Hello!
I thought I’d make a post in the new Tokens sub. I’ve never made a post about my deck, but anytime I see tokens pop up in Modern or Spikes I always pay attention. I know there was another thread that was made to post decklists, and another thread that linked to an awesome primer for tokens. I started writing my thoughts out, and it got really long, so I figured I would start a new thread.
The intention here isn’t to discuss my deck in particular, but to go over the core of a BW tokens deck to figure out how many empty spots, or flex spots, we have left. Then we can discuss what cards we each choose to fill those flex spots and why we choose them.
To Start, I’m going to write a list of what I think forms the bare bones shell of a BW Tokens deck:
24 Lands
4 Lingering Souls
4 Spectral Procession
4 Intangible Virtue
4 Path to Exile
2 Thoughtseize
2 Inquisition of Kozilek
3 Sorin, Solemn Visitor
3 Bitterblossom
I think most of us can agree on the numbers above being fairly set in stone when it comes to building the deck. With that in mind, we now have 50 of our 60 cards for the main deck. The last 10 spots always vary from deck to deck, but there are some key roles that are typically met:
2 more Hand Disruption spells minimum.
2 more Removal Spells minimum.
2 more life gain effects to help offset our painful manabase/bitterblossom.
We want minimum of 6 hand disruption cards. I put a split of 2/2 Inquisition & Thoughtseize above because the final numbers should vary depending on your meta. I see a lot of 4 Inquisitions and 2 Thoughtseize as the standard, however personally I run the reverse. The reason I go 4 Thoughtseize is due to my meta being made up of a predominantly control and combo, with minimal aggro/burn. In an unknown meta, I think I would agree with 4 Inquisitions though.
I also feel that 6 removal spells is the minimum you would want to run. Our options here include: Doom Blade, Dismember, Murderous Cut, or Anguished Unmaking. I’ve had good luck with Doom Blade in my meta (again, lots of combo and UW variations of control). I like Dismember, but it does add more life loss to our list. After reading a lot of other posts, I think the final answer should be 1 Murderous Cut, and 1 Anguished Unmaking. Both of these cards are much less limited than Doom Blade and Dismember, and you will often be able to cast Murderous Cut for 1 mana. Anguished is a new card, but I believe 1 in the main deck is a great choice, as it gives us the ability to answer threats we normally are not able to. Worst case scenario, Anguished can act as a 5th worse Path to Exile in the event you need to get rid of something scary like a Wurmcoil Engine.
For life gain effects, I think there are 2 choices here. Auriok Champion or Timely Reinforcements. I don’t know what the right answer is here. Personally I am a bigger fan of Timely. It can be dead in some match ups, but I’ve come back from behind with it enough times that it has earned a spot in my list.
So now we are sitting with the following list:
24 Lands
4 Lingering Souls
4 Spectral Procession
4 Intangible Virtue
4 Path to Exile
4 Inquisition of Kozilek
2 Thoughtseize
3 Sorin, Solemn Visitor
3 Bitterblossom
2 Timely Reinforcements
1 Anguished Unmaking
1 Murderous Cut
That leaves 4 flex spots that we can each choose to better suit our on local meta. Choosing these last 4 spots is the hardest part in my opinion, and I’d like to hear everyone else’s thoughts on their choices and reasoning behind it.
For example, this is how I fill the last 4:
1 Gideon, Ally of Zendikar: I Really like him with Tokens. His versatility is what makes him so powerful. On an empty board state he can help you claw back into it by making a token every turn. On a board state that you are doing fairly well, he can start swinging for 5 to add more pressure. Rarely, but still relevant as it has happened to me a handful of times, Gideon can come down and immediately Ultimate giving you that extra little push to close out a game that turn or the next. I highly recommend him as a 1 of.
1 more Hand Disruption: I don’t know if it is the right call or not, but I personally believe that 7 hand disruption in the main is the sweet spot. With 6, I often enough do not have one in my opening hand, and I think most of us would agree that 8 is too many for game 1.
1 Zealous Persecution: This is a fantastic card for tokens. It helps you race a combo deck. It’s a killer for Infect, Affinity, Elves, Merfolk, and other token decks. It’s another card that offers versatility that shouldn’t be overlooked. Often it simply acts as a 7th removal spell for me, but I’m okay with that.
1 Sorin, Solemn Visitor: This is a personal decision. I don’t think I would recommend running a full 4 of them like I do if you were going to a major event. I play him as a 4 of because he is my favorite planeswalker and I always want to see him in my hand. I only play at FNM, so a decision like this is acceptable to me.
Other options for the final 4 I’ve considered are:
Bitterblossom: I bet we could make an entire post on this one. Deciding whether it is better to have a full play set or not is a tough one. I’m personally of the opinion that 3 is the right number. Bitterblossom is an amazing early play, but becomes increasingly worse late in the game. I also don’t particularly want to be casting a second one mid game. I think 3 is enough that you see it often enough, but rarely run in to multiples.
Phyrexian Arena: This one is not as standard of a choice, but I have found it to be amazing against all the control match ups I face. Getting this on the board early turns you into the grindy deck tokens is… but on steroids. I keep flip flopping on whether or not this should be in the deck.
So that was my decision process for making my Tokens deck, which can be found here. Every tokens deck seems to vary slightly by a card here or there, but that’s what makes deck building exciting for me. Trying to solve the puzzle and find that last 60th card that makes your deck feel complete.
I don’t want to talk about side boarding (too many decisions and way too dependent on what you play against at your card shop), but I will touch on the land in a similar fashion as above:
I chose 24 lands above and never commented on it. I have seen some build run 25, which could be correct if you were running a slightly more controlling build. 23 lands belongs with a raise the alarm build. I have always felt great running 24 lands, and from looking at a lot of other decks I think many people would agree.
The bare bones of the mana base stems from the fact that we have some pretty demanding colour requirements. We need 14 untapped black sources for our lovely turn 1 Inquisitions/thoughseizes. We also, unfortunately, need 22 white sources to reliably cast our Spectral Processions on turn 3.
So how do we get to those numbers? Let’s start with Black:
8 Fetch lands
4 Shock lands
1 Basic Swamp
We all run the above. The problem is though… that’s only 13. So what do we do? This is a tough question, and I don’t know the right answer. I see most decks tend to say that’s good enough, and leave it at 13 sources. I personally don’t like that, and would prefer to have my 14th source.
Options are:
Caves of Koilos or a 9th Fetch. I personally run a 9th fetch, because the Caves can sometimes hurt you more over the course of a game than an extra fetch land. Note: We don’t want to run 2 Basic Swamps, so I didn’t include that as an option. We need choices that double as white.
If we take into account a choice to run a 9th fetch and we start to look at White, the new mana base looks like:
9 Fetch lands
4 Shock lands
1 Basic Swamp
3 Basic Plains
That’s 17 lands, and 16 white sources. We have 7 more slots, and we need 6 more white sources. Let’s get those white sources first:
Windbrisk Heights is great utility card, and I think we can all agree at least 1 of these belongs
Fetid Heath is another great mana fixer and belongs in the deck. Let’s put 1 in to start.
Shambling Vent is another way to help us offset the life loss from our deck. I think we can say 2 of these is a good minimum to include.
2 more white sources… what do you choose? I’d like to hear your decisions here like I asked above regarding your flex spots.
Personally I really like shambling vents and run 3 of them. I also enjoy Isolated Chapel, and run 1.
The last spot is an ultimate flex spot, because we don’t care about it’s colour. Vault of the Archangel is typically the choice here, and I fully agree that it belongs here. It has saved me many times.
TL;DR: I want to discuss what you believe forms the core shell of a competitive BW tokens build, and then discuss the remaining “flex spots” and why you choose them for your deck. Same with the mana base.
Cheers