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Token White

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Token White

Postby Corwin72 » 14 Jan 2010, 23:01

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Re: Token White

Postby Mr.Chaos » 15 Jan 2010, 07:12

I like the idea of overrunning your opponent with tokens and this deck looks like it could work. But I fear your mana base is a bit weak.
8 fetch lands seems nice but that means 8 cards that do not give mana.
Drop the fetchers.
Go with 4 Land Tax instead and then either add 4 plains or 2 Gaea's Cradle (to help pay for the Conqueror's Pledge kicker cost) and 2 plains.
I think this will give you a better mana base.
I will try the original deck and then try it with my modifications to see what works best.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Token White

Postby zerker2000 » 15 Jan 2010, 09:24

Yes, why do you have fetch lands anyways? I do not see any cards that would benefit from nonbasics or lands in/entering your graveyard, and as the deck is monowhite...
O forest, hold thy wand'ring son
Though fears assail the door.
O foliage, cloak thy ravaged one
In vestments cut for war.


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Re: Token White

Postby Marek14 » 15 Jan 2010, 09:33

zerker2000 wrote:Yes, why do you have fetch lands anyways? I do not see any cards that would benefit from nonbasics or lands in/entering your graveyard, and as the deck is monowhite...
Well, the standard reason for these types of decks is that by fetching lands you reduce the number of lands in your library, thus increasing the probability that you draw spells.

As the deck doesn't need THAT many lands in play (I think it will rarely actually kick its Conqueror's Pledges), I think the deckthinning is fine.
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Re: Token White

Postby Vecc » 15 Jan 2010, 13:24

Fetches also help making Emeria Angel 'quicker', so to speak. Land Tax either requires you to make holes in your curve or Path to Exile to work, and either way it's a dead drop in offensive terms. Don't think it's for this deck, even if it's one hell of a card.

I wouldn't change much from the original deck, it looks great (just not sure if 22 lands is enough for so many 4+ drops, but then again I haven't tested it). Maybe adding equipment like Umezawa's Jitte and Loxodon Warhammer (maybe in place of the Elspeths - it'd help with lowering the curve, too) because they make each of your tokens that much more dangerous, but you actually might not need it.
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Re: Token White

Postby Corwin72 » 15 Jan 2010, 18:55

The 5 drop is really not needed for the deck but it is a fun win condition. As for the low mana count you really need to have 4 or 3 and the Knight of the White Orchid. He can put you back in the game too. That is why I built with only 22.
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