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.
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.
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.
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.
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!