I hate token and weenie decks

10 posts / 0 new
Last post
As the title states, I want to build a deck that is casual but deals with swarms of enemies. I would be playing this deck in a free for with 5 or 6 opponents. The decks I generally see contain some form of mass production. Essence of the Wild builds are commen. Cathars' Crusade inside a soldier or weenie deck is common as well. Oh yeh Luminarch Ascension is pretty common as well. Rite of Replication with Precursor Golem is another strong comboe that I see often. So I want a deck that deals with multiple of creatures. I ran across Leyline of Singularity and I thought that this card is exactly what I am looking for. Something that covers most every situation except the random big beater deck. Tokens seem to be taking over magic and I want a deck that can deal with all kinds of mass production. This is what I have come up with so far. I know it seems a little scatter-brained but that is why I am here. I need input on what to take out, what to put in, or should I head in a different direction all together. I remind you that this is casual but that don't mean non-competitive. I want something fun and obscur and I think so far this fits that mode. Thanks in advance for your suggestions. I will work on a budgetized mana base later, right now I am just trying to determine my direction.

With leyline of singularity, the hunted creatures practically pay for themselves. There are decks built around these cards to overwhelm a single opponent very quickly, though I'm not sure how it would play out in multiplayer.

Hatching plans x4 is pretty good draw.
Serum powder can make mulligans easier if you don't have the leyline in your opening hand. But I'm sure that additional draw will make up for it.

I think a quick gatherer search for better counterspells would do you some good. Also look at artifact and enchantment removal in green.
HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains.
Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
I think the counterspells are some of the best. I am not worried about creatures for the most part so negate is fantastic. I agree with artifact and enchantment removal. I should probably drop Crawlspace for that. I like hatching plans but like you said only with four of them in the deck. I don't know what 4 cards I could drop to squeeze them in but I will work on it. Thanks
You want to play Calming Verse to deal with your opponent's enchantments.  If your truly worried about a swarm of tokens, play something like Propaganda or Web of Inertia.  That would keep them at bay for awhile. Honestly i think the easiest way to deal with them besides the leyline you have would be mass removal.  Spells like Mutilate or Pyroclasm.

I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.


I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

How to autocard

Most important rule in autocarding is make sure you spell the card correctly.


Single Card

[*c]Forest[*/c] minus * = Forest




16 Forest

2 strip mine


minus * =

Card Nicknames [*c=Wrath of God]WoG[*/c] minus the * = WoG


Single Player Decks I'm currently playing

Assault of the Minotaurs

19 Mountain
4 Khalni Garden
1 Thawing Glaciers


4 Didgeridoo
4 Gorgon Flail
1 Konda's Banner
1 Tenza, Godo's Maul


4 Assault Strobe


4 Adaptive Automaton
4 Anaba Ancestor
4 Minotaur Aggressor
4 Talruum Minotaur
4 Gorehorn Minotaurs
4 Lord of Shatterskull Pass
2 Tahngarth, Talruum Hero

Rapid infenction


18 Forest
1 Inkmoth Nexus
1 Pendelhaven


4 Glistener Elf
4 Necropede
4 Ichorclaw Myr


4 Rancor
4 Might of Old Krosa
4 Griant Growth
4 Mutagenic Growth
4 Invigorate
4 Vines of Vastwood
4 Apostle's Blessing

Use your Illusion

18 Island
4 Halimar Depths

4 Krovikan Mist
3 Phantom Warrior
3 Phantasmal Dragon
4 Lord of the Unreal
4 Phantasmal Bear
4 Adaptive Automaton
3 Illusory Angel

2 Swiftfoot Boots

3 Sleep
4 Ponder
4 Muddle the Mixture

Goblin deck


16 Mountain

4 Goblin Burrows


4 Goblin Grenade
4 Goblin War Strike
2 Brightstone Ritual
2 Quest for the Goblin Lord


4 Goblin Bushwhacker
4 Goblin Balloon Brigade
3 Goblin Guide
2 Warren Instigator
4 Goblin Wardriver
4 Goblin Matron
1 Goblin King
3 Goblin Chieftain
3 Goblin Warchief
1 Siege-Gang Commander
1 Krenko, Mob Boss

Look out the Land is Falling

4 Evoling Wilds
4 Terramorphic Expanse
7 Plains
9 Forest

3 Vines of Vastwood
4 Cultivate
3 Groundswell

4 Oblivion Ring

2 Adventuring Gear

4 Steppe Lynx
4 Ruin Ghost
2 Baloth Woodcrasher
2 Rampaging Baloths
4 Emeria Angel
4 Vinelasher Kudzu

Ula's Deep Sea Drezins

18 Island
4 Halimar Depths

4 Inkwell Leviathan
3 Kraken Hatchling
3 Sage of Epityr
4 Stormtide Leviathan
2 Grozoth
3 Spiketail Hatchling
3 Cursecatcher

4 Quest for Ula's Temple

4 Preordain
4 Dizzy Spell
4 Clockspinning

Green Beatdown


18 Forest
4 Treetop Village

4 Vines of Vastwood
4 Rancor
2 Might of Oaks

4 Albino Troll
4 Groundbreaker
4 Llanowar Elves
4 Viridian Zealot
4 Pouncing Jaguar
4 Leatherback Baloth
3 River Boa
1 Mire Boa

Elemental Assault

16 Mountain
4 Teetering Peaks

4 Lightning bolt
3 Breaking Point
1 Warstorm Surge
4 Brute Force
4 Browbeat
4 Assault Strobe

4 Ball Lightning
4 Hell's Thunder
4 Blistering Firecat
4 Hellspark Elemental
4 Spark Elemental
2 Lightning Serpent

Death from the Sky

4 Glacial Fortress
4 Azorius Chancery
4 Seaside Haven
5 Plains
5 Island


4 Squadron Hawk
4 Soulcatcher
4 Judge's Familar
3 Augury Owl
3 Cloudreach Cavalry
3 Pride of Clouds
2 Emeria Angel
2 Aven Mimeomancer
1 God of Awe


4 Soulcatchers' Aerie
4 Oblivion Ring
2 Battle Screech
2 Airborne Raid


18 Forest

3 Garruk's Companion
3 Rogue Elephant
4 Silhana Ledgewalker
4 Skarrgan Pit-Skulk
3 Pouncing Jaguar
3 Quirion Ranger
3 Shinen of Life's Roar

3 Groundswell
4 Rancor
3 Gather Courage
3 Briar Shield
3 Vines of Vastwood
3 Fog

Multi-Player Decks I'm currently Playing


22 Swamp


4 Innocent Blood
4 Mutilate
4 Sign in Blood

2 Syphon Mind
1 Demonic Tutor
1 Vampiric Tutor

4 Necrogen Mists
4 Bottomless Pit
4 Shrieking Affliction

4 Wheel of Torture
3 Ensnaring Bridge
3 Bottled Cloister

Everyone Burns

18 Mountain
2 Valakut, the Molten Pinnacle
2 Glacial Chasm
1 Shivan Gorge

4 Aether Membrane

3 Sun Droplet

4 Quest for Pure Flame

4 Sizzle
4 Flame Rift
4 Browbeat
4 Flamebreak
4 Acidic Soil
3 Breaking Point
3 Breath of Darigaaz

Brewing a Storm

2 Glacial Chasm
3 Sunpetal Grove
3 Greypelt Refuge
4 Brushland
4 Forest
5 Plains

3 Wrath of God
2 Hurricane

2 Ghostly Prison
2 Titania's Song
2 Aura of Silence
2 Kismet
1 Fastbond


4 Fieldmist Borderpost
4 Storm Cauldron
4 Ankh of Mishra
2 Sun Droplet
1 Venser's Journal
2 Horn of Greed
4 Iron Maiden
4 Darksteel Ingot

Beast Gone Wild

3 Kessig Wolf Run
4 Contested Cliffs
4 Kazandu Refuge
4 Gruul Turf
1 Yavimaya Hollow
8 Forest


4 Krosan Warchief
4 Wirewood Savage
3 Ravenous Baloth
3 Rampaging Baloths
2 Spearbreaker Behemoth
2 Mold Shambler
2 Terra Stomper
1 Craterhoof Behemoth
1 Gruul Ragebeast
1 Silklash Spider
1 Copperhoof Vorrac
1 Ursapine
1 Molder Slug
1 Protean Hulk


4 Wild Growth
2 Warstorm Surge
1 Spidersilk Armor


2 Garruk, Primal Hunter

Elven Rythym Nation

14 Forest
2 Wirewood Lodge
1 Oran-Rief, the Vastwood
1 Pendelhaven


3 Joraga Warcaller
2 Ezuri, Renegade Leader
4 Priest of Titania
2 Fyndhorn Elves
4 Llanowar Elves
4 Wirewood Symbiote
4 Elvish Visionary
4 Elvish Archdruid
4 Sylvan Messenger
4 Imperious Perfect


1 Asceticism
2 Biorhythm
2 Hurricane
2 Eldrazi Monument

I want to drink your blood

18 Swamp
4 Leechridden Swamp
2 Cabal Coffers


4 Pulse Tracker
3 Blood Artist
4 Vampire Nighthawk
4 Malakir Bloodwitch
3 Falkenrath Noble
2 Bloodline Keeper


3 Underworld Connections
1 No Mercy
1 Phyrexian Reclamation


4 Syphon Soul
4 Blood Tithe
3 Exsanguinate

Draw equals Pain

1 Tolarian Academy
2 Sulfur Falls
4 Great Furnace
4 Seat of the Synod
1 Mikokoro, Center of the Sea
2 Deserted Temple
2 Reliquary Tower
3 Island
2 Mountain


4 Swans of Bryn Argoll
2 Jace's Archivist
2 Kami of the Crescent Moon
4 Psychosis Crawler


4 Howling Mine
4 Iron Maiden
4 Ebony Owl Netsuke
1 Ivory Tower


4 Winds of Change
4 Molten Psyche
2 Copy Artifact
2 Sunder
2 Cyclonic Rift

Rainbow Sliver

4 Ancient Ziggurat
4 Rootbound Crag
4 Overgrown Tomb
4 Sunpetal Grove
4 Breeding Pool


4 Muscle Sliver
4 Sinew Sliver
4 Gemhide Sliver
3 Winged Sliver
4 Crystalline Sliver
4 Homing Sliver
2 Heart Sliver
2 Acidic Sliver
1 Sliver Overlord
1 Essence Sliver
1 Necrotic Sliver
1 Harmonic Sliver
1 Brood Sliver
1 Shifting Sliver
1 Fury Sliver


3 Distant Melody
1 Creeping Renaissance


2 Door of Destinies


22 Plains
2 Emeria, Sky Ruin


4 Veteran Swordsmith
4 Daru Warchief
3 Field Marshal
3 Knight-Captain of Eos
3 Captain of the Watch
3 Catapult Master
2 Loxodon Gatekeeper
2 Angel of Glory's Rise
2 Stormfront Riders
1 Darien, King of Kjeldor
1 Odric, Master Tactician


4 Skullclamp
2 Eldrazi Monument
1 Mobilization


1 Elspeth, Knight-Errant

Life Test

16 Plains
4 Kabira Crossroads
2 Emeria, the Sky Ruin
1 Miren, the Moaing Well


4 Wall of Reverence
2 Divinity of Pride
4 Serra Ascendant
4 Martyr of Sands
4 Kami of False Hope


2 Test of Endurance
1 Idyllic Tutor
1 Enlightened Tutor
1 Beacon of Immortality
2 Fracturing Gust
3 Congregate
2 Well of Lost Dreams
2 Proclamation of Rebirth
4 Chastise
1 Elixir of Immortality
1 Debtors' Knell


1 Ajani Goldmane


I honestly think that besides Crawlspace / Propaganda effects, the best token defense here is an Evacuation-style spell. I'm yet to give Cyclonic Rift a go, but its versatility strikes me as making it a useful addition.
Between the countermagic you have onboard and the glorious Galina / Leyline combo, I don't think I'd be worrying about too much additional artifact/enchantment removal.
~ Guides I Have Been Silly Enough To Write ~
Budget Duals and Fetches in Multiplayer
CadaverousBl00m's Guide To Multiplayer Artifice
Multiplayer Tribal Format

~ Latest Multiplayer Ramblings: Appearing on my blog when I feel like it ~
Kitchen Table Pricewatch: Rise of the Eldrazi Post-Rotation
Kitchen Table Pricewatch: Worldwake Post-Rotation
Kitchen Table Pricewatch: Zendikar Post-Rotation
Previous Multiplayer Concoctions
Elemental, My Dear Watson (Rainbow Elementals)
Watch The Little Birdies! (Bird Tribal with Proliferate)
Kavu Kavu Kavu Banana (Kavu Predator aggro)
Faerie Bleeder (The "Death By A Thousand Cuts" Faerie deck)
Braaiiins! (Mono-black Zombie control)
Verhexterring (Jinxed Ring / Grave Pact)
Flourishing Blowflies ( -1/-1 Counters)
Between the countermagic you have onboard and the glorious Galina / Leyline combo, I don't think I'd be worrying about too much additional artifact/enchantment removal.

Emphasis mine - that IS glorious!

As it is MP, what about Reins of Power to use those tokens against a third person?  Bounce is likely more effective, though.


A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama. www.zombiehunters.org for all your preparation needs. http://shtfschool.com/ - why prepping is useful, from one who has been there.
I think CadaverousBl00m is on the right track: Propaganda and/or Crawlspace help keep tokens down. Then Echoing Truth to ruin the token players' day and it works great against Essence of the Wild.

As for the deck, some of your 1-ofs seem odd:
Braids- should probably go
Kami- is just a vulnerable Howling Mine
Reki- just seems too cute, I would just play some draw Preordain, Compulsive Research, Tidings
Jin-Gitaxis is a billion mana, though awesome, but I would rather play something smaller and castable
Iwamori- if your group plays few legends then go for it, otherwise find something else. 

I think you may need some more land animate effects if you want to go that route, Natural Affinity or Rude Awakening can help you get there with the lands.

Face it, you're pretty much here as a meat shield.


If you are at Georgian Court Univeristy or Monmouth Univeristy PM me. If you are out by York College of PA, I can help you reach the group there.

No one mentioned AEther Snap and Echoing Truth yet.

Above all: besides including a way to deal with tokens, don't forget about your own gameplan.


To autocard: [c]Killer Whale[/c] ⇒ Killer Whale

Don't go to narrow, you want effective answers that scale well.

Echoing Truth
Cyclonic Rift
Ratchet Bomb
Oblivion Stone
Austere Command
Sign In to post comments