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					From: Jonathan Chapman [mailto:necrom23@yahoo.com] 
					Sent: Sunday, February 19, 2006 4:15 PM 
					 
					Subject: GW Fun With Tokens - White Green - Jonathan Chapman 
					 
					Fun with Tokens 
					 
					(12) 1CC 
					4x Llanowar Elves 
					4x Soul Warden 
					4x Chatter of the Squirrel 
					 
					(12) 2CC 
					4x Fists of Ironwood 
					4x Raise the Alarm 
					4x Selesnya Evangel 
					 
					(6) 3CC 
					4x Righteous Charge 
					2x Army of Allah 
					 
					(9) 4CC+ 
					4x Battle Screech 
					1x Overrun 
					4x Scatter the Seeds 
					 
					(21) Land 
					4x Selesnya Sanctuary 
					8x Plains 
					9x Forest 
					 
					This deck is easy to understand and is a blast to play. You 
					try to drop a Warden or Elf first turn and then keep racking 
					up tokens, using Evangel as much as possible along the way. 
					When you can, finish off your opponent with Overrun, Charge, 
					or Army of Allah.  
					Don't forget to play creatures before Scatter the Seeds to 
					reduce it's cost even more. If you get multiple Charges and 
					4-5 creatures and they're not playing removal then start 
					beating them down instead of making more creatures. They'll 
					probably be swinging at you with anything bigger than a 3/3 
					anyways. Also don't be afraid to take the punches.  
					Don't lose creatures unless you have a steady supply and 
					need to buy time (i.e. they have a Blastoderm or 
					Centaur) because those creatures are your win potential. 
					 
					The deck's weaknesses are land destruction and mass creature 
					removal. You should be able to race other decks, and Warden 
					definitly helps. The deck definitly loses to a god-draw in 
					the Black Shadow deck, but what doesn't without creature 
					removal? I had thought about adding in more creature 
					disruption (such as Pacifism, Reprisal, or Fetters), but 
					decided the deck should stay true to what it does. I also 
					originally had some Grizzly Fates in there, but decided 
					against them because a) the deck doesn't get threshold fast 
					enough to get the 4 tokens on time b) the deck has enough 
					trouble getting 4 mana without being flooded and c) the 
					effect isn't nearly as big as Overrun. 
					 
					I put the Sanctuaries in there for mana-fixing, as much as I 
					hate them at times. They can also help you build up to the 
					4-5 mana range and don't take up valuable non-land card 
					slots. You might consider switching the deck a bit to run 
					Harrow, but the problem there is that you have to either 
					take spell/creature slots or drop land slots (which makes 
					the deck less consistant). Therefore you may decide, as I 
					have, just to leave the Sanctuaries in. After turn 2 you're 
					hardly going to notice the "comes into play tapped" bit 
					anyways. 
					 
					Anyway I hope you enjoy the deck. I'm sure it will get 
					better as newer cards come out. 
					
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