75% win rate on MTGO

Hi All,

I’ve gone a total of 15-5 in four straight competitive modern leagues with BW Tokens since GP Toronto earlier this month.  While my last two leagues at 3-2 were disappointments from my 5-0 into 4-1 start, winning 75% of my matches is a fine place to be. Here’s my decklist:

Here’s a breakdown of my matchups:

Affinity Frenzy 1-0

Blue Moon 0-1

Burn 1-0

Deaths Shadow 3-0

Dredge 0-2 (It’s tough to lose a great matchup – I mulled and/or didn’t draw my 3rd land in both matches)

Grishoalbrand 1-0

Izzet Phoenix 1-0

Mardu Pyromancer 1-0

Mono-Red Phoenix 4-0

Mono-White Eldrazi Taxes 0-1

Tron – Mono Green 1-0

Whir 0-1

Zoo 2-0

FINAL THOUGHTS

There’s no better sign that Tokens is great right now than facing Grixis Death’s Shadow and Mono-Red Phoenix a total of 7 times out of 20. 

4-1 MTGO League: How to Beat Tron

Hi All, it’s 2-25-19 and I just went 4-1 in my second Magic Online Competitive Modern League with BW Tokens since going 10-4-1 with Tokens at GP Toronto two weekends ago (see my tournament report below).

I beat Mono-Green Tron the last two times I played against it – in Round 10 at GP Toronto and in Round 4 of this league.  Please join me as I share the secrets to beating our worst matchup.

Round 1 – Mono-White Eldrazi Taxes – Loss 0-2

Game 1 I’m on the draw and turn 1 IOK him to reveal both Thalias, Eldrazi Displacer, and pure gas.  I take the displacer, but really all three of those cards are pretty bad for our deck.  If I had been on the play, things might have been different, but he kills me quickly. Game 2 I mull to 6, play two Virtues, no tokens, and die with no fourth land.

In – Fatal Push, Runed Halo, Wrath of God

Out – 3 Auriok Champion

While I sang Auriok’s praises in my last league, realistically she comes out in a lot of our matchups.  It might seem good to keep her to help us race, but she’s never attacking and a terrible blocker vs. Reality Smasher.

Round 2 – Izzet Phoenix – Won 2-0

Game 1 I dominate.  Game 2 I keep a one-lander with Burrenton, Halo, and 2 Paths – why not, I’m just play-testing, after all.  I path a turn 2 Thing in the Ice and whiff on two draw steps before playing Runed Halo on Phoenix and eventually drawing into gas.  Vault of the Archangel buys me enough time to assemble the army.  My opponent eventually draws Anger, wipes my board, but Secure the Wastes does its thing and comes to the rescue for an enormous attack next turn.

In – 1 Burrenton (for Anger of the Gods), 1 Fatal Push, 1 EE, Wrath (on the draw)

Out – 2 Zealous Persecution, 1 Sorin, 1 Thoughtseize  

I might take another Thoughtseize out for that Sorin, but I think nabbing a Thing in the Ice turn 1 is good enough to leave it in.

Round 3 – Affinity Frenzy – Won 2-1

The new Affinity is tougher than the 2012 version because of Ghirapur Aether Grid.  If they have it, they probably win.  If they won’t, we probably win.  Game 2 they had it.

In – 3 Stony, 2 Disenchant (save for the Aether Grid if you can!), 1 Runed Halo, 1 EE, 1 Push, 1 Burrenton (for Whipflare or a Galvanic Blast or one Aether Grid activation, blah)

Out – 4 Auriok, 3 Seize, 2 IOK

Secure the Wastes can certainly go so you might put in Wrath and 1 IOK (to nab the grid!) instead.   I like Hidden Stockpile b/c it can block Etched Champion and help you find cards you need.

Round 4 – Mono-Green Tron – Won 2-1

Like Round 10 of GP Toronto, I get smashed game 1, but win the sideboard games.  Check out my GP Toronto tournament report below for that match.  My match here in Round 4 plays out a bit differently.  Here are screenshots of how I won these games.

Turn 2 Stony Silence on the play.
Opponent has no green mana. Stony Silence arrives late, but is welcome.

HOW TO BEAT TRON

It’s my opinion that we would mutilate our deck to add 4 ghost quarters or fulminator mages or any such things, and Tron would still beat us most days.  I’m happy with my current configuration.  The way you beat Tron is:

  1. Accept the reality that you will lose most games.
  2. Open the door to winning when one of these things happens:
    • They stumble on mana.  Race!
    • You turn 1 discard spell them into turn 2 Stony Silence (nab Nature’s Claim on the play or draw or Expedition Map on the draw). 
    • They don’t have Nature’s Claim, they don’t play Expedition Map turn 1 (if you’re on the draw), and you turn 2 Stony Silence.
    • They draw a bunch of green cards with no Forests or eggs to cast them and never assemble Tron.  Race!

I believe Discard + Stony Silence is what you want.  It keeps the rest of our deck intact and allows you to steal some games.  You probably only need to beat Tron once in a big tournament, and while the games you lose look horrifically lopsided, you have a fair chance to get lucky and steal a match as I’ve done twice in a row now.

Some folks advocate for Ghost Quarters with Surgicals, but I think good old Stony Silence is what the doctor ordered.

In – 3 Stony Silence, 2 Duress, 2 Disenchant

Out – 4 Auriok Champion, 2 Zealous Persecution, 1 BB

Runed Halo just gets blown up, don’t play it.  I used to run Lost Legacy, but they would just draw into another win condition.  Damping Sphere seems ok, but they can still race you to 7 mana and annihilate you before you kill them.

Round 5 – Mono-Red Phoenix – Won 2-1

This matchup is insane – it reminds me of Mardu Pyromancer.  Game 1 I mull to 4 on the play and concede in response to Monastery trigger.  Games 2 & 3 are over almost as quickly as game 1. 

In – 2 RIP, 2 Duress, 1 EE, 1 Burrenton, 1 Push, 1 Runed Halo

Out – 2 Virtue, 3 Seize, 1 Sorin, 2 BB

I think I’d leave Wrath out on the draw because we’re already so good here.

FINAL THOUGHTS

Beating Tron always feels awesome and I highly recommend it.

Auriok Champion was not the star she was in my 5-0 League – she came out in 3 of my 5 matches here.  However, nothing beats knowing she’s in your deck when you sit down across from a great matchup.  Tokens has bad matchups that you need to win, and Auriok gladly sits on the sidelines while our sideboard cards put in some work. 

5-0 MTGO League: Auriok the Champ

Hi Everyone – it’s 2-23-19 and I just went 5-0 in my first Magic Online Competitive Modern League with BW Tokens since going 10-4-1 with Tokens at GP Toronto two weekends ago. 

You can find my GP Toronto decklist here: BWTokens

I’m “Klezmer” on MGTO and you can find the decklist here: 5-0 List

The list is a carbon copy of my GP Toronto deck with the exception of +1 Wrath of God -1 Damping Sphere in the board. It’s pasted above.

the list is a carbon copy of my GP Toronto deck with the exception of +1 Wrath of God -1 Damping Sphere in the board. It’s pasted above.

You can check out my deck guide and GP Toronto report below.  If there is anything for me to add to that deck guide, it’s that Auriok Champion is lights-out in the current meta and I think BW Tokens lists should be running 4.  Auriok Champion was the reason I went 5-0 in the league.

Round 1 – Bushwacker Zoo – Won 2-1

This one was rough because I stumbled on lands games 1 & 2.  Burrenton and Auriok really helped and Zealous Persecution is lights-out vs. this deck.  I’ll say it again – playing BW Tokens also comes with the advantage of people not knowing how to play against you.  Both this opponent and my first Grixis Shadow opponent made big mistakes that aren’t completely intuitive if you don’t know Tokens well.  This opponent sacrificed his Legion Loyalist early to get in a few more points of damage.  Loyalist is the single most important card in this matchup that should certainly be saved for an alpha attack for lethal.

In – 1 Burrenton Forge-Tender, 1 Wrath of God, 1 EE, 1 Fatal Push, 1 Runed Halo

Out – 3 Thoughtseize, 2 Bitterblossom

 A NOTE ON BITTERBLOSSOM

There’s quite a debate about the correct number of maindeck Bitterblossoms on the MTG BW Tokens facebook group, so I’m going to chime in.  I stand behind what I wrote about Bitterblossom in my deck guide below.  I like 2 maindeck and think 4 is too many.  Regardless, they need to come out in this matchup.

There’s an argument to be made for losing 1 life a turn to chump block a bigger creature.  However, Bitterblossom is SLOW.  Terrifically slow.  And just as importantly, the opponent’s bigger creature will remain to attack next turn while yours dies.  Fast red decks such as Zoo, Burn, and Mono-Red Phoenix want to win out of the gates – they are built to kill FAST.  Bitterblossom is giving those decks a free lightning bolt (notably burn).  The cost of 1 life a turn versus aggro decks is just too much.  Take Bitterblossom out!  Trust me.  Since red decks are a bigger portion of the meta currently, I am 100% convinced you cannot run 4 maindeck.  Mono-Red Phoenix is new so different versions might slow down enough to want BB, but the versions that play Swiftspear and Soul-Scour Mage are bad news bears for Bitterblossom.  TRUST ME.  Take it out.

I’ll use my Herb Brooks analogy again since yesterday was the anniversary of the Miracle on Ice.  Herb Brooks didn’t pick the best players for his USA squad – he picked the right players.  The same is true of Magic deck-building.  If you played the most busted BW Tokens cards in a vacuum, you’d play 4 Bitterblossom and 4 Gideon, Ally of Zendikar.  However, BB and Gideon are laughable when you compare their power levels to the most busted Modern cards in a FAST, turn 4 format.  You have to consider the meta.  If the meta favors long, grindy matchups, then 4 BB and 4 Gideon get the green light.  But you must consider who you’ll be playing and how the games will play out.  There’s a very real cost to playing BB and Gideon in this format.

Round 2 – Grixis Death’s Shadow – Won 2-0

Awhile back I read someone’s GP Top 8 report with Grixis Death’s Shadow commenting that BW Tokens was the deck’s worst matchup.  The deck won GP Toronto two weeks ago so it’s a good time for Tokens.  Like Zoo, Auriok Champion is just busted here.  The best ways for Grixis to win are if you stumble on mana, if you stumble on drawing threats/chump blockers, or if they use Temur Battle Rage.  Game 1 my opponent discarded a Battle Rage to a Looting and I couldn’t have been happier to see a copy of their one win condition out of their hand.

In – 1 Burrenton Forge-Tender (for Anger of the Gods), 1 Fatal Push, 1 EE, 1 Wrath (on the draw)

Out – 2 Zealous Persecution, 1 Sorin, 1 Thoughtseize

REGARDING DISCARD SPELLS

You could take more discard out here as it helps them ramp into Gurmag Angler.  I’m low on discard spells vs. midrange anyway.  They’re HORRIBLE top decks and Death’s Shadow runs out of cards fast.  Your best discard targets are usually Stubborn Denial or Battle Rage.

Round 3 – Mono-Red Phoenix – Won 2-1

Auriok Champion is busted again.  My opponent was shrewd and found a way to win game 2 out of nowhere.  Runed Halo was good because game 3 my opponent played Shrine of Burning Rage, which you really can’t kill with anything.  Bringing in Disenchant is just bad.  Don’t do it.

Both my Mono-Red opponents played fast, burn-heavy versions, encouraging me to use IOK and Duress.  In slower versions I’d like to take the hand disruption out.

In – 2 RIP, 2 Duress (I left one out on draw), 1 EE, 1 Burrenton, 1 Push, 1 Runed Halo.  Out – 2 Virtue, 1 Sorin, 3 Seize, 2 BB

Round 4 – Mono-Red Phoenix – Won 2-1

This deck is good – my opponent killed me on turn 4 game 1.  But if BW Tokens draws well, we’re good in this matchup.

Round 5 – Grixis Death’s Shadow – Won 2-0

This matchup is all about fading Battle Rage and sideboard Anger of the Gods.  Also, Auriok Champion is just the nuts – play 4 of them!

FINAL THOUGHTS

So for a reality check, I played against 5 incredibly favorable matchups.  However, Mono-Red Phoenix and Death’s Shadow are hallmarks of the current format, and you should expect to play against them in any tournament, so the decks I played weren’t a huge surprise.  BW Tokens is great against these decks and Auriok Champion is by far the best card against them.

Everything I wrote about Auriok Champion below in my deck guide I stand behind 100%.  Auriok Champion is the glue that holds this deck together.  Auriok takes Tokens from decent in our favorable matchups to lights-out in our favorable matchups.  By not playing Auriok Champion, you are giving up percentage points in your best matchups and your bad matchups are still just as bad. 

NEWS FLASH:  The Modern meta is currently incredibly favorable for BW Tokens. 

Also, Auriok Champion is the truth.

GP Toronto February 2019 Tournament Report

Since 2012, I’ve attended 27 Grand Prix, eight of which were Modern, and I played BW Tokens in six of them.  BW Tokens is my favorite deck to play and the deck I’ve played the most in any format. I decided to play BW Tokens once again for GP Toronto for the following reasons:

  1. I expected Izzet Phoenix, Burn, Dredge, and Death’s Shadow, in that order, to be the most represented decks at this GP.  This was pretty consistent with the top decks according to MTGGoldfish.  Tokens is favored in all four matchups.  With the addition of Skewer the Critics, most Burn lists are eschewing Skullcrack from the maindeck, improving our matchup greatly.
  2. While I went 12-3 with Burn at GP Toronto last year and I won a PPTQ with Burn soon after, I was sick of Burn.  It just wasn’t as fun for me and too many games ended with a top deck.  Perhaps more importantly, I generally play Burn when Tokens is bad and I play Tokens when Burn is bad, and at this GP I expected lots of Shadow and Dredge.  The meta just doesn’t seem great for Burn right now.  Tokens actually seems pretty decent in the current meta.
  3. BW Tokens is fun.  At least, I think so.  There’s something satisfying about playing fair Magic and having interactive games. 
  4. With all the changes to Magic and the possibility of impending doom to the cardboard version, I figured this may be my last Modern GP and if so, I wanted to go out with my favorite deck.  Also, I figured if I was going to go 4-3 drop or 5-3 with a deck that was ostensibly better but not as fun, I’d rather have fun if I’m going to x-3 drop regardless.
  5. My Grand Prix win percentage at the five GPs where I played BW Tokens was higher than my overall GP win percentage.  Maybe there’s something to be said about playing a deck you know well versus the hotness.

GP Toronto Decklist

4 Marsh Flats 4 Intangible Virtue
2 Arid Mesa 4 Path to Exile
1 Windswept Heath 2 Zealous Persecution
4 Concealed Courtyard 3 Thoughtseize
4 Godless Shrine 2 Inquisition of Kozelik
1 Fetid Heath  
4 Plains SIDEBOARD
1 Swamp 1 Engineered Explosives
2 Shambling Vent 1 Burrenton Forge-Tender
1 Vault of the Archangel 1 Fatal Push
4 Auriok Champion 2 Duress
2 Bitterblossom 2 Rest in Peace
2 Hidden Stockpile 3 Stony Silence
4 Lingering Souls 2 Disenchant
4 Spectral Procession 1 Runed Halo
2 Secure the Wastes 1 Lost Legacy
3 Sorin, Solemn Visitor 1 Damping Sphere


Round 3 – Dredge – Win 2-1

After two byes, I sat down across from a name I recognized as someone definitively better than I am at Magic.  I breathed a huge sigh of relief when he cast Faithless Looting discarding a Bloodghast.  Dredge is an excellent matchup for Tokens.  I thanked my lucky stars I didn’t register Burn –  Burn would have been an auto lose for me.  At least I had the matchup advantage against an excellent player.  Unfortunately, Game 1 didn’t go as planned as even with an Auriok Champion out, my opponent simply overwhelmed me.  Being on the draw hurt and his Creeping Chills did a lot of work that game.  Games 2 & 3 went according to plan.  My opponent mulled to 6 in both of those games and in one of them, I dropped a RIP.  Runed Halo naming Prized Amalgam did a lot of work for me game 3, and both games 2 & 3 Auriok Champion plus a million spirits closed the door.

Dredge is an excellent matchup thanks to Auriok Champion.  Sure, RIP out of the board is lights-out, but an early Champion should be enough to get the job done.  Gain enough life and you’re out of Conflagrate range and you’re able to reload with more spirits if your board gets wiped with Conflagrate (which can’t kill Auriok).

Sideboarding:

In – Runed Halo (naming Conflagrate, Creeping Chill, Bloodghast, or Prized Amalgam), 2 RIP, Burrenton (for Conflagrate), Lost Legacy (again naming one of the four cards that can kill you).

Out – 3 Thoughtseize, 2 IOK.  Discard spells aren’t great in many of your good matchups and are terrible, HORRIBLE top decks.  In this matchup you never want to see one period.  Not ever.

Round 4 –  Dredge – Win 2-1

My meta-game call seems spot-on as I’m paired against Dredge yet again.  I lose game 2, but gain infinity life in a slow, grindy game 3 that nearly goes to time.

Round 5 – Burn – Win 2-1

My meta-game call is rewarded again when my opponent plays a turn one mountain into Swiftspear.  I mull to 6 on the draw, but manage to win with an Auriok.  I don’t see Skullcrack the entire match, skewering Burn’s chances to stop my lifegain.  Game 2 comes down to what I hate most about playing Burn – the dreaded top deck.  My opponent, knowing he’s dead next turn, peals it, rubs it, then flips it and it’s a Skewer the Critics – and he’s got the three mana.  On to game 3.  I mull to 6 again, and I draw all four, yes all four, of my virtues.  I begin wondering if I’ll have enough time to grab some food after I lose this game.  The silver lining here, however, is that he’s got 2 Searing Blazes stuck in hand and my souls are x/4 with all those virtues.  Thankfully I find an Auriok after not keeping an opener with one, and alpha attack on the turn before he can kill me, casting Zealous so Auriok does the last point of damage after he tries to lightning helix to stay alive – all of a sudden he goes from 17 life to -1, leaving me in disbelief I somehow won this game.

Sideboarding:

In – Burrenton, Runed Halo (usually naming Eidolon), 2 Duress, 1 Push

Out – 3 Thoughtseize, 2 Bitterblossom (Zealous Persecution is usually bad here, but hey, it did win me game 3 when casting my 4th virtue wouldn’t have).

Round 6 – Kiki Vannifar Combo – Win 2-1

My opponent sits down in some type of animal costume and makes a comment about losing a Super Bowl bet.  He also makes a comment about being surprised BW Tokens is at the 5-0 tables.  Game 1 he’s not surprised when he demolishes me.  Game 2 I have the path when he goes for his combo and we’re on to another final showdown.  Game 3 is a demonstration of another good reason to play Tokens – not many people are actually prepared for it.  To be fair, my opponent is a good player and I don’t think he would have played differently if he knew I had Zealous in my deck, but regardless, it was magical Christmas land for me.  Game 3 I’m on the draw and IOK turn 1 to find a ton of dorks and Eldritch Evolution in his hand.  I take the Evolution.  I shake my head and tell him not to cast his dorks, but he does anyway – all additional three of them, for a grand total of four mana dorks on his battlefield turn two.  For the only time all tournament, Zealous Persecution snipes a 4 for 1 and my opponent is left with zilch.  He gets stuck on two lands and it’s easy pickings for me.  BW Tokens is now on to the 6-0 tables!

Sideboarding:

In – 2 RIP, 1 Push, 1 Runed Halo (naming Restoration Angel or Deceive Exarch), 1 EE (for the dorks), 1 Lost Legacy (naming Kiki Jiki, though I named Chord of Calling game 2 because he couldn’t cast Kiki with his mana)

Out – 2 Hidden Stockpile, 2 Bitterblossom, 2 Intangible Virtue (Auriok Champion isn’t great, but she stops Deceiver Exarch’s combo and three of her stop Resto)

Round 7 – Affinity Frenzy – Loss 1-2

I’m on the draw against another stellar player and I’m happy to see him drop tiny little artifacts.  Unfortunately, things get out of hand fast and I get run over.  Game 2 I smash.  Game 3 a little card named Ghirapur Aether Grid demolishes me.  Sure, Experimental Frenzy is scary, but Aether Grid is Affinity’s best way to kill Tokens.  I die pretty horribly.

All in all, Affinity, with or without Experimental Frenzy, is a good matchup.  You still will lose games, and if Aether Grid is active, you’re probably dead.  Both my Affinity opponents (see below) told me they had two Aethers in their board, and unfortunately, I had two Disenchants but never drew them.  While this is a good matchup, Cranial Plating or an unchecked Overseer can steal games.  Also, whiffing on drawing flying tokens is death.

Sideboarding:

In – 3 Stony Silence, 2 Disenchant, 1 Runed Halo (almost always on Etched Champion), 1EE, 1 Push, 1 Burrenton

Out – 4 Auriok, 3 Thoughtseize, 2 IOK

Secure the Wastes is also bad in this matchup, but it’s better than Auriok and discard spells that aren’t in your opener. I’m not opposed to leaving in IOK to try to nab an early Aether Grid.

Round 8 – Izzet Drakes – Win 2-1

In my opinion, matchups against Izzet and Mono-Red Drakes are perfect lenses through which to view BW Tokens’ gameplan.  Game 1 goes according to that plan – Awoken Horror gets in one hit, but I have time to rebuild, chump block it for oblivion, path his flyers, and win eventually with a superior board presence of flying spirits.  Game 2 he drops a Blood Moon and all of a sudden I can’t cast the Sorin I need to save me.  Game 3 is a long, grindy affair, and my gameplan of rebuilding after a flipped Horror works again.  Admittedly, I draw like a beast in game 3, a path on a drake when I need it and a souls off the top to pull ahead.

Round 9 – Amulet Titan – Win 2-1

I play another nice guy.  Somehow I win game 1 (we both mull to 6) after pathing his Prime Time.  Game 2 I mull to 6, he mulls to 5, yet he does his thing and smashes me.  Game 3 is interesting.  After chipping away at him a bit in the air I draw a Lost Legacy, name Prime Time, and he reveals two in his hand!  His only remaining win condition is Hive Mind with a Pact, and he has two draw steps to assemble the combo, but he doesn’t, and I’m past a bad matchup!

This matchup is bad.  It’s a little better than TitanShift, since they can kill you with 2 one-card combos – Scapeshift and Prime Time – but it’s still bad.  Path can kill one Prime Time, but they usually just Pact of Negation it or get another Titan right away.  Hive Mind is better for us because they need another card to combo with it.  You have to get lucky to win this one.

Sideboarding:

In – 1 Runed Halo (Prime Time), 2 Disenchant, 2 Duress, 1 Lost Legacy, 3 Stony Silence (they have 3 EE)

Out – 4 Auriok, 2 Zealous, 2 BB, 1 Hidden Stockpile (Stockpile better b/c you can try to search for a hate card)

Round 10 – Mono-Green Tron –  Win 2-1

Since Bant Eldrazi is no longer a thing, this, along with Living End, is Tokens’ worst matchup.  Game 1 I feel embarrassed people behind me are actually watching this lopsided match.  It’s not even close.  I play some guys, he just sits there and does nothing, then casts Karn, Ugin, Wurmcoil, etc. to embarrass my puny little spirits.  Game 2 I’m on the play and lead with Duress into Stony.  He can’t get his lands and that’s that.  Game 3 I get very lucky he doesn’t lead with turn 1 map, which on the draw, I can never race with Stony.  He leads with turn 1 Ancient Stirrings, which is always what I want to see on turn 1 on the draw – NOT A MAP!  I Duress him, nab his Nature’s Claim, and I can feel his heart sinking.  Turn two his map comes down, but it’s too late because so does my Stony, and he whiffs on land draws while I sit in disbelief that I’ve defeated mighty Tron, on day 2 of a GP, no less.  All the people that were watching must have left after the bloodbath that was game 1, because no one else is there to have witnesses this miracle on day 2.

This matchup is terrible.  I don’t think it’s right to put in any number of Fulminator Mages.  They find more lands after Fulminator dies.  Also, Damping Sphere was a miss for me.  Tron has time to get to 7 lands while you durdle and then they kill you anyway.  If anything, Anguished Unmaking seems great because it kills all four of their win conditions – Ugin, Karn, Ulamog, Wurmcoil, but that’s hedging a lot when that card’s not great otherwise.  I believe the best way to win is to hope to play this only once, if at all, and do what I did – draw a discard spell into stony both sideboard games and don’t let your opponent play a map on the play.  Simple.

Sideboarding:

In – 3 Stony Silence, 2 Disenchant, 2 Duress

Out – 4 Auriok Champion, 2 Zealous Persecution, 1 BB (they just get blown up).  On the play Zealous may be better because winning one turn earlier can be relevant.  You’re trying to race before the apocalypse arrives.

Round 11 – Affinity Frenzy – Loss 1-2

I saw my opponent playing Affinity earlier, so I’m happy to play this matchup, and I’m excited to play a Pro Tour Champion.  Game 1 my deck conks out on me really the only time all tournament – I desperately need more tokens in an anemic game 1 whose only threat is a cranial plating, and my last top deck is a virtue when the next card down, Lingering Souls, would have assuredly won me the game.  Game 2, like the one vs. my other Affinity opponent, is a testament to the matchup – I just crush.  And I do it through an Aether Grid, which came too late to the party.  Game 3, unfortunately, does not go as well.  Aether Grid comes down again – he says he only had two –and just rips me apart.  I don’t find one of those elusive disenchants and that’s the end of my Magical 9-1 run!

Round 12 – Humans – Loss 1-2

Game 1 he does his thing, but I stick Auriok, gain tons of life, chump block and win easily.  Zealous does a great job here.  Game 2 he has a blazing fast start and it’s just too much.  Game 3 I mull and keep a questionable hand – I forget what it was, it was ok, but I remember looking at it thinking uh oh.  He drops 3 Kitesails on me, and a turn 3 Kambal.  I’m too far behind and think the entire game, boy, why did I take out Wrath of God for Damping Sphere!

This matchup is solid.  You should be favored here, but fast starts and good sideboard cards like Kambal or Izzet Staticaster can crush you.

Sideboarding:

In – EE, Push, Wrath of God

Out – 3 Thoughtseize (this seems good, but it’s a horrible top deck and the life matters)

Round 13 – Hardened Scales Affinity – Won 2-0

I space out this matchup and make more mistakes than in the rest of the tournament.  I don’t add well in my head and could have won a turn earlier by not blocking a ravager.  I also sack a guy unnecessarily when I forgot I already triggered revolt for hidden stockpile.  Both games he drops two Walking Ballistas, but I overwhelm him with virtues game 1.  Game 2 I drop Runed Halo on Walking Ballista, and he’s got two again, but because of the Halo I’m able to hold on and win.

This matchup is all about Walking Ballista.  That card is superb against you.  If they don’t have it, they’re just a worse version of Affinity.  Your Zealous can clean up Hangarback remnants and generally create all kinds of chaos.  Bluffing a Path is also a great way to buy time because they will always play around it unless they absolutely can’t afford to.

In – 3 Stony, 2 Disenchant, 1 Halo, 1 EE, 1 Push

Out – 4 Auriok, 3 Seize, 1 IOK

Round 14 – Infect – Loss 0-2

I somehow find a way to lose to this matchup all the time with both Tokens and Burn, great decks to fight Infect, so I’m nervous from the start.  The way to lose this game is the way I end up losing both this round – Blighted Agent.  I have blockers for days, but an unchecked Blighted Agent is disaster for me and I’m x-4.

Sideboarding:

In – 2 Disenchant (for Inkmoth and Spellskite), 1 Runed Halo (yes, draw this and win, please), 1 Push, 1 EE, 2 Duress, 1 Wrath of God

Out – 4 Auriok (lifegain doesn’t matter here at all), 2 Virtue, 2 Sorin (Sorin is good b/c one way infect wins is apostle’s blessing so black creatures matter, but it’s hard to cast because you don’t really want to tap out, which is why secure is good).  Hidden Stockpile is colorless, but not flying so it can’t block a huge Inkmoth with the blessing.

Round 15 – Jeskai – ID

My opponent and I are locked for a minimum cash, possibly top 64, but probably 70ish, if we draw.  If one of us losses, that player might finish 120ish out of the 110 that cash.  He agrees to draw.  Top 64 is only $50 more than top 110 so the decision is easy for me. 

BW Tokens Deck Guide

I play BW Tokens as a control deck, managing the board-state with a never-ending supply of card advantage via flying tokens.  Discard spells, removal, and tokens on chump duty buy you time to set up a huge alpha strike, typically over two or three turns, once you’ve sufficiently swarmed the board.  There are a good amount of situations and matchups when you need to switch gears and race, but for the most part, you’re an underdog boxer fading early brute force only to harness a series of haymakers once you’ve weathered the initial surge.

Tokens is great when fair decks like Jund and Death’s Shadow reign supreme.  Those decks just can’t keep up with your three and four for one threats.  Anytime the format slows down just a little bit, Tokens is primed for a push.  Now for a reality check.  Even when the format slows down, Tokens is not overly powerful (you are literally playing 1/1s), it’s not too consistent (you should generally mulligan any non-token generator opening hand and you’re still at risk of drawing the wrong side of your deck), and while it’s resilient, it takes time to rebuild your army.  Tokens is not close to an overpowered deck, but I believe it’s a lot better than people give it credit for.  Like all decks, it has some bad matchups, but it can win all of those matchups.  I’ve beaten some of my worst matchups at Grand Prix against excellent players and if Tokens can occasionally survive bad matchups against the best players in the world, I believe it should be taken seriously.

I’m a believer there are many ways to build BW Tokens.  After playing the deck competitively (I admit this is up for debate) the past six years, this is my current assessment of the best competitive configuration for the current Modern metagame.  I stand by these decisions while conceding that my way of building Tokens is not the right away, it’s just the way that works for me currently.

4 Auriok Champion

I wouldn’t leave home without 4 Auriok Champion.  Sure, she comes out half the time and she’s horrible in your bad matchups, but those matchups are bad anyway you look at them.  If you’re playing BW Tokens, you’re just not going to beat combo or big mana most days.  Auriok is the glue holding Tokens together.  Without her, your good matchups would become mediocre at worst, sketchier at best (e.g., shadow, burn, dredge, mono-red phoenix).  Auriok belongs in this deck if you’re serious about being the midrange deck to beat midrange decks.  She helps buy you plenty of time while you stabilize against whatever your opponent is doing, and is a silver bullet vs. red and black decks.  She’s great against aggro and midrange and your best card vs. Jund, Izzet Phoenix, and Rock – since Rock is apparently no longer playing Golgari Charm in the sideboard, Auriok is looking mighty fine these days.  Of course, when she’s bad, she’s really bad, I mean really really awful, so I understand why people aren’t always high on her, but she’s an integral part of your game plan and not including her hurts against the matchups you should be winning.  If you’re playing BW Tokens in Modern, you’re already carrying a knife into a few gun fights, but you should play to your strengths, and Auriok Champion brings the biggest knife to the fight.

4 Lingering Souls

Any deck without 4 of these is not BW Tokens.  This is the best card in your deck and you NEVER cut it in any matchup whatsoever.  Non-negotiable.

4 Spectral Procession

Many Tokens decks I’ve seen don’t play this card or play just two.  I played two copies for a long time because with Vault and Swamp sometimes it’s hard to cast and having multiples stuck in your hand looking at Plains, Plains, Swamp feels horrific.  You can’t play four if you play with ghost quarters (more on this card below).  Despite these drawbacks, Spectral is your second best token generator and along with Souls is what you absolutely want to be doing on turn three.  It produces three tokens for the low price of three mana, and the three life from Auriok is often important.  If you don’t draw Souls or they get extracted, you need to process really badly.  This is the card you almost always are happy to see as a top deck (besides Souls, Secure, or Sorin) and it comes with an immediate board statement and threat.  It does what the deck wants to do, which is vomit out flyers out of nowhere.  As an added bonus, Spectral, with cmc=6, dodges Eidolon of the Great Reveal and Spell Queller.  I’m confident that four is the correct number and have come around to this revelation after toying with the number for years. 

2 Bitterblossom

Bitterblossom wasn’t in my deck for a long time and the reason was that Bitterblossom doesn’t really improve your good matchups and doesn’t help your bad ones.  Here are your bad matchups, from worst to less bad, in my opinion:

  1. Bant Eldrazi
  2. Tron
  3. Living End (this is arguably worse than Tron)
  4. Storm
  5. Valakut/TitanShift/really any combo deck that can combo without creatures (whether or not it also has that capability with creatures)
  6. Merfolk

Take a look at those matchups.  Is BB good in any of them?  Now look at our best matchups:

  1. Goblins
  2. Grixis or UR Delver/Mardu Pyromancer/anything with Pyromancer
  3. Grixis Death’s Shadow
  4. Faeries
  5. Mono-Red Phoenix
  6. Jund/Abzan/Rock
  7. Dredge
  8. Affinity/Hardened Scales
  9. Burn
  10. Humans

Notice anything?  Bitterblossom is meh in most of these matchups, with clear exceptions of Faeries, Jund, Affinity, and Humans (though on the draw vs. Humans it’s iffy).  While it’s great vs. Jund, it will get destroyed instantly, thank you very much.  Bitterblossom shines when you have lots of time and is best against Control or a midrange deck without access to Assassin’s Trophy.  Also, remember that in your bad matchups you typically take Auriok Champion out, so BB becomes more of a liability to kill you in those matchups.  That said, Bitterblossom is likely the best card in the mirror (besides Gideon, or if we’re being brutally honest, Elspeth, Sun’s Champion), and a great turn two play.

2 Hidden Stockpile

When I saw this card spoiled, I wasn’t impressed.  I was the nay-sayer doubting this card would ever make it into my deck.  Why?  (Besides the fact that triggering revolt can be hard when your opponent doesn’t want it to happen?)  Because the tokens don’t fly.  Sure, they can block an Etched Champion and brick wall Apostle’s Blessing shenanigans, but if a token isn’t flying in this deck, there needs to be a GREAT reason to include the card.  The reason in this case is card selection.  While Tokens has great card advantage due to our cards creating multiple creatures, Tokens offer squadoosh in the way of card selection (unless you count Windbrisk Heights).  You’re stuck with your 20 or so cards each game and that is that.  Stockpile helps smooth your draws like no other card in the history of Tokens.  While good in multiples on paper, some games you’ll have two of these stuck in your hand with no chance to revolt and you will rue the day you ever took deck building advice from this blog because this card is terrible!  Yes, it can clog your hand like Spectral, but them’s the breaks.  Magic is full of them.  Hidden Stockpile is a necessary evil and better than 4 BBs, in my opinion, for the reasons listed under BB above (also, you never want BB vs. Burn).  It is the weakest token generator in your deck.

2 Secure the Wastes

The second-worst token maker in the deck.  Secure carries the huge upside that you can cast it at instant speed and it’s part of your game plan to win out of nowhere with a huge alpha attack.  You can play it after a sweeper, gain life in response to being dead on the stack if Auriok is out, and it’s one of your best win conditions vs. Tron – after Ugin wipes your board, play this and then cast the Virtues you’ve been sand-bagging.  This is also great vs. decks where you need to hold up mana for spot removal and all of a sudden you play this card for a million.  It’s a fantastic top deck and playing this into Sorin is often back-breaking.  People won’t expect this card so you also get free wins from opponents who tap out thinking they’re safe because you have no board presence.  This card is great in the mirror as well.  Secure is not great vs. fast decks with flyers, like Affinity or Spirits.

3 Sorin, Solemn Visitor

In my opinion, Sorin is the best planeswalker and the only one you should play maindeck.  He does it all – you get flying tokens when you need them (and everyone seems to forget they’re 2/2s, not 1/1s), his ultimate is fine, and his +1 is glorious.  He saves you vs. Mono-Red, lets you race Merfolk, gives you an extra turn against Scapeshift, and completely alters combat.  If your tokens are blessed with the virtue, forget about it – it’s Magical Christmas land.  He’s better than Gideon because Gideon cannot save you when you’re behind.  Sorin can.  He can be the answer to your prayers and completely affects the board state anytime he’s cast.  I’ve been hard-pressed to find any sound debate usurping Sorin as the best planeswalker so I’ll take your challenge to play anything over 3 Sorins. 

0 Sorin, Lord of Innistrad

A sweet card, but I think it’s worse than both Solemn Visitor and Gideon.  The token doesn’t fly, the anthem doesn’t include a buffer for toughness, and you’re already good against creature decks so the ultimate, certainly a powerful effect, is not as exciting.  Lord of Innistrad doesn’t impact combat the way Solemn Visitor does.

0 Gideon

Gideon is a better card than Sorin, Solemn Visitor.  Hands down.  He makes a token for free and gives you an anthem if you really need it.  However, he’s a lightning rod for spot removal in a deck where you don’t want to turn on any spot removal.  Most decks will keep in path against you, even if it’s bad.  Also, Gideon doesn’t affect the game the turn he comes into play like Sorin does.  You’re already a SLOW, DREARY deck durdling in a modern world of turn 4 kills.  He’s the Jace of this deck – once he gets going he looks unstoppable, but Modern is just too fast to be messing with Jace in a midrange deck.  Sorin is the best person for the job.  I can’t fault people for putting Gideon in their sideboard – he’s the BEST card in the mirror (ok, big Elspeth really is, but she costs six mana) and a huge beating versus fair decks.  So what’s the problem?  The problem is you’re already great against fair decks so what does Gideon really do?  My answer is nothing more than what you already have, which is an infinite supply of tokens.  You don’t need Gideon’s assistance to crush those decks.  Of course, if the mirror becomes a thing, you want a deck with 8 Virtues, 4 Gideon, 4 BB, and 12 Lingering Souls.  Also, Worship.

Controversy brews when people become attached to cards, and I’m not innocent, either.  My contention is that BW Tokens is underpowered in a world of brokenness.  In response, it’s tempting to play the most broken cards BW has access to, but when looking holistically at what this deck is doing in said broken world, I think Gideon is best left behind.  Herb Brooks cut some of the most talented players to create the best functioning US hockey team back in 1980, and sacrifices need to be made in the name of compiling the best functioning 75.

0 Liliana of the Veil

I’m a firm believer she does not belong in this deck for two big reasons.

  1. You don’t want to be discarding anything.  It’s possible you flood out late, but you want those lands to translate into Secure Warriors.  You’re a control deck where your advantage comes in creature resources, so discarding Souls isn’t great because you’re down two spirits.
  2. The three-drop slot is the bread and butter of this deck.  Lili competes with Souls and Spectral, and you want those on turn 3 most.

0 Elspeth, Knight Errant

A great card, not as good as Gideon, even if she grants flying, kind of.

0 History of Benalia

History of Benalia could theoretically replace Spectral Procession, but I’ve never tried History of Benalia because I think it’s terrible in this deck for a few reasons.

  1. History if out of touch with your game plan.  Your goal is to control the battlefield with a swarm of creatures.  Your mission is to buy enough time, chump with enough flyers, to acquire an overwhelming position and attack for a ton of damage over a few fateful turns in the air.  History is best in an aggro deck, not a swarm-based evasive strategy.
  2. This deck is built around controlling the battlefield, and the +2/+2 for one turn is not part of that controlling game-plan.  However, even when considering that +2/+2 (which doesn’t pump any of your spirits, btw), you’re forced to consider attacking that turn rather than waiting for the right time to jam your swarm.
  3. Lingering and Spectral produce four and three FLYING tokens each, while History produces two NON-FLYING tokens and you only get one per turn.  Sacrificing numbers as well as evasion just seems like a disservice to your chance to win games. 
  4. A 2/2 body and then another over two turns without evasion seems blah in a deck where your three-drops need to matter right away.

When you cast Souls or Spectral you have the opportunity not only to chump block into oblivion, but also to set up your battlefield for a giant attack in the air.  Very few Modern decks can block flyers, but almost all don’t care about the ground.  You typically do damage in large clumps and having two 4/4 vigilance soldiers that don’t even pump your spirits or fly is just not where you want to be.  The soldiers are going to be a lot worse blocking than 1/1 flying spirits and a lot worse attacking than 1/1 giant spirits.  This deck wants evasive creatures, it wants cards that create multiple creatures, and it wants to rebuild right away if necessary.  It doesn’t care about attacking on the ground, it doesn’t care about vigilance because you have Virtues, and it can’t be bothered to need to attack when more often than not you’re chipping away in the air.  Secure the Wastes and Stockpile tokens often cannot attack and I can’t imagine History would be any different.  Let’s consider the most popular modern decks with History:

  1. Death’s Shadow – the 4/4s are severely outclassed
  2. Izzet Phoenix – Pyromancer tokens can block for days
  3. Dredge – the flying doesn’t really matter here, but having three bodies at once does
  4. Burn – gaining three life off Spectral with Auriok and dodging Eidolon is huge
  5. Bant Spirits – that flying thing
  6. Mono-Green Tron – Wurmcoil

A rule I like to follow is that every token producer that doesn’t have flying needs a very good reason to be in the deck, and History of Benalia offers nothing in the way of advancing your game plan so it’s out.  Yes, it’s a good card and yes, some games you’ll jam two of these and win the game wondering how on earth this card doesn’t get respect, but I doubt most games will go according to that plan.

0 Start/Finish

I have never played with this card, and while it certainly seems reasonable to have a doom blade attached to an overcosted Raise the Alarm, I think we can do better than this.  The extra side of this card is a trap – while it looks good to have more flexibility with the second spell attached to a token producer, the effect isn’t THAT good.  We’re already good against creature decks, and there’s a real sacrifice to be made for using our turn three to cast two non-flying tokens when we’d much rather cast Souls or Spectral.  As I noted above, there should be a very good reason to play non-flying tokens in this deck and I just don’t think this card cuts it at a competitive level.  I think Raise the Alarm is better for the sole reason that you can play it a turn before Souls/Spectral and ground tokens are much better in the early game than after the battlefield becomes clogged.  If the back end were an instant and not a sorcery, I might be higher on this card. 

0 Hero of Bladehold

Opponents will still keep in Path to Exile against you.  They will still have ways to kill your creatures.  It pains me not to play this card because she was my go-to back in Standard 2012, but now she’s just another Admiral Ackbar quote waiting to happen.

0 Timely Reinforcements       

See multiple references to my rule regarding non-flying tokens above.  Like Hidden Stockpile, you might not even get tokens out of this card, which is just not where you ever want to be with this deck.  We need to be gunning on turn 3 and to stumble because we have more creatures than our opponent is a real concern with this card.  Red decks are already okay matchups.  Secure and Hidden Stockpile are just better.

0 Legion’s Landing

Yes, in the late game this card can be great vs. control and midrange, if it survives that long.  But you’re already pretty good in long, grindy games and this card just seems horrendous in a turn-four format.  The token don’t have flying, it’s probably never going to do much damage by itself, and if you’re alive by the time you start cashing this in for a token a turn, this card probably isn’t going to alter the outcome of the game in any meaningful way.  It’s not even that good against Burn because Searing Blaze is a thing.  Pass.

Lands

Some lists play Ghost Quarters to help your big mana matchups, but I’d stay away from this because those matchups don’t get remarkably better even if you change up your manabase.  When you play Tokens, you are giving some concession to those bad matchups and that’s just life.

0 Ghost Quarters

If you want to cast Auriok, Spectral, or History of Benalia, I advocate for no Ghost Quarters.

2 Shambling Vents/0 Windbrisk Heights

Windbrisk used to be good when the format was slower.  Currently, I like Shambling Vents better because it can also produce black mana.  You would think that our mana would be good in a two-color deck, but it’s not.  I’m inclined to go with the dual tap land that moonlights as a body versus the tap land that everyone is gunning to destroy.  I think two tap lands is ok in this deck, but wouldn’t go over two.

I don’t have much else to say about my lands other than you want fetches for Hidden Stockpile, Vault is still the best utility land, and getting triple white for Spectral is super important.  You need one Swamp.  I’ve been happy with one Fetid Heath.

4 Intangible Virtue

Don’t play Honor of the Pure with Sorin and BB.  You want four of these, but sometimes you side them out.

2 Zealous Persecution

This unassuming card does it all – it kills mana dorks, elves, Thalia’s Lieutenant targeting other sitting ducks, robots, and it completely alters combat.  It’s great.  I used to run three, but found three was too many.

4 Path

Don’t leave home without it.  Blood Moon isn’t great against you, but sometimes it is and you can path one of your own minions.  Since most games go long, it’s not as though giving your opponent and extra land matters a ton.

3 Seize, 2 IOK

I’m not too high on discard spells right now.  Seize is the best against your bad matchups, but a liability against burn and aggro and usually a HORRIBLE top deck.  Turn 1 discard into BB is still your best starting combination, but with certain decks reclaiming their place in Modern (e.g., Jund, Dredge, Affinity, Burn), Thoughtseize isn’t really where you want to be.  If the format shifts away from those good matchups, I could see going to more discard spells to buy you more time, but let’s face it, most decks are resilient and can come back from your early discard because you’re just SLOW.  Auriok Champion, multiple flying spirits, and creature removal are the best ways you nullify your opponent’s gameplan.

0 Worship

If you want to play Worship, main deck it.  Every deck can kill enchantments post-board and guess what, your deck has infinity enchantments so everyone will emerge from their stocked sideboard with ammunition to destroy this, even if they have never seen this card before, pick it up to read it, and then shrug and fire off that Nature’s Claim.  Wrath of God is a better card in this spot.  The days of Worship-locking people with Auriok Champion are over.  Sure, it’s great game 1 in the tokens mirror, you can’t lose, but after board Disenchant comes in and lots of other decks just don’t care about a four-mana do nothing.  This card was great for me maindeck in 2015, but since that time every time I’ve cast this card it’s just been a disappointment.

0 Surgical Extraction

This card is fine, but RIP is where you want to be.  Magical Dreamland of Ghost Quarter + Surgical or Seize + Surgical are just that, dreams, and great stories.  Just play RIP and Lost Legacy.

1 Burrenton Forge-Tender

Great vs. Burn, Ad Nauseum, Anger of the Gods  –  this little woman can do it all.  One of my favorite sequences was preventing a Death’s Shadow opponent from bolting their own Izzet Staticaster in response to my path so they couldn’t Kolaghan’s Command it back later.  There’s some play to this deck.

3 Stony Silence

Yes, KCI is gone.  Yes, you still need three.

2 RIP

Three would be fine.  Living End is a horrible matchup.

2 Duress

My answer to having only five discard spells in the main.  You really want to be executing your game plan of controlling the game with your spirits rather than controlling with discard.  If you want to max out on discard, play Rock.  Then you can turn 1 discard, drop a threat, and tick up Liliana forever.

1 Lost Legacy

Perfect vs. combo decks.  Nabs their payoff card.  Also fine vs. control.  I used to like it vs. Tron naming Karn or Ugin, but then they just play another win condition.  This is best in decks with few win conditions.

0 Fulminator Mage

I don’t think you’re reliably going to stop Tron with this card so I’d just not play it.  I main-decked Fulminator once upon a time and I learned the hard way that casting any non-Auriok creature is just inviting your opponent to be happy to cash in a removal spell, even if it just forces you to use your Mage.

1 Runed Halo

Awesome catch-all.  Great vs. all kinds of decks.  Names Eidolon of the Great Reveal, Lightning Storm, Grapeshot, Infect creatures, Etched Champion.  I like it better than Nevermore because, as mentioned above, your deck is full of enchantments waiting to get zapped.

1 Wrath of God

Yes, you’re good against creature decks, but this can really help in a pinch because you can rebuild while they usually can’t.  Great vs. Humans, Merfolk, Slivers, any value-town green deck.  Sure, it’s not great vs. Spirits with Selfless Spirit, but it’s solid and many games you’re about to lose you will hope and pray this is your top deck. 

2 Disenchant

You don’t have a catch-all for problematic cards like Ensnaring Bridge or Cranial Plating.  This is it.

0 Sundering Growth

When you want disenchant, what you want to do is kill the artifact or the enchantment.  You don’t really need an extra token.  Sure, it’s a nice bonus, but you’re not dedicating a sideboard space for a lousy extra token.  The times you only have one white mana due to Blood Moon or there’s a Vault or a Swamp (and God forbid both at the same time) in play happen far too often for you to care about Sundering Growth’s bonus.  Don’t play it.

0 Anguished Unmaking

I ran this card for awhile and while there’s nothing wrong with it, it was just underwhelming and losing the three life and needing to pay three mana just wasn’t where I wanted to be.  I like Disenchant better.  Some folks are running Cast Down or Conclave Tribunal.  I haven’t tried those, but there’s something to be said about a slot for this type of card.

1 Fatal Push

You’re generally already good vs. creature decks, but this is great vs. many decks and threats, notably Walking Ballista, all Merfolk, and Thing in the Ice.

1 EE

Great vs. Merfolk, Elves, and Affinity when you don’t have Stony.  Be mindful that most of your stuff costs two – you usually set your bomb to one, but at times it can be more or less.

0 Damping Sphere

I put this in my deck for Tron, Storm, and Amulet for the GP, but I regretted it.  BW Tokens is already bad against these decks and Damping Sphere is probably only fantastic vs. Storm of all three of those.  It also seems good vs. Phoenix, but that matchup is already pretty good in my opinion. I’m dropping it for Wrath of God’s triumphant return.

0 Harsh Sustenance

A good friend of mine advocated for this card when he was playing Tokens.  I don’t think it’s great, but it’s a card I’m going to keep in mind.