Introducing Toski, the Tribal Tron of Squirrelliness

DISCLAIMER: I'm aware the deck isn't EDH Legal due to Earl of Squirrel . My play group doesn't mind this card, so I have it in my deck. Obviously feel free to replace it as you see fit to make yours 100% legal.

This Deck Tech has drastic changes to the schema of my original squirrel tribal EDH. Here, while it can still go wide with squirrels, a large focus has shifted to Toski himself. Its now a hybrid tron-tribal with a few strategies depending on the match up you're in. Let's check it out.

Alright, this deck has gone through several iterations culminating to what you see before you today. Each card in this deck, from the minimal creatures, to the power ups, to the ramp, protection, and even the lands, has been meticulously chosen to serve a purpose. When you play this deck, you'll have several options for audible-calling to strive for that "W", but even on matches you lose, you'll have a heck of a fun time playing! That aside, you'll find your most viable strategies below.

1. The Toski-Tron

Of course, the first and foremost way to win would be via Commander damage with Toski. Load him up with the various enchantments and artifacts outlined in the Building the Squirrelly Tron section below, and you're gold. He already has to attack every turn, and he's indestructible. If they block, good for them. He won't die in combat anyway. And sooner or later he'll be tough enough to take down the blockers and get at their controllers. Plus, if you can manage to get Canopy Cover on him... they can't even block him anymore, nor can they put spells on him. Unstoppable.

2. The Tribal Army of Furry Greatness

On the flip side to the first option, you could win with all of Toski's squirrelly minions, ie, tokens. There's enough tribal upgrades in the deck (detailed below in the Power up the Squirrels! section) to make the tokens a truly formidable force. Multiply them profusely, amplify them greatly, and--heck--instead of Canopy Cover , throw the Lure on Toski, and suddenly the squirrels have an open gate to the enemy!

3. The Squirrelly Infection

Infect was what first got me into Magic: The Gathering many years ago. Its still a mechanic that's very dear to my heart. But, as most Magic players are aware, too much Infect turns friends into enemies fast. This deck doesn't do that. But it does give you the possibility to pull it off. Build up a squirrel army, with even just a little bit of +/+, then throw out Triumph of the Hordes and win on one attack with poison counters. And/or, give them all Deathtouch with cards like Bow of Nylea or Ohran Frostfang ; then, have Fynn, the Fangbearer out to ensure that any player damage is also 2 poison counters each!!


These last 2 ways to win aren't quite as viable, but when they trigger they feel SO GOOD. Fortunately for your opponents, the odds are pretty low. Otherwise, you may find more reasons for your friends to stop hanging out with you.


4. One. Life. At. A. Time.

This strategy has the potential to trigger on or even before turn 5 if ALL your cards land perfectly. If not, if ever and whenever it triggers, its gonna make people made. This strategy is simply getting Worldslayer on Toski, then landing a single hit on any player. That's it. Toski and Worldslayer (and any other indestructible permanents at that time) get wiped from the board. More often than not, its near everything. Toski MUST attack every turn, they no longer have blockers, or lands, or anything for that matter, so every attack lands a hit; and anything they got out goes away again. Is it fast? Not a chance. One life at a time for each opponent. Is it effective? Absolutely.

5. The Combo

Finally, we come to the last, least-likely way to win. No. 4 above requires getting a single card out. This one, however, requires specifically getting 2 cards out of the 99 on the board. But its the combo that doesn't require any introduction to the squirrel tribal players of the world: Squirrel Nest + Earthcraft = Infinite Squirrels. The former taps a land to create a new squirrel. The latter taps the new squirrel to untap the land. Repeat x 10,000. Game over.

Toski, Bearer of Secrets is the perfect candidate for a Tron. He's only CMC 4, and an underestimated 1/1 grounder. But, he has so much to him.

  1. Can't be countered.
  2. Indestructible.
  3. Has to attack every turn.
  4. You draw a card for every creature that hits the opponent!

That's insane! Yes, he's only 1/1, but the fact that he is indestructible and must attack makes you want to buff him like crazy.

So how are we buffing him? A ton of enchantments and artifacts set up Toski for various levels of +/+.

But many of these also provide secondary effects. Basilisk Collar & Shadowspear are two ways to give him lifelink, but also deathtouch and trample, respectively. The latter of which also can disarm the enemy to an extent. We've got a lot of ramp help with Sword of the Animist & Bear Umbra , as well as some draw protection with Skullclamp .

Finally -- we've got the push/pull of Canopy Cover and Lure . The former gives Toski hexproof and unblockable, both of which are crazy when coupled with his indestructibility. On the other hand, couple indestructible with the latter card, and suddenly you've got an unkillable diversion for the squirrel army to attack instead. Multiple strategies to win here.

And of course, there's Worldslayer , which is gone over in the Ways To Win section above.

Well, this part is pretty straight forward. We've got all of the staples in any squirrel tribal deck. So if you're already familiar, you can probably skip this section.

If you're new to squirrels--which I was when I built my first version of this deck--news flash: there aren't a ton of options for squirrel creatures. What we have instead are a number of ways to generate 1/1 squirrel tokens.

Acorn Harvest & Chatter of the Squirrel are your main sorceries for one-off squirrel generation. The former of which has flashback, so that's nice. For more consistent squirrel gen, we've got Squirrel Nest & Squirrel Wrangler . Next we've got the two Hermits ( Deep Forest Hermit & Deranged Hermit ). Both of these have some kind of sacrifice possibility, but they both bring 4x squirrels into play, and grant +/+ to the tribe. Nut Collector gets you a squirrel every turn, plus more tribal +/+. We've also got ways to make more squirrels when we take hits with Druid's Call & Liege of the Hollows . Finally, we've got just.. a... squirrel... with Krosan Beast ... except, somehow its a BEAST of a squirrel.

Some cards worth mentioning separate from the pack above are the following --

Acorn Catapult is more each-turn squirrel gen. Throw the hit on Toski or yourself even, and you get a token.

Earl of Squirrel is an unsanctioned card. Yes, I'm aware. Feel free to replace this if you'd like, but in my playgroup, no one cared that I kept this in my deck. We don't have a ton of legal squirrel cards, and this one doesn't have any weird abilities to it. Its a +/+ for the tribe, and has Squirrellink. Like lifelink, but instead of life you get more squirrels!!

And, of course, we have all of the necessary token growth cards: Doubling Season , Parallel Lives , Primal Vigor , and Second Harvest .

In the original iteration of this deck there were a number of tribal staples like Door of Destinies and various other changelings like Metallic Mimic , but I opted to remove them in favor of really honing the deck in on the tron aspect more, as well as better ramp and protection. Because of these choices, you'll find the strategies in the Ways to Win section are truly viable.

That said, we kept some of those cards, as well as brought in others to synergize better with other parts of the deck.

Adaptive Automaton is still here instead of Metallic Mimic b/c I felt giving +/+ to squirrels already on the battlefield was more beneficial than to only squirrels entering. Especially since there are really very few squirrels/changelings in the deck to begin with anymore.

Otherwise, some of the tribal staples we have are Caged Sun & Coat of Arms . The former also gives us great ramp. The latter I kept instead of Door of Destinies b/c--again--not a ton of squirrels/changelings to cast to pump up Door of Destinies. Whereas, Coat of Arms can beef everyone up with token duplication as well. Additionally, for a tribal squirrel deck, you gotta have Squirrel Mob of course.

Beastmaster Ascension is great for any green deck trying to beef creatures. This is both a benefit to the squirrel army, as well as even just Toski, especially since he must attack every turn anyway, giving us at least one quest counter every turn.

Bow of Nylea is great, especially when coupled with the Trample-givers like Thunderfoot Baloth and Triumph of the Hordes . And when you consider how tough any given squirrel and/or Toski can get, imagine how unsuspecting a win can be with infect via Triumph of the Hordes. And if you don't pull Triumph, there's also Fynn, the Fangbearer , which we talked to more in the Ways to Win section as well.

Let me begin this section by stating that Asceticism is a must for any deck with green in my opinion. Granting all your creatures hexproof? We've already got this for Toski with Canopy Cover , so why not cover the whole army??

Alright, with that out of the way... If you're new to Tribal Squirrels... Let me tell you: one of the biggest ways to get shot down is with enchants, artifacts, or creatures with flying. Our response? Load the deck with protection against exactly those things! Barrier Breach , Broken Wings , Caustic Caterpillar , Crushing Canopy , Crushing Vines , Krosan Grip , Mystic Repeal , Raking Canopy , and Spring Cleaning ... That's a lot for those 3 things.

"But Skwirls, why that much? Why not protection against other creatures, for example??"

Seriously, Folks. We already talked to the Ways to Win earlier above, but simply put, playing this deck right, Toski will protect you against a ton of other potential threats. Is the deck fool proof? Far from it. Can you think of better protection to put in this deck? I've no doubt. But based on my matches so far with this deck, even your losses feel victorious b/c of the versatility this deck already has. Trust me. That said -- PLEASE PLEASE PLEASE feel free to give more suggestions in the comments! I'm more than welcome to them :)

Oh PS: We also have Pariah's Shield for protecting yourSELF from damage as well by redirecting to Toski, who'll survive the hit! ;)

Ok, so we have built-in draw with Toski as is of course, assuming we can hit the opponents with SOMEONE. So there's that. Then we've got other random parts of the deck with additional draw capabilities. A couple of the cards specifically for that purpose include Ohran Frostfang & Shamanic Revelation . The former of these also gives deathtouch, the latter also heals us. Plus the Tron card Skullclamp in case Toski dies.

But specifically for land tutoring, we've got a few here. Cultivate , Kodama's Reach , & Sakura-Tribe Elder . Not to mention the Tron card Sword of the Animist as well.

Then we've got some great pieces for general mana gen -- Cryptolith Rite , Earthcraft , & Wild Growth . Cryptolith Rite and Earthcraft are both great, especially if you're going the route of just attacking with Toski in a particular match. Both essentially mean that your squirrel tokens have become part of your mana pool. Not to mention you've also go the Tron card Bear Umbra , which gives you all of your lands back for Main Phase 2. And then we've also got Seedborn Muse , which gives us our lands (and everythings) back to a usable state every player's turn!

Finally, we have a couple solid creature tutors with Green Sun's Zenith and Growing Rites of Itlimoc  . The former is reshuffled into your library for another use later. The latter turns into the "poor man's" version of Gaea's Cradle (which is NOT in this deck), which is relatively easy to do with the token generation we have. Imagine transforming that guy into Itlimoc, Cradle of the Sun early-ish game, and now suddenly you can tap one land for a mess load of b/c of all your tokens??? Oh yeah.

Ok, so lands are pretty straight forward here. Aside from the poor man's Gaea's Cradle we have with Itlimoc, Cradle of the Sun mentioned in the previous section, its a Mono- deck, so nearly everything is a forest. 26 to be exact. And the rest of the lands really aren't the highly-sought-after, expensive ones either.

We've got the 2 EDH staples in Evolving Wilds and Terramorphic Expanse of course. Basically filler land cards to increase your draw chances for the match.

Then we've got another EDH staple with Sol Ring , which yeah, its technically an artifact, but you know. We've also got Jungle Basin which is a 2 for 1 land on the next turn.

And all of the remainder of the lands have some sort of side ability to boost Toski or a squirrel. Forge of Heroes gives a colorless or +/+ counter for Toski. Oran-Rief, the Vastwood is a that can also give counters to creatures. Path of Ancestry gives a G, but if we cast a squirrel with it, we can scry 1. Pendelhaven gives a or gives a 1/1 creature +1/+2.

Then we've got the other utility lands like Reliquary Tower , Scavenger Grounds , and Swarmyard . The first means that with ALL of our card draw, we no longer have to discard. The second prevents players for using their graveyards up to this point in the match. And the third can regenerate a member of our army.

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96% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

40 - 0 Rares

16 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.30
Tokens Copy Clone, Squirrel 1/1 G
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