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1 year ago  ::  Apr 12, 2012 - 12:04AM #1
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295
The last of the four decks bubbling around in my head ATM... I think I can actually build this one in the next week or so.
(The other three are the Grixis Galvanoth deck, the Stalkers with Swords deck, and the Golgari reanimation monstrosity... I need to update each of them shortly!)

Token Resistance v0.1
4 Mana Reflection (Mana accelerant)
4 Awakening Zone (Token and mana accelerant)
4 Parallel Lives (Token accelerant)
2 Aura Shards (Lotsa token creatures flying around... this is too good to leave out)

2 Path to Exile (Removal)
2 Swords to Plowshares (Removal)
1 Gelatinous Genesis (Potentially game-winning token generation)
2 Tangle (Fog/stall)
1 Moment's Peace (Fog/stall)
1 Blunt the Assault (Fog/stall)
2 Mine Excavation (Recur the important pieces of the deck)
1 Garruk Wildspeaker (Planeswalker who fits like a glove)

4 Orochi Hatchery (Generate freaking insane numbers of snakes)
4 Snake Basket (Generate a non-repeatable freaking insane number of snakes)

4 Deadly Recluse (Early defense)

4 Oran-Rief, the Vastwood (Token buffer)
4 Gavony Township (Token buffer)
4 Terramorphic Expanse (Colour fixing)
5 Forest
5 Plains

The Game Plan
Win by powering out Gelatinous Genesis , Snake Basket and/or Orochi Hatchery with Parallel Lives out and X=.
We stall in the meantime with Deadly Recluse , removal and fog effects.

Weaknesses?
This should play like some sort of weird MP TurboFog variant... stall until you have your wincon. But do we have enough stall here? If not, what do we remove? I can throw more Blunt the Assault s, Constant Mists , Lull s, Holy Day s etc. in here if we really want to go all out on the fogs.
~ 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

Multiplayer Best-Of-Set Vote Threads Show
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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)

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1 year ago  ::  Apr 12, 2012 - 1:35AM #2
slave
Date Joined: Jul 22, 2011
Posts: 1,325
I guess this will depend a lot on what your playgroup is like.
In my group, I know I would run into a few more aggro/beatstick decks that cheat fatties out early and then they'll thwack the easiest target.
Deadly Recluse is nice for this - but with only four of them, maybe include a couple Basilisk Collar to equip to a stay at home token for safety?
Maybe a few Kessig Recluse aswell?

Considering how nasty a Day of Judgment / Black Sun's Zenith etc. is to token strategy, maybe include a few Ghostway to keep board control?    
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1 year ago  ::  Apr 12, 2012 - 6:15PM #3
Tich
Date Joined: May 27, 2006
Posts: 2,105

I like the concept of building a resilient token deck, but I feel like you've missed the mark with this one. You have a ton of very bad defensive cards, why not use token makers for defense? Why are you filling a token deck full of Fogs and Swords and Spiders when you can just fill it full of token producers and use those warm bodies to protect you? Kazandu Tuskcaller , Imperious Perfect , Ant Queen , Squirrel Nest , Master of the Wild Hunt , Jade Mage , Sprout Swarm , Wurmcalling , Orochi Eggwatcher , Night Soil , Mayor of Avabruck , Centaur Glade , Mitotic Slime , Rampaging Baloths and so much more all comes to mind for Green cards to consider. Mobilization , Luminarch Ascension , Sacred Mesa , Thraben Doomsayer , Captain of the Watch , Increasing Devotion , Kjeldoran Outpost , Hour of Reckoning , Elspeth Tirel , Martial Coup , etc. all comes to mind as good White cards. I just don't see why you wouldn't load up on Token effects in a token deck.


Awakening is GODLY in "my style" of deck, so consider it if you go with that route. Yeah, it's every bit as stupid as it sounds, especially if Sprout Swarm and Wurmcalling and such are involved. Beastmaster Ascension and Intangible Virtue are both amazing as well. Skullclamp is indeed the nuts, but Fecundity and Overwhelming Instinct can both be powerful at times too. Mentor of the Meek is also solid.

My guide to Black multiplayer cards and strategies:
http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706

My guide to Red multiplayer cards and strategies:
http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879

My guide to White multiplayer cards and strategies
http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211

My guide to Green multiplayer cards and strategies
http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies
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1 year ago  ::  Apr 12, 2012 - 9:59PM #4
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295
@Slave: Ghostway + tokens is a bombo -  the tokens never come back, as they've changed zones. Otherwise, yeah, I'd be all over it.
Good catch with Basilisk Collar , though - about to get one in the mail, and it definitely deserves to be in here.

@Tich: My main issue here is going to be dealing with fliers. I'd like to think I have enough ground defense as is, but in my meta, if I don't have decent early defense against flying, I shall be toast. Of all the awesome token generators you've listed, the only ones that can produce flying tokens in a timely manner are Sacred Mesa and Luminarch Ascension . I considered the Mesa, but I've only got a singleton copy. The Ascensions I currently have sitting in another deck, and they do tend to draw early hate moreso than normal, so I'm not sure if that's the optimal solution here. Hence, we have Deadly Recluse , who comes down early and deals with fliers particularly well.
About the only other token generator I can find that might be worth its salt in this situation is Twilight Drover , but even that might be too slow.
So I'm left with fogs and removal, or early or creatures with flying or reach.
The other creatures that have potential...
~ 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

Multiplayer Best-Of-Set Vote Threads Show
Now Playing... Show
Previous Multiplayer Concoctions Show

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)

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1 year ago  ::  Apr 13, 2012 - 12:33AM #5
slave
Date Joined: Jul 22, 2011
Posts: 1,325

Apr 12, 2012 -- 9:59PM, CadaverousBl00m wrote:

@Slave: Ghostway + tokens is a bombo -  the tokens never come back, as they've changed zones. Otherwise, yeah, I'd be all over it.





Hmmm.  Learn something new everyday! 

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1 year ago  ::  Apr 13, 2012 - 7:02AM #6
Tich
Date Joined: May 27, 2006
Posts: 2,105
Fogs still seem like a terrible answers to fliers. You're losing entire cards to stop single combat phases from single opponents. Attacking you every turn would always be the right play because you'd run out of answers long before you ever stabilized enough to play your "big" cards. What about stuff like Raking Canopy , Downdraft , Hurricane , Whirlwind , etc. instead? It would be nice to come up with permanent solutions to the problem.
My guide to Black multiplayer cards and strategies:
http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706

My guide to Red multiplayer cards and strategies:
http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879

My guide to White multiplayer cards and strategies
http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211

My guide to Green multiplayer cards and strategies
http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies
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1 year ago  ::  Apr 13, 2012 - 7:19AM #7
XavarirX
Date Joined: Jul 31, 2009
Posts: 71
Sigil Captain might be of some use to you? Works well with Snake Basket and Orochi Hatchery . 
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1 year ago  ::  Apr 13, 2012 - 4:14PM #8
Keino
Date Joined: Aug 27, 2009
Posts: 2,940
I'm surprised nobody has mentioned glare of subdual or nullmage shepherd . True, the shepherd isn't that great if you're already running aura shards , but the glare is a lifesaver. Tich, mentioned most of the other cards in my G/W token deck. I use raise the alarm and scatter the seeds to quickly get a board position, then once I've cleared the board with hour of reckoning or martial coup , that's when I'll attack, unless I draw an overrun first, either way. You might want to take a look at the new spoilers for AVR, there is a certain "crusade" that might give you all of the pump you'll ever need.
HOW TO AUTOCARD!
When posting in a text box, type [c]Plains[/c] to make your post show Plains .
Are you making a casual mill deck? Please read. Show

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 scour s 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 x 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[/c], 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 new 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!

Color Pie Qualities Show

: Order, Law, Faith.
: Knowledge, Artifice, Control.
: Corruption, Death, Self-Interest.
: Freedom, Destruction, Victory.
: Nature, Growth, Life.
: Progressive, but too controlling.
: Focused, but short sighted.
: Skilled, but hypocritical.
: Unified, but without a sense of self.
: Cunning, but devious.
: Inquisitive, but incautious.
: Rational, but impulsive.
: Powerful, but spiteful.
: Instinctive, but selfish.
: Fearless, but reckless.

Fun Show

Name: Keino
=100                               Class:
x 236                     Diety:
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Weapon: Staff of Fire (=2xdmg/=4+3 dmg)
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1 year ago  ::  Apr 15, 2012 - 1:23PM #9
Elder_Kraken
Date Joined: May 1, 2008
Posts: 651
I have two token decks, one saproling based, the other planeswalker based.

Cards that generate tokens (oodles of them) in my saproling deck:
Doubling Season , Thelonite Hermit , Nemata, Grove Guardian in conjunction w/ Gaea's Cradle , Saproling Symbiosis (double your creatures, anyone?), Necrogenesis in conjunction w/ Damnation and Grave Pact to keep tokens streaming in, Verdant Force tricked into play with Hypergenesis , Verdeloth the Ancient , and finally Ulasht, the Hate Seed .  Cards that take advantage of these saprolings: Deathspore Thallid (in lieu of any fogs, for me), Elvish Farmer , Psychotrope Thallid , Nullmage Shepherd .

Cards that generate tokens in my Emperor's deck:
Elspeth, Knight-Errant , Garruk Wildspeaker , and Nissa Revane (OK, not really tokens, but just as good.)  I pump them w/ Ajani Goldmane and Contagion Engine to hyper-accelerate growth.

I'm not saying you should use any of these specifically, but the lists above didn't have all of these, and you might like some of these cards for consideration.  Saprolings and soldiers in particular really have some amazing development.  Cheers.
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1 year ago  ::  May 25, 2012 - 1:41AM #10
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295
This got its first run last night, and it was EPIC, so time for an update.

My starting version is running only two Orochi Hatchery and a single Snake Basket - that's all I've got for now. I was about to source more copies. In the meantime, I subbed in Sprout Swarm - something I wasn't too sure about doing, as I find it almost an infinite combo, and therefore a bit lame.
I also took the advice of you good people, and dropped a large chunk of the fog effects for some more offensive stuff - Skullclamp , Raking Canopy and Nullmage Shepherd are now in, and I'm pretty sure I am solely running Constant Mists (along with perhaps singletons of Tangle and Blunt the Assault ... I'll have to check).

... and then last night happened. Show

Three-on-three team game, with a starting life total of 60 (essentially 3HG).
The deck goes Turn 1 Clamp , Turn 2 Deadly Recluse , Turn 3 Raking Canopy , Turn 4 Awakening Zone - a good setup in many aspects, as there's a Thieving Magpie across the table that our blue player was banking on.
Then the world goes bananas.
One of the guys across the table is playing a group-hug red burn deck - drop Mana Flare and Font of Mythos , then get Warstorm Surge on the table and burn people to death with Elemental Appeal , Ball Lightning , Thunderblust ...
... so he drops Font of Mythos . My card advantage goes through the roof. Other than this, not much is happening - the blue player is trying to steal things with Dominating Licid , but can't get through with anything he can steal.
Turn 5, I sac my new spawn token from Awakening Zone to resolve Mana Reflection . Blue player freaks out and destroys it in his turn. Little does he know I've got another in hand.
Turn 6, I play another one. We get swung at with an Ulamog's Crusher the Licid stole, and I lose the Clamp and a land, but the Reflection is staying out, so I don't stress.
Turn 7, two of my three cards are the other two Mana Reflections. And the third is a Mine Excavation to get the first one back! I manage to get all four Reflections on the table by the end of the turn. My teammates are looking at me admiringly, wondering what I'm going to do next. My opponents are resigned to the fact I have massive gobs of mana next turn.
Turn 8, I drop two Parallel Lives and Garruk Wildspeaker , and then resolve Sprout Swarm 68 times. My opponents freak out and DoJ .
Alas, Sprout Swarm is still in my hand. The next turn, I resolve it 96 times, and activate Oran-Rief, the Vastwood for good measure.
My opponents can do nothing to stop it (they're relying on single creature removal and theft... removing 96 in a single turn was something they could only handle once).
Turn 9, I untap, activate Gavony Township and Garruk Wildspeaker 's ultimate, giving myself 96 6/6 tramplers. My teammate resolves Gisela, Blade of Goldnight for kicks, and we swing for 1152 trampling damage on Turn 9. GG!


So my new line of thinking is that Sprout Swarm and Gelatinous Genesis are perhaps more effective options here than Orochi Hatchery and Snake Basket (which are both obviously more prone to removal, though the Hatchery moreso). I'm wondering if I should be running two each of the four options for variety and good measure. Either way, the first run was an epic and very, very promising one (even if it was partially fuelled by gas from Font of Mythos ).
~ 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

Multiplayer Best-Of-Set Vote Threads Show
Now Playing... Show
Previous Multiplayer Concoctions Show

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)

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