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This Deck Focuses on using your Commander and Noncreature spells to pump out 1/1 Flying Tokens, preferably by using Enchantments that will give Anthem Buffs (+1/+1) and abilities like Vigilance & Double Strike to your Token Army and win through combat damage. Because this commander effectively makes every Noncreature Spell into a 1/1 Flier w/ an effect, It's actually better if you run as little creatures as you can in order to maximize the amount of tokens you will be making. However, there are very specific creatures that will be indispensable for an Anthem Tokens Strategy such as this, and each one will be gone over below:

  • Mentor of the Meek: Very good draw engine, as it works extremely well with token generation, especially with a commander that can sacrifice said tokens for mana to pay for the cost, if the need for draw ever becomes desperate.

  • Mesa Enchantress: Similar to Mentor of the Meek, you are going to be running and casting a lot of Enchantments, so getting draw power from the tactic you're wanting to do is very good.

  • Celestial Crusader: Almost like a Force of Virtue but as a Creature, with Split Second instead of an Alternate Cost, which gives its own advantages. Similar to Force of Virtue, Celestial Crusader can be very effective in surprising opponents with a slight boost in power, often times enough to not have your creatures die, or have attacking creatures trade.

  • Drogskol Captain: Anthem + Great Protection for the Creature Type you are going to be creating a lot of & investing in being your win con; this one is practically a No-Brainer.

  • Archon of Sun's Grace: This one is also a No-Brainer; it's essentially doubling up on what you want your commander to do, only with 2/2's instead of 1/1's.

  • Sephara, Sky's Blade: This creature is extremely easy to cast using its alternate cost due to the amount of token creatures you will be creating. Its Indestructible-giving effect for your Tokens + Commander can make this card a Win-Con.

  • Harmonious Archon: By far one of your Best Cards, as its power in this deck effectively makes this card an Elesh Norn, Grand Cenobite in almost every way that matters. Every Creature that you will be Attacking/Blocking with will be 1/1 Flying Tokens, effectively making Harmonious Archon a +2/+2 Anthem that gives two 3/3 Blockers on ETB. What makes this extremely powerful is that it makes every creature Opponents control into Base Power/Toughness 3/3. Because of the amount of Anthem-Boosting effects you will be running, this creature on its own can essentially lock opponents out of ever killing you through combat through most means, while letting you Steamroll opponents with ease. Very underrated card, and is Extraordinarily Deadly in this deck, borderline Game-Winning.

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