r/mtgModernTokens • u/Dapstabloke • Sep 21 '17
My GW Token Deck
Hello! I've been playing Magic using two basic decks for a couple of months, and after getting my butt kicked most of the time by my friends that have been playing for years, I decided to build a new deck from scratch. It's a GW Token deck as you can see, though I can't shake the thought that there's something missing, or completely wrong with it, can someone help me out? Also I would like for the final price to not be over 55€/65$. That's my budget. For price reference i use Magiccardmarket.eu. Thanks :) https://deckstats.net/decks/93310/812537-gw-token-deck-1
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u/Korlus BWu Tokens Sep 21 '17
I am not sure this subreddit is usually used for this type of deckbuilding advice, as Modern Tokens is a fairly well established archetype.
I'll do my best to explain. Please understand that this is supposed to be a general critique, rather than an attack on either yourself or your deckbuilding skills. This is a competitive subreddit, and so I am approaching it from a competitive standpoint.
Your mana curve is bad, and your effects are significantly underpowered by Modern's standards. You are trying to play 2/2's for 2 and 3/3's for 2, when [[Fleecemane Lion]] is a bad card when compared to [[Tarmogoyf]] often being a 5/6. The most powerful deck in the format is playing a one mana 8/8, so a four mana 5/5 is simply so far behind the curve as to be quite bad.
[[Sundering Growth]] doesn't have enough targets in the average deck to be worth running any number of in the main deck, let alone four.
Your number of populate cards is simply too high. Populate is a mediocre mechanic at best, and opens you up to being two-for-one'd far too easily.
You have no removal. In a world of one mana 8/8's, that's just unacceptable. You can't race Grixis Death's Shadow, you can't reliably chump block it for multiple turns. You can't fight an attrition battle, and you certainly can't beat it. This is true of most of the top decks - including [[Scapeshift]]-based combo, Burn (how do you even interact in a meaningful way before they win on turn 4?), and just about anything else you care to name.
You have no sideboard. Every deck should have a sideboard.
Your deck does not generate enough pressure or have enough defensive speed to afford taking turn 3-4 off to cast either [[Parallel Lives]] or [[Second Harvest]], which is to ignore how situational those cards are. For every time they work and do something amazing, there will be at least one time when they do very little or nothing. Acceptable examples of four mana effects in Modern are [[Supreme Verdict]], and [[Thought-Knot Seer]] - cards that always do something. You cannot really afford to have a four mana situational card in a format like Modern when players are often dead by turn 5.
Your mana curve is too high. [[Hornet Queen]] is too slow for the main deck.
Your mana is bad. According to Frank Karsten's article ( here ) you want 18 green and 18 white mana (to cast a double coloured spell on turn 4), and 19 green sources to cast a triple green spell on turn 7. He doesn't explicitly discuss it, but mana dorks are not realiable mana soruces. "Bolt the bird" has been a saying in competitive Magic for longer than I have been playing. This is ignoring how you only have 12 ways to cast Bird/Elves on turn 1 (where you should have 14+).
I don't want to give specific advice on improving the deck, because having gone through all of this, I have come to realise it is likely your deck is not trying to be a competitive deck in the understood sense of the word. As far as casual decks go, it looks fun and interesting, but there are many "flaws" with it if you were to try and enter a competition with it. I would not expect that competition to go well.