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Can anybody help me with Magic TG?????

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I am a Magic player and I got a wonderful idea, why not make a token deck? I have been looking through my extra cards and I found some cards that would be good for a token deck, but the thing is, I don't have enough. Does anybody out there have a good idea for a Green/Black token deck? Any decks out there that you wouldn't mind sharing? I'll take any ideas.

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  1. Green / Black tokens, eh??

    #1 - FIRST - BEFORE ANYTHING ELSE - GET "DOUBLING SEASON".  This spell is possibly the most broken card in MTG today when dealing with tokens.  It is a green enchantment that costs G4, but the result is WELL worth it (and if you're playing green, there are TONS of ways to accelerate your mana, one of which is EARTHCRAFT - which I'll discuss later) The card text for DOUBLING SEASON reads:

    "If an effect would put one or more tokens into play under your control, it puts twice that many of those tokens into play instead.

    If an effect would place one or more counters on a permanent you control, it places twice that many of those counters on that permanent instead."

    Now, take note: this not only doubles the tokens you put into play, but ALSO the counters you put on permanents AND COUNTERS THAT COME INTO PLAY ON PERMANENTS!!

    This means green cards like Sekki, Season's Guide (now a 16/16 spirit that puts 32 tokens into play, and when you sacrifice 8 of them to bring Sekki back, you still have 24 tokens left when you begin to repeat the process...) and Midsummer's Revel (since you put two counters on per turn and two tokens per counter when it's sacrificed, you now get 4 3/3 beast tokens built up per turn instead of 1) and Nacatl War-Pride (when you attack, you put not only one 3/3 token into play for each of the defending player's creatures, but then an ADDITIONAL 3/3 token for each of your opponent's creatures - so if your opponent has 4 creatures in play, you attack with your Nacatl War-Pride and get 8 additional token copies of Nacatl War-Pride - and they're ALREADY ATTACKING!!) Black cards like Breeding Pit, Sengir Autocrat, Skeletal Vampire (my favorite - B1, sacrifice a bat: put FOUR 1/1 flying bat tokens into play - and the guy himself costs enough for you to create 10 bat tokens the round after you play him, he comes into play with FOUR bat tokens, AND - AND - for no cost, you can sacrifice a bat to regenerate him!!) all work well with Doubling season, too. (check for artifacts also, such as Lightning Coils)

    NOTE: all of those guys from Kamigawa that come into play with DIVINITY counters now come into play with TWO divinity counters, allowing them to retain their indestructibility EVEN AFTER THEY'VE DONE THEIR SUPER DESTRUCTIVE ABILITY (you know, things like - each opponent discards their hand, put as many creature cards as you choose from your hand into play, draw a card for each permanent you control, etc...)

    And then, there's the most BROKEN token-combo in the game assuming you can get it out, but with all of black's deck-searching capabilities, that shouldn't be a problem.

    The combo is as follows: Doubling Season and Saproling Burst.

    Saproling Burst is another enchantment with FADING:7.  this means that you remove a fade counter each turn and on your next upkeep if there aren't any left, it's gone.  This is OK, normally, but when augmented by doubling season, it becomes INSANE - not only does it now come into play with 14 fade counters, but it's ability reads as follows:

    "Fading 7 (This enchantment comes into play with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

    Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst."

    When Saproling Burst leaves play, destroy all tokens put into play with Saproling Burst. They can't be regenerated."

    Now, that last part DOES, admittedly kind of suck, but the part in the middle is what's important - let's say that it has 14 counters on it.  Not only can you put TWO insanely huge saprolings into play IMMEDIATELY when your opponent attacks you (the first two you would put into play would be 13/13 - each big enough to kill a Krosan Skyscraper - the largest green creature that exists), BUT, at the end of your opponent's turn, you can bring your saproling total up to 10 (sidestepping the 'summoning sickness' problem) and even after removing another fade counter, your saprolings are still 8/8, allowing you to swing in on your opponent for 80 DAMAGE!!  WITH TOKENS!! and if you have an Elvish Farmer, you can sacrifice the tokens to it whenever they die (instantly for no cost, I might add...) to gain 2 life each!!  

    This seems a little convoluted, but if you can structure your deck around getting Doubling Season into play, then ANY other token generating permanents or spells will flourish - think about it - play a Thallid - next round, he has 2 counters on him.  the SECOND round after you play him, he has not only created 2 saprolings already, BUT he still has a counter on him.  Also, I mentioned EARTHCRAFT earlier.  This little enchantment (G1 - tap a creature you control: untap target land) will accelerate your mana incredibly once you have even just a few tokens in play, because EACH of yo

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