2.7k
3/6/2025
Torens, Fist of the Angels EDH
Deck Size: 100
Commander
Est deck cost: $849.29
Salt sum: 47.45
2.7k
3/6/2025
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Commander

Qty: 1 Price: $0.69
Torens, Fist of the Angels

Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.

Creature
Torens, Fist of the Angels (vow) 344

Commander

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Draw

Qty: 12 Price: $97.78
Beast Whisperer

Whenever you cast a creature spell, draw a card.

Creature
Beast Whisperer (p30a) 26
Bennie Bracks, Zoologist

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) At the beginning of each end step, if you created a token this turn, draw a card.

Creature
Bennie Bracks, Zoologist (mkc) 57
Esper Sentinel

Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is this creature's power.

Creature Artifact
Esper Sentinel (mh2) 328
Glimpse of Nature

Whenever you cast a creature spell this turn, draw a card.

Sorcery
Glimpse of Nature (slc) 2004
Growing Rites of Itlimoc

Enchantment
Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188
Inspiring Call

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Instant
Inspiring Call (lcc) 244
Kutzil, Malamet Exemplar

Your opponents can't cast spells during your turn. Whenever one or more creatures you control each with power greater than its base power deals combat damage to a player, draw a card.

Creature
Kutzil, Malamet Exemplar (lci) 232
Mangara, the Diplomat

Lifelink Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card. Whenever an opponent casts their second spell each turn, draw a card.

Creature
Mangara, the Diplomat (cmm) 42
Ohran Frostfang

Attacking creatures you control have deathtouch. Whenever a creature you control deals combat damage to a player, draw a card.

Creature
Ohran Frostfang (cmm) 650
Rite of Harmony

Whenever a creature or enchantment you control enters this turn, draw a card. Flashback {2}{G}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Instant
Rite of Harmony (mid) 236
Spinner of Souls

Reach Whenever another nontoken creature you control dies, you may reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.

Creature
Spinner of Souls (fdn) 341
Toski, Bearer of Secrets

This spell can't be countered. Indestructible Toski attacks each combat if able. Whenever a creature you control deals combat damage to a player, draw a card.

Creature
Toski, Bearer of Secrets (mkc) 191

Draw

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Land

Qty: 33 (36 w/ MDFC)Price: $205.93
Bountiful Promenade

This land enters tapped unless you have two or more opponents. {T}: Add {G} or {W}.

Land
Bountiful Promenade (zne) 20
Branchloft Pathway

Land
Branchloft Pathway // Boulderloft Pathway (znr) 284Branchloft Pathway // Boulderloft Pathway (znr) 284
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (mkc) 256
Eiganjo, Seat of the Empire

{T}: Add {W}. Channel — {2}{W}, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs {1} less to activate for each legendary creature you control.

Land
Eiganjo, Seat of the Empire (neo) 268
Field of Ruin

{T}: Add {C}. {2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.

Land
Field of Ruin (moc) 400
Forest

({T}: Add {G}.)

Land
Forest (unf) 244
Fortified Village

As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {W}.

Land
Fortified Village (who) 497
Horizon Canopy

{T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice this land: Draw a card.

Land
Horizon Canopy (zne) 26
Nesting Grounds

{T}: Add {C}. {1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.

Land
Nesting Grounds (c20) 71
Overgrown Farmland

This land enters tapped unless you control two or more other lands. {T}: Add {G} or {W}.

Land
Overgrown Farmland (mid) 283
Plains

({T}: Add {W}.)

Land
Plains (unf) 240
Sunpetal Grove

This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.

Land
Sunpetal Grove (plst) M10-228
Temple Garden

({T}: Add {G} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Temple Garden (rvr) 300
Three Tree City

As Three Tree City enters, choose a creature type. {T}: Add {C}. {2}, {T}: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.

Land
Three Tree City (blb) 260
Winding Canyons

{T}: Add {C}. {2}, {T}: You may cast creature spells this turn as though they had flash.

Land
Winding Canyons (wth) 167

Land

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Protection

Qty: 6 Price: $9.50
Boromir, Warden of the Tower

Vigilance Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell. Sacrifice Boromir: Creatures you control gain indestructible until end of turn. The Ring tempts you.

Creature
Boromir, Warden of the Tower (ltr) 4
Dauntless Escort

Sacrifice this creature: Creatures you control gain indestructible until end of turn.

Creature
Dauntless Escort (scd) 223
Guardian of the Forgotten

Vigilance Whenever a modified creature you control dies, manifest the top card of your library. (Equipment, Auras you control, and counters are modifications. To manifest a card, put the top card of your library onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

Creature
Guardian of the Forgotten (mh3) 28
King Darien XLVIII

Other creatures you control get +1/+1. {3}{G}{W}: Put a +1/+1 counter on King Darien and create a 1/1 white Soldier creature token. Sacrifice King Darien: Creature tokens you control gain hexproof and indestructible until end of turn.

Creature
King Darien XLVIII (dmu) 204
Saffi Eriksdotter

Sacrifice Saffi Eriksdotter: When target creature is put into your graveyard this turn, return that card to the battlefield.

Creature
Saffi Eriksdotter (tsr) 260
Selfless Spirit

Flying Sacrifice this creature: Creatures you control gain indestructible until end of turn.

Creature
Selfless Spirit (clb) 706

Protection

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Ramp

Qty: 15 Price: $65.32
Arbor Elf

{T}: Untap target Forest.

Creature
Arbor Elf (plst) A25-160
Avacyn's Pilgrim

{T}: Add {W}.

Creature
Avacyn's Pilgrim (scd) 171
Birds of Paradise

Flying {T}: Add one mana of any color.

Creature
Birds of Paradise (cn2) 176
Boreal Druid

{T}: Add {C}.

Creature
Boreal Druid (plst) CSP-105
Circle of Dreams Druid

{T}: Add {G} for each creature you control.

Creature
Circle of Dreams Druid (afr) 176
Delighted Halfling

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.

Creature
Delighted Halfling (ltr) 158
Elvish Mystic

{T}: Add {G}.

Creature
Elvish Mystic (cmm) 648
Farhaven Elf

When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Creature
Farhaven Elf (scd) 182
Fyndhorn Elves

{T}: Add {G}.

Creature
Fyndhorn Elves (cmr) 228
Heronblade Elite

Vigilance Whenever another Human you control enters, put a +1/+1 counter on this creature. {T}: Add X mana of any one color, where X is this creature's power.

Creature
Heronblade Elite (mic) 26
Karametra, God of Harvests

Indestructible As long as your devotion to green and white is less than seven, Karametra isn't a creature. Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.

Creature Enchantment
Karametra, God of Harvests (c20) 218
Katilda, Dawnhart Prime

Protection from Werewolves Human creatures you control have "{T}: Add one mana of any of this creature's colors." {4}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.

Creature
Katilda, Dawnhart Prime (mid) 230
Llanowar Elves

{T}: Add {G}.

Creature
Llanowar Elves (plst) M19-314
Springbloom Druid

When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Creature
Springbloom Druid (khc) 74
Tangled Florahedron

Creature
Tangled Florahedron // Tangled Vale (znr) 211Tangled Florahedron // Tangled Vale (znr) 211

Ramp

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Recursion

Qty: 2 Price: $11.28
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Eternal Witness

When this creature enters, you may return target card from your graveyard to your hand.

Creature
Eternal Witness (2x2) 368

Recursion

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Removal

Qty: 12 Price: $46.68
Bane of Progress

When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way.

Creature
Bane of Progress (plst) C15-175
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (lcc) 233
Druid of Purification

When this creature enters, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.

Creature
Druid of Purification (afc) 39
Everything Comes to Dust

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Exile all creatures except those that share a creature type with a creature that convoked this spell, all artifacts, and all enchantments.

Sorcery
Everything Comes to Dust (who) 339
Generous Gift

Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

Instant
Generous Gift (lcc) 128
Knight of Autumn

When this creature enters, choose one — • Put two +1/+1 counters on this creature. • Destroy target artifact or enchantment. • You gain 4 life.

Creature
Knight of Autumn (afc) 187
Loran of the Third Path

Vigilance When Loran enters, destroy up to one target artifact or enchantment. {T}: You and target opponent each draw a card.

Creature
Loran of the Third Path (bro) 12
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (mkc) 78
Reclamation Sage

When this creature enters, you may destroy target artifact or enchantment.

Creature
Reclamation Sage (pm15) 194
Sundering Growth

Destroy target artifact or enchantment, then populate. (Create a token that's a copy of a creature token you control.)

Instant
Sundering Growth (c19) 203
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (mkc) 88
Witch Enchanter

Creature
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Removal

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Synergy

Qty: 11 Price: $197.21
Abzan Falconer

Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has flying.

Creature
Abzan Falconer (moc) 165
Delney, Streetwise Lookout

Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.

Creature
Delney, Streetwise Lookout (mkm) 12
Doubling Season

If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.

Enchantment
Doubling Season (wot) 81
Envoy of the Ancestors

Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Modified creatures you control have lifelink. (Equipment, Auras you control, and counters are modifications.)

Creature
Envoy of the Ancestors (mh3) 23
Metastatic Evangel

Whenever another nontoken creature you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Creature
Metastatic Evangel (mh3) 35
Mondrak, Glory Dominus

If one or more tokens would be created under your control, twice that many of those tokens are created instead. {1}{W/P}{W/P}, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ({W/P} can be paid with either {W} or 2 life.)

Creature
Mondrak, Glory Dominus (one) 23
Oltec Matterweaver

Whenever you cast a creature spell, choose one — • Create a 1/1 colorless Gnome artifact creature token. • Create a token that's a copy of target artifact token you control.

Creature
Oltec Matterweaver (big) 3
Renewed Solidarity

As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+0. At the beginning of your end step, for each token you control of the chosen type that entered this turn, create a token that's a copy of it.

Enchantment
Renewed Solidarity (drc) 23
Roaming Throne

Ward {2} As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.

Creature Artifact
Roaming Throne (lci) 258
Selvala, Eager Trailblazer

Vigilance Whenever you cast a creature spell, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." {T}: Choose a color. Add one mana of that color for each different power among creatures you control.

Creature
Selvala, Eager Trailblazer (otj) 231
Whitemane Lion

Flash When this creature enters, return a creature you control to its owner's hand.

Creature
Whitemane Lion (dmr) 35

Synergy

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Tutor

Qty: 3 Price: $34.33
Eladamri's Call

Search your library for a creature card, reveal that card, put it into your hand, then shuffle.

Instant
Eladamri's Call (mh1) 197
Fierce Empath

When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.

Creature
Fierce Empath (cmm) 288
Worldly Tutor

Search your library for a creature card, reveal it, then shuffle and put the card on top.

Instant
Worldly Tutor (dmr) 185

Tutor

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Win Condition

Qty: 5 Price: $44.75
Akroma's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.

Instant
Akroma's Will (lcc) 125
Champion of Lambholt

Creatures with power less than this creature's power can't block creatures you control. Whenever another creature you control enters, put a +1/+1 counter on this creature.

Creature
Champion of Lambholt (moc) 293
Moonshaker Cavalry

Flying When this creature enters, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.

Creature
Moonshaker Cavalry (woe) 21
Sigarda's Summons

Creatures you control with +1/+1 counters on them have base power and toughness 4/4, have flying, and are Angels in addition to their other types.

Enchantment
Sigarda's Summons (vow) 353
Sovereign Okinec Ahau

Ward {2} Whenever Sovereign Okinec Ahau attacks, for each creature you control with power greater than that creature's base power, put a number of +1/+1 counters on that creature equal to the difference.

Creature
Sovereign Okinec Ahau (lci) 240

Win Condition

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Sideboard

Qty: 16 Price: $135.82
Acidic Slime

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When this creature enters, destroy target artifact, enchantment, or land.

Creature
Acidic Slime (cmm) 270
Aura Mutation

Destroy target enchantment. Create X 1/1 green Saproling creature tokens, where X is that enchantment's mana value.

Instant
Aura Mutation (scd) 217
Elesh Norn, Grand Cenobite

Vigilance Other creatures you control get +2/+2. Creatures your opponents control get -2/-2.

Creature
Elesh Norn, Grand Cenobite (sld) 209
Hour of Reckoning

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy all nontoken creatures.

Sorcery
Hour of Reckoning (moc) 190
Huatli, Radiant Champion

+1: Put a loyalty counter on Huatli for each creature you control. −1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. −8: You get an emblem with "Whenever a creature you control enters, you may draw a card."

Planeswalker
Huatli, Radiant Champion (rix) 159
Myrel, Shield of Argive

During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments. Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.

Creature
Myrel, Shield of Argive (bro) 18
Oketra's Monument

White creature spells you cast cost {1} less to cast. Whenever you cast a creature spell, create a 1/1 white Warrior creature token with vigilance.

Artifact
Oketra's Monument (dmc) 188
Parallel Lives

If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

Enchantment
Parallel Lives (wot) 58
Prava of the Steel Legion

During your turn, creature tokens you control get +1/+4. {3}{W}: Create a 1/1 white Soldier creature token. Partner (You can have two commanders if both have partner.)

Creature
Prava of the Steel Legion (onc) 87
Primordial Sage

Whenever you cast a creature spell, you may draw a card.

Creature
Primordial Sage (jmp) 422
Queen Allenal of Ruadach

Queen Allenal of Ruadach's power and toughness are each equal to the number of creatures you control. If one or more creature tokens would be created under your control, those tokens plus a 1/1 white Soldier creature token are created instead.

Creature
Queen Allenal of Ruadach (dmu) 210
Skullclamp

Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Artifact
Skullclamp (moc) 379
Topiary Stomper

Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle. This creature can't attack or block unless you control seven or more lands.

Creature
Topiary Stomper (snc) 290
Vivien, Champion of the Wilds

You may cast creature spells as though they had flash. +1: Until your next turn, up to one target creature gains vigilance and reach. −2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may cast it if it's a creature spell.

Planeswalker
Vivien, Champion of the Wilds (clb) 838
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (clb) 929
Yavimaya Dryad

Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) When this creature enters, you may search your library for a Forest card, put it onto the battlefield tapped under target player's control, then shuffle.

Creature
Yavimaya Dryad (tsr) 247

Sideboard

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Maybeboard

Qty: 13 Price: $56.37
Beregond of the Guard

Whenever Beregond or another Human you control enters, creatures you control get +1/+1 and gain vigilance until end of turn.

Creature
Beregond of the Guard (ltc) 9
Bulwark Ox

Whenever this creature attacks while saddled, put a +1/+1 counter on target creature. Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Creature
Bulwark Ox (dft) 7
Caustic Caterpillar

{1}{G}, Sacrifice this creature: Destroy target artifact or enchantment.

Creature
Caustic Caterpillar (j22) 86
Collective Resistance

Escalate {G} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target artifact. • Destroy target enchantment. • Target creature gains hexproof and indestructible until end of turn.

Instant
Collective Resistance (mh3) 147
Concordant Crossroads

All creatures have haste.

Enchantment
Concordant Crossroads (2x2) 141
Haywire Mite

When this creature dies, you gain 2 life. {G}, Sacrifice this creature: Exile target noncreature artifact or noncreature enchantment.

Creature Artifact
Haywire Mite (dsc) 247
Railway Brawler

Reach, trample Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power. Plot {3}{G} (You may pay {3}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

Creature
Railway Brawler (otj) 175
Sakura-Tribe Elder

Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Creature
Sakura-Tribe Elder (dsc) 194
Securitron Squadron

Squad {3} (As an additional cost to cast this spell, you may pay {3} any number of times. When this creature enters, create that many tokens that are copies of it.) Vigilance Whenever a creature token you control enters, put a +1/+1 counter on it.

Creature Artifact
Securitron Squadron (pip) 23
Selfless Savior

Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Creature
Selfless Savior (m21) 36
Skullclamp

Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Artifact
Skullclamp (blc) 283
Tyrant Guard

Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Shieldwall — Sacrifice this creature: Creatures you control with counters on them gain hexproof and indestructible until end of turn.

Creature
Tyrant Guard (40k) 103
Wood Elves

When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.

Creature
Wood Elves (moc) 316

Maybeboard

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Deck Info

Deck stats

43 pips - 36 cards
27 mana - 27 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
51 pips - 43 cards
31 mana - 29 cards
0 pips - 0 cards
6 mana - 6 cards
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Description

{"ops":[{"insert":"\tThis commander is so exceedingly simple, and in my opinion that allows it to be built in very interesting ways. My very first thought when I saw "},{"insert":{"card-link":"Torens, Fist of the Angels"}},{"insert":" was that if every single creature makes a token (that can potentially become a threat through Training) then perhaps the creatures you cast don't really matter--they could be anything. My playgroup sees a lot of removal, particularly board clears, which are often spent because my board is getting too wide. So I salivated at the idea of a creature-based go-wide deck where every single creature was a "},{"insert":{"card-link":"Selfless Spirit"}},{"insert":". Getting free tokens for playing creatures is awesome, so if all of those creatures can protect our board that would make for a very defensive deck. Now obviously this is not possible, but it lead to where the deck is today. Instead, we have a deck that runs mostly toolboxy creatures and cool synergy pieces. It is worth noting that Archidekt has rated this deck a power level 2, but the deck is definitely somewhere in the upper half of the 3 range. While it may not be running any game changers or infinite combos, the deck is much more optimized than a precon. \n\n\tAt the time of writing this, Torens is at ~575 on EDHREC and that confounds me. Is it simply because he is so straightforward? There are plenty of other \"oops all creature\" options? Is it his colors? Did he just fly under the radar and he's fallen into obscurity? I've found this deck to be incredibly fun to pilot, remarkably resilient, and with a myriad of ways to make your creatures deadly it can certainly hold it's own. And, on top of that, it can be made quite strong on a budget if you choose to go that route. I tend to lean hard into creature based decks, and tokens in particular, and this deck can fill the board as quickly as any other deck I've made--outside of maybe a "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" centric landfall strategy. \n\n\tThe deck can be built as Human tribal, but I think that this hurts more than it helps. While Human tribal synergy is decent, it takes away some of the key cards in the deck. And, without access to red and black, we're missing some of the better humans anyway. I have made some choices that benefit from the fact that Torens makes Human tokens ("},{"insert":{"card-link":"Heronblade Elite"}},{"insert":", for example, is an absurd mana dork here that also easily continues to trigger our Training abilities with its ever-increasing power) but that is more because of the synergy these specific cards have and not because I wanted to lean into Human tribal. \n\n\tIt's also worth noting that we want to be able to trigger the Training ability on our tokens. This is important, so some of our creatures are able to do this as a side action to their main purpose in the deck. I will point this out as we go. \n\n\tOk, let's break down the categories in the deck.\n\nRamp: \n\tI can't emphasize enough how much we want creatures to do everything in this deck. Each one nets us an extra token, and that's the whole point of the deck. So here we have dorks and creatures that tutor lands to battlefield. We love our 1 drop "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":" and friends because they can get Torens down a turn sooner, and that is huge for the deck; we run 7 in total. \n\n\tWe also have plenty creatures that put basic lands onto the battlefield like "},{"insert":{"card-link":"Farhaven Elf"}},{"insert":", and "},{"insert":{"card-link":"Wood Elves"}},{"insert":". The all-star in this category is "},{"insert":{"card-link":"Karametra, God of Harvests"}},{"insert":"; she ramps us a land on every creature cast, and on top of that is hard to remove while being n easy way to trigger our Training multiple times with her high power. \n\n\tOther notable ramp cards are "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" (for obvious reasons) and "},{"insert":{"card-link":"Katilda, Dawnhart Prime"}},{"insert":" for turning our commander and all of our Human tokens into mana dorks. As I mentioned above, "},{"insert":{"card-link":"Heronblade Elite"}},{"insert":" is an incredible ramp piece while also allowing easy Training triggers by attacking with high power and Vigilance and subsequently tapping for a lot of mana in the post-combat main phase. I also love the MDFC land cards, and "},{"insert":{"card-link":"Tangled Florahedron // Tangled Vale"}},{"insert":" is excellent here as a land in a pinch but also a creature to trigger Torens and a dork as well. \n\n\tRamp is the biggest section in the deck, and therefore it has the most to offer in turns of gleaning a few extra slots in the deck. I did this mostly to make the deck explosive and because creatures that ramp are easy to come by, but this section will shrink a bit over time as I add better Synergy options or other toolbox creatures. \n\n\nDraw: \n\tAs with any deck, draw is king so we need plenty of it; and, since we are creature heavy and we need to be able to rebuild as our pieces are removed, this deck is certainly no exception. The nice thing here is that each creature makes a second body, so while spot removal may take out key pieces our board presence can remain solid outside of a board wipe. We have the creatures that draw cards on cast like "},{"insert":{"card-link":"Beast Whisperer"}},{"insert":" and "},{"insert":{"card-link":"Primordial Sage"}},{"insert":". Then we have combat based draw in "},{"insert":{"card-link":"Ohran Frostfang"}},{"insert":" and "},{"insert":{"card-link":"Toski, Bearer of Secrets"}},{"insert":"; also, "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":" is an excellent new addition because her draw condition is easily fulfilled by the Training on our tokens and she also has the excellent stapled on ability of "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" (just a slightly worse version). "},{"insert":{"card-link":"Skullclamp"}},{"insert":" is an easy pick because of our plentiful tokens. "},{"insert":{"card-link":"Inspiring Call"}},{"insert":" is also board wipe protection, so it's doing double duty here. "},{"insert":{"card-link":"Huatli, Radiant Champion"}},{"insert":" is a great pick here because her +1 should easily get her into Ultimate range on the turn she comes down, and we have plenty of blockers to protect her for a round until she can ultimate and give us a source of draw for the rest of the game that can't be removed. Finally, "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" and "},{"insert":{"card-link":"Mangara, the Diplomat"}},{"insert":" require our opponents to be doing things but both are excellent sources of draw in most games. \n\n\nRemoval: \n\tWhile our deck is mostly creatures, we are in Selesnya colors so it would be a crime not to include "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":", "},{"insert":{"card-link":"Path to Exile"}},{"insert":", "},{"insert":{"card-link":"Beast Within"}},{"insert":", and "},{"insert":{"card-link":"Generous Gift"}},{"insert":{"card-link":"Aura Mutation"}},{"insert":" and "},{"insert":{"card-link":"Sundering Growth"}},{"insert":" are nice synergy removal pieces here as well. The single board clear in the deck is "},{"insert":{"card-link":"Hour of Reckoning"}},{"insert":" because for the most part we don't want to board clear and this one saves our tokens. "},{"insert":{"card-link":"Bane of Progress"}},{"insert":" is excellent since most of our value pieces are creatures and it will get big in order to consistently trigger our Training. Our remaining removal options are variations of "},{"insert":{"card-link":"Reclamation Sage"}},{"insert":", some with upside. \n\nProtection: \n\tThis is an important category here, since we will be board wiped often, and also the inspiration for this particular deck; it's also pretty self-explanatory. The best in the category is "},{"insert":{"card-link":"King Darien XLVIII"}},{"insert":" while the worst is probably "},{"insert":{"card-link":"Saffi Eriksdotter"}},{"insert":"; however, Saffi is still excellent here for saving our best piece. The other three are all variations of "},{"insert":{"card-link":"Selfless Spirit"}},{"insert":". As I find other options--or more options are released--this category may expand. \n\nSynergy: \n\t"},{"insert":{"card-link":"Parallel Lives"}},{"insert":" just doubles the Torens trigger, and "},{"insert":{"card-link":"Queen Allenal of Ruadach"}},{"insert":" does something similar but for 35 cents. "},{"insert":{"card-link":"Prava of the Steel Legion"}},{"insert":" lets us swing our tokens without thinking twice, which is what we want to do. The recent "},{"insert":{"card-link":"Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun"}},{"insert":" reprint gives us a very cheap way to imitate "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":", and the ETB effect is nice too. We love the flash effect we get from "},{"insert":{"card-link":"Vivien, Champion of the Wilds"}},{"insert":", and the -2 ability is nice to dig into our deck as well. "},{"insert":{"card-link":"Whitemane Lion"}},{"insert":" is just silly in this deck since we can bounce it repeatedly to our hand at instant speed to make tokens, or even use it to save a key piece from spot removal. In a recent game I played, I had already cast my "},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" to remove a scary player early so when I drew a tutor I used it to find Whitemane Lion in order to bounce the Moonshaker back to my hand and cast it again to win the game. "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" is our recursion piece on a body, and "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" is here as well. \n\nWin Conditions: \n\tAs I tend to do, I've included the tutors in the win condition category. This does not mean that they should be used solely to find a win con; there are plenty of times where an early tutor into a value piece (such as draw or ramp) to get ahead is a winning move. And, of course, using them effectively comes with familiarity with the deck. \n\n\t"},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" is the best win condition in the deck as it is essentially a Craterhoof Behemoth; it can easily close out a game, unless an opponent has many flying blockers. The next best option is most likely "},{"insert":{"card-link":"Champion of Lambholt"}},{"insert":"; with so many creatures entering the battlefield she will get big fast and make the rest of our board unblockable while growing larger with Training triggers each combat. If not answered immediately she will become a problem, and even the turn she comes down she can win the game if she can amass some counters that same turn. My favorite win condition in the deck is "},{"insert":{"card-link":"Sigarda's Summons"}},{"insert":", mostly because the flavor is on point with Torens, but also because it works so perfectly with our Training triggers. We can swing with all of our tokens (even those without any counters) and then when the Training triggers resolve they will automatically become 4/4 flying angels that are at least 5/5s in practice due to the newly acquired +1/+1 counters. This can close out a game if you have a solid number of tokens to swing with. "},{"insert":{"card-link":"Sovereign Okinec Ahau"}},{"insert":" is an excellent new addition to this deck since he grows our tokens Training +1/+1 counters exponentially; it can be a win condition if it's allowed to stick for a few turns, and works quite well with "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" when he can double our counters while our tokens are (likely) unblockable and hitting with doublestrike. "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" is an excellent way to close a game if we have a wide enough board, and we always want to cast it with our commander out. In a pinch it can be used to protect us from a board wipe, but it can certainly close a game out since our tokens will be Trained on top of the double strike so they will each hit for at least 4 damage in the air. Even if it doesn't outright end a game, the lifelink can really put us ahead as a massive swing while potentially taking down the opponent we are most afraid of (hint: the one with the most board wipes or control, usually). "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" is here for fun; she can clear small blockers from the board, and makes it easy to swing our tokens without fear of blockers. If you've already exhausted your Moonshaker she can help to close out games as well. \n\nSome upgrade thoughts:\n\tThe new token tripler "},{"insert":{"card-link":"Ojer Taq, Deepest Foundation // Temple of Civilization"}},{"insert":" is an excellent include if you have one. It is also worth noting that this deck could absolutely run "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" to devastating effect, but I do not own one and I don't have an extra "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" currently available to help me find it reliably. We can make an absurd number of creatures enter the battlefield in one turn with the right mana producers and draw effects on board, so it's worth considering if you want that option. And, lastly, if you have a "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" it can certainly add redundancy to the Moonshaker Cavalry, or you can run it over Moonshaker since it is arguably a better card. \n\n\n\tThis deck is one of my absolute favorites to play. Most early turns are simple, and the concept is quite straightforward as well. But the best part is that it can be explosive and absurdly powerful, while ramping, drawing cards and packing a fair amount of removal to boot. I highly recommend this under-played and clearly underrated commander if you enjoy creature or token strategies, and I hope my list can give some inspiration as a solid starting point. As always, please leave any comments, questions or suggestions you may have down below! Cheers\n\n\nEdit 01: \nHour of Reckoning out for "},{"insert":{"card-link":"Everything Comes to Dust"}},{"insert":". This is a strict upgrade, particularly in my meta where there are quite a few enchantment decks. "},{"insert":{"card-link":"Bennie Bracks, Zoologist"}},{"insert":" is giving us some nice draw on an easily convoked body. I'm pulling a Forest for him since I think with the ramp we have and our MDFC lands I can cut another land and still be solid at 36 (and that is not counting Itlimoc).\n\nEdit 02: \nMyrel, Shield of Argive out for "},{"insert":{"card-link":"Roaming Throne"}},{"insert":". Myrel needs a whole turn rotation to start making tokens, while Roaming Throne acts like a "},{"insert":{"card-link":"Parallel Lives"}},{"insert":" with Torens, and also doubles the training triggers of our tokens so we get double the benefit. Also pulling Topiary Stomper out for "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":"; explanation is essentially identical as Roaming Throne. Both of these should be powerful upgrades. \n\nEdit 03: 04/15/24\nTaking out "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" for "},{"insert":{"card-link":"Doubling Season"}},{"insert":". I finally own a Doubling Season (!!), after receiving it as a birthday gift, and I need to move my Elesh to another deck. \n\nEdit 04: 05/15/24\nTook out "},{"insert":{"card-link":"Queen Allenal of Ruadach"}},{"insert":" for "},{"insert":{"card-link":"Oltec Matterweaver"}},{"insert":". Queen Allenal requires a token maker out, such as Torens, in order to function which makes her a dead draw occasionally; the Matterweaver, on the other hand, is another redundant piece that independently functions like Torens and can replace him if he's been killed too many times. Also removed "},{"insert":{"card-link":"Parallel Lives"}},{"insert":" in favor of "},{"insert":{"card-link":"Selvala, Eager Trailblazer"}},{"insert":" for the same reasoning. While this cut is hard since Parallel Lives is so strong, we want as many of our pieces to be creatures as possible and it can find a home in another deck. \n\nEdit 05: 06/23/24\nAdding in some cards from MH3. "},{"insert":{"card-link":"Metastatic Evangel"}},{"insert":" is an insane card, and maybe one of the coolest proliferate cards ever printed (and uncommon??), so it should do work here. "},{"insert":{"card-link":"Envoy of the Ancestors"}},{"insert":" is really nice tech here. "},{"insert":{"card-link":"Guardian of the Forgotten"}},{"insert":" is a really interesting card, and in this deck that has a lot of creatures it is likely the manifested card will be flippable; I could see it being an issue if I manifest a win condition, but I'll be testing it anyway. The new MDFC creature/land "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" is great for this deck, so it's going in as well. I also bought a "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":" to fill out the 1cmc dork list,. The Envoy of the Ancestors made me realize I don't have an "},{"insert":{"card-link":"Abzan Falconer"}},{"insert":" in the deck, and that is an excellent include so it's going in as well. \n\nI'm cutting "},{"insert":{"card-link":"Prava of the Steel Legion"}},{"insert":", "},{"insert":{"card-link":"Acidic Slime"}},{"insert":", "},{"insert":{"card-link":"Primordial Sage"}},{"insert":", "},{"insert":{"card-link":"War Room"}},{"insert":", "},{"insert":{"card-link":"Yavimaya Dryad"}},{"insert":", and "},{"insert":{"card-link":"Aura Mutation"}},{"insert":". The deck has plenty of removal, so removing two pieces to replace with one feels ok. Prava is less good than either Metastatic Evangel, Envoy of the Ancestors, or Abzan Falconer. I don't feel too bad cutting a land since the Witch is an MDFC land. Guardian of the Forgotten is kinda like draw, so removing the 6cmc Sage feels like a fine trade. And Yavimaya Dryad is essentially being replaced by the Halfling. \n\nEdit 06: 08/08/24\n"},{"insert":{"card-link":"Sungrass Prairie"}},{"insert":" out for "},{"insert":{"card-link":"Three Tree City"}},{"insert":". We make a lot of Human tokens, and there's 18 others in the deck, so it should be very easy to get this land tapping for a lot of mana. \n\nEdit 07: 02/17/25\nI cut "},{"insert":{"card-link":"Skullclamp"}},{"insert":" and "},{"insert":{"card-link":"Huatli, Radiant Champion"}},{"insert":" for "},{"insert":{"card-link":"Rite of Harmony"}},{"insert":" and "},{"insert":{"card-link":"Glimpse of Nature"}},{"insert":". While Skullclamp is busted, I think Rite of Harmony is also insane in this deck and Skullclamp has more use cases for other decks. As for Huatli, I've never gotten the ultimate off so she hasn't fulfilled her purpose as a draw engine even though it's easy to accomplish in theory. Cut "},{"insert":{"card-link":"Oketra's Monument"}},{"insert":" for "},{"insert":{"card-link":"Spinner of Souls"}},{"insert":"; this is a nice piece of insurance against board wipes, since that is the biggest threat to our game plan, similar to "},{"insert":{"card-link":"Guardian of the Forgotten"}},{"insert":", while Oketra's Monument is non-creature and there is plenty of redundancy for what it does. I'm cutting "},{"insert":{"card-link":"Vivien, Champion of the Wilds"}},{"insert":" for "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":". This card is great for the deck, essentially like a small anthem built into a worse Doubling Season. I did bad math somehow, so I'm adding in "},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":" and don't need to cut anything. My copy was just moved out of my "},{"insert":{"card-link":"Pia Nalaar, Consul of Revival"}},{"insert":" deck so it has a great home here. \n\nEdit 08: (thoughts)\nLooking to add "},{"insert":{"card-link":"Brightglass Gearhulk"}},{"insert":", which means I should probably buff the 1 drop package in the deck. This is the perfect time to add "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":"; that's a big power boost that I've been avoiding until now, but I like the idea of adding it in. Might be worth grabbing an "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" as well to be honest. Other 1 cost cards that are probably worth considering: "},{"insert":{"card-link":"Caustic Caterpillar"}},{"insert":", "},{"insert":{"card-link":"The Ozolith"}},{"insert":", "},{"insert":{"card-link":"Hardened Scales"}},{"insert":", "},{"insert":{"card-link":"Skullclamp"}},{"insert":" (again), "},{"insert":{"card-link":"Ulvenwald Tracker"}},{"insert":", "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":"...If I lower my curve like this I'll need to add more draw and probably cut some ramp. \n"}]}
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