Teaching Decks: Populate

by ToastasaurusRex on 30 March 2018

Main Deck (60 cards)

Sideboard (15 cards)

Enchantments (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

So this is a project I wanted to engage in- To make a set of 10+ super-budget 60-card decks that are simple, relatively easy to play, relatively easy to understand, and bring across the fundamentals of how Magic Works. We've since gone way past 10, with tons more in the works, and I've really enjoyed the challenge of trying to make these decks easy to play and understand, fun, and all under a $15 budget, sideboard included.

The main goal here is that you could easily build these deck for a low cost and use them as an easy introduction to how magic works, to teach a group of new players both how to play, and give them a sense of Why, a sense of what fun things they're getting into. These decks aren't gonna be particularly good, or even legal in any particular format if it stops me from including a card I think is good for the deck, but they should be fun and interesting without being too hard to get into. They should be an easily-accessible example of how fun Magic: The Gathering can be.

So this deck's a fun one, and a new version of one of the earliest decks I ever brewed- Selesnya Tokens. You ramp some mana, and then use it and your guildmage to spam Tokens like there's no tomorrow- In this case, Hippos and Centaurs if you have to, but 5/5 Wurms when possible, and you just turn 'em sideways in a big, nasty horde of monsters.

As for budget: Maindeck cost is currently at ~$10 (according to the middle blue numbers on this very site under estimated value), sideboard at about ~$2.50, nicely beneath my $15 limit, once I cut the copies of Armada Wurm.

How to Play

So mostly this section is going to be notes on why I think these are good cards to learn from:

Druid of the Cowl and Naga Vitalist are nice ramp creatures. You can swap them out for, say, Avacyn's Pilgrim and Llanowar Elves if you want to, I wouldn't begrudge you that, but I felt like making the teaching decks lean toward what's become the norm for mana dorks, ie 2-drops that are still good, but not as good as the 1-drop mana dorks.

Your prime token Generators are Mouth // Feed, Call of the Conclave, and Advent of the Wurm, providing functionally identical 3/3s in the two former cases, and sweet 5/5 tramplers in the case of Advent. These are powerful bodies that you're going to use to dominate the board and crash in for sick damage.

And part of how you're going to do that is by making them multiply- Vitu-Ghazi guildmage is a vital part of the deck for its ability to take in mana and spit out extra copies of whatever the nastiest token you've got on the board is. If that's a Wurm, you're golden. If that's a 3/3, hey, 3/3s for 4 with no card disadvantage is still pretty good.

The aftermath half of Mouth//Feed also lets you draw a bunch of cards off of all your tokens, and teaches new players that getting greedy and trying to draw a million cards when you could've just drawn 3 or 4 will loose you games. Also, at your top-end, Courser's Accord lets you drop an extra 3/3 and at worst. a second 3/3, if you're lucky, a 3/3 and a 5/5.

The rest is removal- just like Populate, Pounce is solid with a 3/3, and lethal with a wurm in play, and Reprisal, Pacifism, and banishing light are all just solid, good cards.

Manabase is meant to be a touch lacking, but also super-budget. I'll be doing the same for all of them.

As for the sideboard, this IS supposed to be a sideboard they learn how to use, to make their deck perform better in the right matchups, or just in general to customize their decks within constraints.

Sideboarding was fun in this deck because I got to fully replace Naturalize with Sundering Growth, which I might've put mainboard if you could cast it as just a populate, but since it can only even be cast if you have a target, it's not reliable enough.

Druid's Deliverance and Rootborn defense were also tempting maindeck options, but I always hate cutting removal for toys like this, so I let them slide to the sideboard. You can make a judgement call on that, or let the students make their own judgement calls and figure it out, it's their sideboard.

And the rest is just plummet (which is your only interaction with flying other than normal removal spells) and extra copies of pacifism, pounce and reprisal, for boarding in in place of whatever removal isn't doing much against a given opponent.

Deck Tags

  • teaching deck
  • Budget
  • Casual
  • Token
  • Midrange
  • Stompy
  • Selesnya

Deck at a Glance

Social Stats

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This deck has been viewed 982 times.

Mana Curve

Mana Symbol Occurrence

2300039

Card Legality

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

Deck discussion for Teaching Decks: Populate

+1
I'm not a real big fan of Vitu-Ghazi Guildmage, at least not 4 copies of the card. His abilitys puts him more into the cc4 or even cc6 slot, depending on what you want to use, so having two of them on the field won't help you much.
Maul Splicer and golem tokens could also be an option, tough maybe more a separate deck-idea.
Geist-Honored Monk or Wayfaring Temple would be strong finishers tough they require more of a mass of creatures than the class you're trying to achieve here. If you want to swing into that direction then Evangel of Heliod could be worth a look, tough it would also introduce a new mechanic to the deck: Devotion. Feral Incarnation would also be an option for a mass-token deck , but you would have to explain convoke as new mechanic.
Honourable mention: Timely Reinforcements. Most of the time it should provide you with both, tokens an life, as other decks will be faster and thus have more creatures and life.

Greetings
Muktol

1
Posted 04 April 2018 at 07:47

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Yeah, I'm just trying not to introduce whole new mechanics willy-nilly to these decks. I'm trying to keep it relatively simple, which is why I've been avoiding Convoke, and random instances of Devotion. I'd be against including the one copy of Aftermath if I weren't running it in several of the decks, which helps a bit. Though if I were going to work with Convoke, Feral Incarnation would totally be worth looking at in this deck, good find.

I think all the Golem cards are expensive, I haven't checked, but I'd also rather not make it so you have to do too much to keep track of where the tokens came from, and with all the golem cards you have to know which tokens are golems because they come with tribal effects. Not to mention that all the token-generators you suggested other than Incarnation add another statline of tokens that players have to keep track of separately, which I'm trying to keep down to 3 at maximum, and I'd rather stick with the two going on here.

And I kinda want the finishers to BE token spam. That's what the deck is for, so that's how you should be trying to win, right?

Mostly I made the guildmages a playset because I assume they're going to get removed. ALL of these decks play removal that can kill the things, and with a lot of the populate cards in the sideboard, the guildmages are sorta your primary means to go off and spam creature tokens, which is supposed to be the point of the deck. The goal is that the mana dorks make those abilities see a lot more use, but it'd be reasonable to cut down to 2 or 3 and put the other copies in the sideboard or something.

But the decks aren't supposed to be optimal, just fun and interesting. So the plays like Timely Reinforcements (which might be too expensive, doesn't it see like, Modern Sideboard play or something? It's real easy for cards to go over budget on this project.) just aren't what I'm shooting for.

1
Posted 05 April 2018 at 16:20

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