Jenara Force of Tokens

by jarj19 on 03 August 2014

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

A EDH deck that focuses around the building of an army, an army of tokens. Jenara leads the team with her colors to make the deck possible. I am willing to here all comments on it and advice you all have.

Deck Tags

  • EDH
  • Help
  • Jenara
  • Token

Deck at a Glance

Social Stats

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Likes

This deck has been viewed 718 times.

Mana Curve

Mana Symbol Occurrence

42170046

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Jenara Force of Tokens

You're trying to make a ton of tokens in here, so I would suggest Awakening Zone, to make even more that you can use for mana. I would also suggest Cathars' Crusade, and Champion of Lambholt. That way, whenever you make bodies, they get bigger, and Champion of Lambholt gets bigger and progressively more unblockable. Juniper Order Ranger works similarly.

I have a bit of a different take on Jenara that focuses on +1/+1 counters, but also makes bodies efficiently. Feel free to check it out if you want some ideas: http://www.mtgvault.com/trabiawasstaged/decks/jenara-11-counters-edh/

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Posted 06 August 2014 at 05:39

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Thank you for the help. I actually had looked at this deck prior to making this one and with your advice I am adding Cathars' Crusade and Champion of Lambholt into the deck along with a few others

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Posted 09 August 2014 at 15:41

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Awesome, glad to hear I could help. Jenara's been my ongoing project for a couple years as a commander, and she really does some fun things.

Master Biomancer does a ton of work in my version of the deck, and I could see him doing the same in yours, especially with how you're making a bunch of token bodies. Anything that makes them bigger is better.

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Posted 09 August 2014 at 18:41

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yeah I have a few of him and I have planned on using it as well

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Posted 10 August 2014 at 20:41

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What do you think of the mana pool? I have been drawing practice hands and there is very little land in the hands, but when I compare it to other EDH decks it about the same amount. So I don't know what is wrong if there is anything wrong

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Posted 10 August 2014 at 20:46

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Warning: a lot of what I'm going to say here is my opinion, and you may not agree with what I have to say. I don't expect you to, really, because every EDH group is different, and you know your local meta better than I do.

31 is fairly low for an EDH deck; under 1/3 cards in the 99 are land, and you don't have Farseek, Kodama's Reach, Cultivate, Sol Ring, or anything else to really -fix- that without needing 3 mana for a Keyrune. I like to see around 37 or so lands in the deck, or even closer to 40, since you're not ramping.

My general look, especially in a deck that does not run red and cannot produce red mana, is to have 2 under half of your land base, if not more of your lands as basic land. Refuges, Guildgates, and bounce-lands should all be basic lands. I say this because Blood Moon and Ruination both exist, and if someone Blood Moons, you're all of a sudden stuck with 3 lands in your entire deck that can make each color. It doesn't read like Urborg; if they Blood Moon, your non-basics just become Mountains, and only produce the red mana you can't make, leaving it colorless.

Take this as you will, as making cuts to up your mana production and adjusting your levels of ramp would mean you'd have to get rid of things in the deck currently. I'd take it slow and find underperformers before just going whole ham on the suggestion, but at least put in more basics to start!

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Posted 11 August 2014 at 06:17

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