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By: Arctic_Ghost, Arctic_Ghost
Feb 20 2017 1:00pm
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Red/Green tokens is an archetype that does exactly what you think it does. It floods the board with as many tokens as possible and then either uses Raid Bombardment to kill your opponent or uses a big-team pump spell, such as Dynacharge to also kill your opponent. It can also just win by flooding the board every turn and eventually attacking with a huge amount of creatures, but that doesn't happen often.

This deck does come with its faults though, for example: You are very weak to cards like Nausea and Electrickery because almost all of your creatures have only 1 toughness to work with, almost all of your creatures can have only 1 power or no power at all, which makes for a very slow clock and gives your opponent a ton of time to get answers, or you can just simply run out of steam quickly.

 

The place where this deck shines is against other aggro decks. Decks such as Stompy and White Weenie strategies are the best example of where this deck shines. Aggro decks where the battlefield gets clogged and you are not dealing with a lot of reach, you will find yourself able to keep the board stalled until you can swing for the win. Instead of me ranting on and on about what this deck can do, let's go ahead and check out the pieces of this deck.

 

Creatures

Nettle Sentinel – This creature isn't really so much for the fact that it has 2 power and only costs 1 mana to cast. It is the fact that it untaps when you want to keep using convoke spells like Sprout Swarm, so she can help feed into it over and over again.

 

Nest Invader – This creature is okay for a 2 power creature that cost 2 mana to cast. The big reason it is good, is because it brings along a token with it, making your cards like Dynacharge better and making it easier to abuse your convoke spells.

Thermo-Alchemist – This guy is a good blocker and also because of his ability to untap himself, he makes for a great way to abuse convoke spells. But he also can chip away at your opponent's life total, making it easier for you to win the game. The big joke is when you have Sprout Swarm going and you are constantly using his ability and untapping him in one big turn, creating an army and slowly killing your opponent.

 

Mogg War Marshal – 2 mana for 2 creatures is already good, but when you chump with the Marshal itself, it still gives you back a goblin token, which helps tremendously in this archetype. You don't even need to pay echo most of the time because of this reason.

 

Young Wolf – This creature isn't particularly good or needed in this deck, but I like how it's a one drop and it takes 2 removal spells to kill it.

 

Spells

Sprout Swarm – This is the big spell of the deck. It is what allows you to create such a big army and win the game. You play 4 of them, which is a lot when you consider that after drawing the first one, you don't have much use for the other copies, but you need to draw it fast and draw it extremely early, as like I said, it is a big step in winning games with this deck.

 

Scatter the Seeds – It may cost 5 mana to cast, but usually you can cast this spell on turn 3 and get 3 quick creatures to start pressuring your opponents with, that is the main reason why you play this card. Being instant speed also helps.

 

Flame Slash – This is your removal spell of the deck. It may become Lightning Bolt though because the 3 damage going to the head could actually make a big difference in further testing.

 

Spidersilk Armor – Helps your tokens fight through Electrickery effects, but it also helps you block flying creatures against Delver Blue and White Weenie. It also helps you fight better in combat, which can be a huge difference in the game when you need to block with multiple creatures to kill off one of your opponent's creatures.

 

Dynacharge – This is your big win condition. You make a huge army, overload this spell and turn your guys sideways for the win. It can also be used defensively to help you live longer as well if you need to use it so you can kill off some bigger creatures in combat.

 

Might of the Masses – When you have a board flooded of creatures, this can sometimes be used to win the game. Costing only one mana is pretty huge as well because it allows you to set up easier.

 

Raid Bombardment – This is your other big win condition. This allows you to build up a board and get in some chip damage on your opponent, allowing you to win the game with the little damage you might get through. Against aggro matchups (such as Stompy or White Weenie), where the board state stalls for quite a long time, you can sit there building up a board and swing for the win using this card.

 

The Manabase

Khalni Garden – This is one of the best lands in your deck because it comes with a plant token. Although the plant token does not have any power, it is still another creature to add to the battlefield for free.

 

I am playing more Rugged Highlands than Gruul Turfs because of the gain life trigger. I am going to switch though, as being able to bounce back your Khalni Garden to get another token is crucial for this deck. The rest of the manabase should be self-explanatory.

 

The Videos

 

 

 

Conclusion and Verdict

 

As much fun as I find this deck to be, I cannot recommend it for the format right now. With all of the copies of Nausea and Electrickery running around, it can be a very big liability and I feel like you have to get a little extra lucky and do some extra work to win, while there are plenty of other established decks you can play and win with.

 

Some other reasons are the fact that you can find yourself with a big board of creatures, but you power when combining all of them will be almost zero. The deck also can easily lost to a person playing counter spells, since you only really have 3 cards in the deck that win you the game out right (Dynacharge, Radiant Bombardment and Sprout Swarm.

 

Do I think this deck is fun? I sure do and if you want to try it out, I will not stop you. You may get lucky and spike some good finishes here and there, but I think in the long run, you will eventually get caught by either variance or a string of bad matchups. The other problem is that the decks where this archetype shines against, are not very popular at the moment and that also hurts you.

 

Do let me know what you think and if you play this deck. Let me know how well you do so I can eat my own words. Thank you so much for reading and watching and I will see you next time!

7 Comments

Here is the deck list, very by Arctic_Ghost at Mon, 02/20/2017 - 16:39
Arctic_Ghost's picture

Here is the deck list, very sorry I forgot to put it in.

3 Spidersilk Armor
3 Dynacharge
2 Gruul Turf
4 Khalni Garden
4 Flame Slash
3 Raid Bombardment
2 Might of the Masses
4 Mogg War Marshal
5 Mountain
4 Nest Invader
4 Nettle Sentinel
4 Forest
4 Sprout Swarm
4 Thermo-Alchemist
2 Young Wolf
4 Rugged Highlands
4 Scatter the Seeds

2 Moment's Peace
3 Electrickery
4 Essence Warden
3 Gleeful Sabotage
3 Pyroblast

Bogles by MichelleWong at Mon, 02/20/2017 - 23:23
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5

Nice article.

This is a deck which my Bogles deck hopes to be paired against. The RG Tokens deck does not seem to have any good answers to a large, trampling, lifelinking, first-striking, hexproof creature. If both the Bogles player and the RG Tokens player are successfully implementing their game plans, the Bogles player will win. The RG Tokens player must therefore hope that the Bogles player stumbles AND the RG Tokens deck does not stumble.

You have Electrickery and Moment's Peace and Gleeful Sabotage in the board to combat Bogles, however adding all these cards will dilute your deck to the extent that you may struggle to implement your own game plan. And if you remove your Spidersilk Armors post-board, then I will blow you out with my own Electrickeries.

While you are not wrong that by Arctic_Ghost at Tue, 02/21/2017 - 01:19
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While you are not wrong that your build would give GR Tokens a very hard time. I don't think Manamorphos and Electrickery are popular on bogles:)

I could easily be wrong. If that was the case, I would quickly add Serene Heart.

Electrickery by MichelleWong at Mon, 02/27/2017 - 10:22
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Yes, most bogles players don't run Metamorphosis main deck, nor Electrickeries in the board.

I stand by my build, because I find that Electrickery is extremely impactful in many matchups, and it gives me an answer to the dreaded Standard Bearer. If the Bogles player cannot find an answer to an early Standard Bearer, the game is over right on the spot.

Please don't add Serene Heart to your sideboard :) Serene Heart is much harder for me to deal with, and it leaves me with anything but a serene heart.

I do like your build a lot by Arctic_Ghost at Tue, 02/21/2017 - 15:25
Arctic_Ghost's picture

I do like your build a lot Michelle and find it sad that it isn't more we'll known.

Also your comment about Serene heart is quite hilarious!

Hello, I'm the player who by matra at Mon, 02/27/2017 - 09:42
matra's picture

Hello, I'm the player who went 5-0 with this archetype in the league. Thanks for the videos and nice article.

About the changes made from the original list:
-Raid bombardement: I once had as many as 3 copies of it, I was in love with the card. Permanent effects are nice and doing suicide attacks to do damage through blockers is really cool. But the problem is that these effects are finishers, you expect to win the game on the spot, since sending tokens into suicide missions for one point of damage is not worth it and the card is useless on defense. It was painful but eventually I replaced them with dynacharges, they get more damage per creature plus they are more flexible (can be used on defense, can be cast for one mana).
-Flame slash: The initial versions of the deck ran it, but lightning bolt is just so good I don't think it should be cut. Is the best red spell in the history of magic for a good reason. Affinity, spire golem and dispel will laugh at bolt, but everything else doesn't. And this is an aggro deck, burning face is always great!
-You also cut living totem. I know it's hard to believe, but that card is an all-stars. Good body, incredibly useful +1/+1 counter and cheats the mana system. It bumps the +2 thoughness creature count from 14 (2 wolf, 4 nettle, 4 nest invaders, 4 thermo-alchemist) to 22, since most of the time a token is buffed to 1/2 or 2/2. This makes electrickery a lot less useful against this deck and enables attacks which wouldn't be possible otherwise.

About the matchups, Goblins are hilariously easy despite martir of ash and electrickery, is the same for RDW. Stompy is a 55/45. Kuldotha and UB flicker feels like 50/50. Burn and affinity are bad matchups. MichelleWong is right about boggles. Unless tokens gets a turn-4 kill, it is awful. And no matter how amazing serene heart is, there are only so many sideboard slots available.
Delver isn't actually a bad matchup. Spidersilk armor is SO GOOD here that is not even funny. And there are tons of card in the sideboard against them. I pack 14 of them game two, switching to a control role.

I believe the archetype has potential, yesterday I went 5-0 again with a modified list playing against affinity, mono-blue delver, elves, stompy and GB tortex, so if the player knows how to pilot it, I'm sure they have a shot in the leagues.

Sorry for the long post

Grats on the finishes, and by JXClaytor at Mon, 02/27/2017 - 10:15
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Grats on the finishes, and thank you for the post!