4 Llanowar Elves
2 Sacred Cat
3 Regal Caracal
4 Anointed Procession
2 Profit // Loss
1 Ready // Willing
3 Mana Tithe
4 Censor
2 Sandblast
3 Reciprocate
1 Pull from Tomorrow
4 Springjack Pasture
4 Boreal Shelf
4 Arctic Flats
3 Plains
4 Island
5 Forest
4 Beck // Call (Why we play this deck)
3 Alive // Well
4 Negate
3 Selfless Spirit
2 Sandwurm Convergence
2 From Beyond
1 Eerie Interlude
3 Driven // Despair
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In my inability to sleep, I was scrolling through cool cards and I found this little nugget: Beck // Call. It’s a Fuse card, which means if you pay the casting cost of both halves, they both activate. Beck is a Sorcery for GU that says “Whenever a creature enters the battlefield this turn, you may draw a card.”. This is awesome on turn three to get card advantage out of a one-drop that you otherwise would be reluctant to play. Call is a Sorcery for 4WU that says “Create four 1/1 white Bird creature tokens with flying.” Flying is already a nasty, hard-to-deal-with ability and casting it by itself is also great, even if it may be a bit overcosted on it’s own.
I love the card, so we’re running four copies.
Since we’re talking about Tokens, and this is gonna be a token deck, let’s talk about our other token makers.
We can’t have a token deck anymore without Anointed Procession which doubles the tokens we get from literally anything in our deck. We’re running four copies of this, and we have three ways to make tokens beyond the namesake card.
We also have Regal Caracal and Sacred Cat in this deck. These make 1/1 cats, Sacred Cat activates Procession with it’s Embalm cost and Caracal makes 1/1s and buffs our cats, giving them all +1/+1 and Lifelink. This is a super nasty Turn 4 Turn 5 play. Turn 4 Procession, Turn 5 Caracal, make a 3/3 and four 2/2s with lifelink. Ew. Plus a Turn 6 cast of Call? 4 2/2s and 8 1/1s with Flying.
Finally, we have a land that counts as a token maker. Springjack Pasture. You tap it for Colorless, and you can also make a 0/1 goat for 4 mana. This is awesome late game with Anointed Procession, since you can just make loads of goats and kill them for life and mana when you need.
Our last creature spell is 4 Llanowar Elves (Sub in Birds if you have them or got the cash to pay 25$ for the playset). It’s a mana dork that gets us a turn three play on turn two, nothing fancy about it.
Our spells are where the bulk of the deck is. We have a counter suite, removal, “go wide” spells and one more piece of main card draw aside from Beck.
Our other draw spell is one copy of Pull from Tomorrow. It’s an XUU that draws X and discards a card. Great to refill the hand late game but we can win without it.
Our Counter Spells consist of four Censor: 1U “Counter Target Spell unless it’s controller pays 1, Cycle U” and three Mana Tithe: W “Counter Target Spell unless it’s controller pays 1” It just protects our early game and makes countering our stuff more expensive.
Our “go wide” spells include Ready//Willing and Profit//Loss, we run one copy and two, respectively. With the help of Springjack Pasture, we are able to still reliably make any color in our deck, including Black. This in turn gives us either a three mana protection spell in Ready, a three mana spell that gives our tokens deathtouch and lifelink with Willing, or a six mana spell that does both. Or we can pay the 3WB to buff our creatures and nerf our opponent’s creatures. It also works as a boardwipe against other smaller token decks like goblins.
Reciprocate and Sandblast are our removal spells and they’re good for getting us back in the fight. With Reciprocate we can Path a creature that hurt us, or we can pay three to deal 5 to any creature that attacks or blocks us.
We also have another “tokens matters” card to fight control with in Alive//Well. We don’t care much about Alive, even though it does give us two 3/3s with Procession, what we like most is Well. One mana, get 2 life for each creature we control. Going into the grindier games, this can be awesome to stabilize against a big opposing board.
Our lands are easy enough. Taplands and Basics, but I included the Snow Lands particularly because they’re swaggy and cool. (I have a secret love for snow basics too, but those are not easy to come by and are kinda expensive.)
SIDEBOARD
Whoops I got too excited and built a sideboard.
Three Selfless Spirit protect us from boardwipes.
Two Sandwurm Convergence because it is a way to deal with fliers outside of our namesake card and it, again, makes Tokens for Annointed Procession that happen to have a really big butt.
Two From Beyond are great to side in since it’s another Token maker for Annointed Procession.
Four Negates are in the side also against boardwipes. Boardwipes suck.
One Eerie Interlude to protect key creatures from targeted removal.
Finally, Three Driven // Despair. We honestly could give two shits less about the despair half, we want Driven to give our massive board trample to deter chump blocking.
Finally, this whole deck surrounding a weird card from Dragon’s Maze of all sets is done. I absolutely adore this deck. It’s not too overpowered for kitchen table magic and relatively easy to combat, but it also protects itself well. If it had a way to kill quicker, I’d make this a modern deck, but there’s no way this can potentially come close to outpacing Jund, Death’s Shadow or any of the premier modern decks.