ramp it out earlier than turn 4, but doing so means you have even less room for token producers to take advantage of
Anointed Procession
.
As a side note, though I do not feel it is Modern viable, it is VERY viable in the Commander format.
Parallel Lives
is already very prevalent in Commander, so token focused commander decks like
Trostani, Selesnya's Voice
and
Rhys the Redeemed
just became much more powerful by having access to another card that does the same thing.