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Best tokens build? 5 of 5 (Abzan) Bonus deck (Standard)

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I recently did a 4 deck series focusing on possible tokens builds in the upcoming standard. Today I had an idea for a 5th, Abzan Tokens. The idea seems strange since black does very little to help tokens strategies. What black does have is some amazing removal options and a card that makes the splash really worth while IMO. Let's take a look.

Note: This deck started out as a dedicated tokens build focusing around Divine Visitation and other token based cards. The end product is a pretty aggressive Selesnya deck that splashes black for removal and card draw. So as it turns out the best tokens deck is a deck that is not a tokens deck at all lol.

Due to stupidity on my part I made an error with the final deck list. Saproling Migration was included in the deck originally to be taken advantage of as a token generator. I left it in to help make Shanna bigger, but mostly to trigger Pelt Collector. Is does nothing to help Pelt Collector. It is also outclassed by every other card you could play in the slots. Adjustments have been made.

Step 1) Token generators.

a) History of Benalia
*just a very powerful card that slots in well in this type of deck

b) Emmara, Soul of the Accord
this card has the ability to get amazing value if not kept in check and quickly.
will be able to get us a token using convoke without having to attack.

c) Leonin Warleader
it has to attack to generate tokens, but it generates two every time.
the original build of this deck had Divine Visitation in it, as I cut more cards that supported that build for a more powerful creature strategy, then Warleader lost some of its importance.

d) Saproling Migration
*the card may look out of place alongside all the powerhouses in this deck, but it is actually really important: 1) pumps Pelt Collector to 3/3 on turn two, 2) makes Shanna a minimum of a 3/3, 3) allows Venerated Loxodon to easily be played on turn three with a worthwhile payoff, 4) provides tokens for Vraska to draw cards off of, and 5) is a late game mana dump.

Step 2) Token payoff

a) Pelt Collector
the greatest benefit of the abzan colors is the fact that it increases the ability to cast Pelt Collector turn 1.
PC can get out of control in this deck, just way out of control. Your opponent is going to have to kill this (a 1cmc creature that draws removal is so sweet). On turn two it will be either a 2/2 or 3/3. On turn three it will be anywhere from a 3/3 to a 5/5 trampler. This is a lot to deal with. If this and Leonin Warleader are allowed to attack together it is lights out.

b) Shanna, Sisay's Legacy
*another creature that can get out of hand with every creature that enters the battlefield. Paired with Pelt Collector, you are looking at a very fast start to a lot of games.

c) Conclave Tribunal
*convoke removal is sweet. It may be only that you reduce the cost by 1cmc in a lot of cases, but that is enough to consider this a big payoff.

d) Mentor of the Meek
a one of that has the potential to draw a lot of cards over the run of a game. It has 23 cards that can trigger it (remember that Shanna and Knight of Autumn get the +1/+1's after they enter).
Token generators trigger multiple times.

And now the reason to play black (well other than the removal)

Step 3) The Enablers

a) Venerated Loxodon
convoke the tokens and away we go. A potent little army.
a 4/4 body for only a couple of mana is sweet in itself

b) Ajani, Adversary of Tyrants
pumping up two creatures is very worthwhile on turn 4.
There are many 2cmc or less creatures that are worth reanimating in the deck, however this is not the ability you will be utilizing most often.

Step 4) Support cards

a) Shalai, Voice of Plenty
if we are going to play all these creatures then we need a way to keep them alive.
flying helps us get damage through in a stalled board.
*the pump is an amazing bonus late game with all the creatures we may have lyng about.

b) Assassin's Trophy
*takes down anything we need to eliminate in the later parts of games.

c) Cast Down
*really good removal for the early turns

d) Knight of Autumn
*toolbox that can smash face

Step 5) Mana base

Things to consider:
a) The deck needs a general minimum source count of 17 white, 14 green, 11 black to run smoothly. (Actually end up with 16 green sources, good for sideboard options)
b) Having green sources that come in untapped for turn 1 is important for Pelt Collector. (final count is 10, which is sufficient)

Step 6) Sideboard Options

a) Shalai, Voice of Plenty
*an extra copy in the side for extreme removal decks.

b) Mentor of the Meek
*an extra copy for games against grindy decks.

c) Conclave Tribunal
*extra copies for decks with troublesome non-land permanents, especially those that need to be exiled.

d) Knight of Autumn
*completing the playset to fully crush aggro or to help make the deck even more aggressive when need be.

e) Settle the Wreckage
a nice one-sided board wipe a turn before we totally smash face is very sweet out of the sideboard.
an answer for other tokens, stompy, boros, goblins,...

f) Plaguecrafter
*a sacrifice effect to help against mono green stompy and any other deck using hexproof creatures.

g) Vine Mare
*it is nice to have some hexproof in your back pocket, and it gives heavy black decks fits.

h) Deathgorge Scavenger
*I'm not sure if this format will have a viable graveyard based deck, but with surveil, jump start, and the Golgari creatures I expect many people to try them out.

i) Shapers' Sanctuary
*nice early game defensive card.

j) Vraska, Golgari Queen
everyone only talks about playing this in aristocrats, but it benefits from having sacrifice fodder lying around. She was better in the original tokens build, however she can still get use against grindy decks.
the -3 is very relevant as it gives the deck answers for a ton of problem cards in the format whether they be in stompy decks, aggro decks, control decks,...really nearly every deck.
*the ultimate is actually relevant. Tick up, draw some cards, do some chump blocking, then set off the ultimate. I have a feeling you can get through with one little token.

Final Notes and Opinions:

1) This deck packs a fast punch. It is totally reasonable to start off any game by having upwards of 9-12 power on the board by turn 3.

Ex: Pelt Collector- Emmara/Shanna/Migration- Knight of Autumn/Loxodon
3/4 2/4 3 2/4 4 4

Turn 4 is usually where the doors get blown off of things as we can start taking some major swings and play Warleader/Ajani to help finish the game, double up on 2cmc cards, play our removal to clear a path, play Shalai to protect our attack, or just drop Ghalta to give the opponent the finger.

2) The black splash seems like a small thing but the removal you gain from it is so worthwhile. In the mid-late game you can clear pretty much anything out of your path.

3) The deck battles against other aggro decks very well. Not only does it pack an army that grows at an alarming rate, but there are 8 main deck cards that gain life. It is going to be very difficult for other aggro decks to beat this deck.

4) There are some additional synergies or bonuses in the deck:
a) curving History of Benalia into Knight of Autumn sets up a powerful attack sequence on History's third counter.
b) token generators affect on Pelt Collector and Shanna is really amazing.
c) the deck is amazing at removing artifacts and enchantments main deck (7 cards)

5) Goblin Chainwhirler has little effect on this deck. If Chainwhirler hangs on to be a thing moving forward, it won't do a whole lot to this deck. On turn three it will kill nothing on entry. The first strike will matter in some games, however many of our creatures will be buffed over 4 toughness by then.

Concerns with the deck (possible changes)

1) I'm not sure Leonin Warleader is as powerful as he needs to be at 4cmc. He was way better in the pure tokens build. This is a slot that could be adjusted to either provide more copies of lower costed powerful creatures or replaced with a superior 4cmc creature.

2) The curve is a bit high for an aggressive deck. Venerated Loxodon and Conclave Tribunal both have convoke which must be considered.

3) The deck only plays 10 black mana sources. The removal is not meant to be played early on so this should not be a problem.

4) How strong are you in games where you do not have Pelt Collector in your opening hand? I feel these games you are a fair aggressive deck. You curve out and have a nice board and you go toe to toe with the opponent. I feel games that go Pelt Collector into 2cmc creature(s) are going to be in your favor every time.

Final Thoughts:

*I just love this deck. I'm an abzan player at heart. I love the aggressive nature of selesnya, but I need the consistency of removal that comes with a black splash.

*The deck has an explosive start, but also has the ability to go long (more so after sideboarding).

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This deck appears to have been legal in Standard (Season Oct 2018 — Oct 2019).

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