First post here! Although some people here may remember me from back when the WoTC boards were crap, but before they became COMPLETE CRAP. Haha.
Jeskai Tokens list I have been mucking with in between playing my usual decks (Abzan Seance and Grixis Control usually).
Been working out rather well so far.
[1v1] "Jeskai Tokens"A deck for
Jeskai 2015 60 Cards.
36 nonlands (16 creatures, 20 spells).
24 Lands (6
4
5
; 9 other).
Open this deck in MisterP's deck planner. (Learn more)Creature-- 2x
Goblin Bushwhacker-- 2x
Attended Knight-- 1x
Brimaz, King of Oreskos-- 2x
Goblin Rabblemaster-- 2x
Mentor of the Meek-- 1x
Ogre Battledriver-- 3x
Phantom General-- 2x
Talrand, Sky Summoner-- 1x
Baneslayer AngelSpell-- 4x
Shock-- 4x
Krenko's Command-- 4x
Raise the Alarm-- 4x
Think Twice-- 2x
Trumpet Blast-- 2x
Angelic EdictLand-- 4x
Azorius Guildgate-- 2x
Boros Guildgate-- 3x
Izzet Guildgate-- 4x
Island-- 6x
Mountain-- 5x
PlainsRabblemaster, Brimaz, and Talrand are all cards that, if they stick and aren't removed immediately, usually just take over games by generating stupid amounts of value even without considering any of the rest of what I am about to say.
Rabblemaster happens to work well with Krenko's Command, as the power buff Rabblemaster gets when he attacks is based on the number of attacking Goblins. Rabblemaster not only triggers Mentor of the Meek himself, but each turn before combat he triggers him again when he spawns his Goblin tokens, giving you a repeatable source of card draw if both stick. Ogre Battledriver not only allows Rabblemaster to attack the turn it is played, but also gives it, and the new token a respectable power boost for the turn. Kicked Goblin Bushwacker can do sort of the same, but sadly, the token doesn't get the power boost because it spawns after the first main phase but before combat (and Bushwacker doesn't have Flash). Phantom General buffs the tokens he makes into 2/2's. Trumpet Blast makes that alpha strike when you finally attack with Rabblemaster even more deadly and unpredictable.
Brimaz may not trigger Mentor of the Meek himself, but his tokens do, giving repeatable card draw every time Brimaz attacks or blocks when you have Mentor of the Meek on the table. Phantom General buffs his tokens to 2/2's as well. In the same manner as Rabblemaster, Brimaz has a lot of surprise alpha strike potential when combined with Ogre Battledriver, Kicked Goblin Bushwacker, and Trumpet Blast.
Talrand gets value off of a good portion of the stuff in the deck. Our main token producers (Krenko's Command, Raise the Alarm) both trigger Talrand, making them 2 mana for 4 power worth of creatures split over 3 cards (one of which has evasion). Each token created by Talrand has the potential to trigger Mentor of the Meek on top of triggering him himself. Phantom General buffs Taldrand's tokens into 3/3 fliers. Ogre Battlemaster on the table or a Goblin Bushwacker in the hand and able to be kicked both allow Talrand's tokens to attack the turn they come into play, along with a nice power boost for that alpha strike. Think Twice also triggers Talrand when we cast it, and gives us two tokens out of the deal (because of Flashback). Our Removal triggers him as well, making them so they are not just 1:1 trades. Even our pseudo Overrun alpha strike tool (Trumpet Blast) triggers Talrand giving us another blocker back if the alpha strike does not go as planned.
Attended Knight works similarly. 3 power and toughness spread over 2 bodies isn't a bad deal for 3 mana, especially when 2 power of that is First Strike. The card works well with Mentor of the Meek (2 triggers). The token gets buffed by Phantom General. The two bodies also mesh well with Ogre Battledriver, Kicked Goblin Bushwacker, and Trumpet Blast, adding to that alpha strike value.
Baneslayer is a recent addition to the deck. The deck originally ran
Triplicate Spirits, but Baneslayer is just so good it is hard to justify not including it (even if it doesn't completely mesh with the rest of the theme behind the deck). It is yet another card that usually takes over games if it sticks due to the sheer amount of value is provides. The main reasons for inclusion though is that is provides a fat body with lifelink, which helps to keep at parity with some of the faster Aggro decks in the format. It also gives the deck another out in those situations when it has stalled out before securing the win as a result of an opponent playing superior creatures (being a token deck and all, looking at you Rune-Scarred Demon!).
Shock and Angelic Edict make up the decks removal suite. Shock answering most of the early game threats opponents may play, and providing some reach as well. Angelic Edict is another recent addition to the deck. Originally the spots taken by Edict were
Reprisal, since I much prefer the lower cost and instant speed. Sadly, I found Reprisal to often be a dead card/draw in a lot of different matchups, and this deck just does not have enough redundancy in removal to work around this (like a Control deck would). So I decided to go with Angelic Edict. It is a little on the expensive side, and sorcery speed isn't the greatest, but it hits just about every relevant creature, exiles (which is a bonus), and isn't a completely dead card in the rare scenario where you go up against a creature-less deck which usually play heavily off of enchantments to win (although this is still moot against my creature-less Jeskai Control deck that just stalls games and burns you out with stupid high X spells like Banefire). Both Shock and Edict have the bonus of triggering Talrand for us as well.
Think Twice gives us a way to dig into our deck that is more reliable than Mentor of the Meek. The spell not only gives us card advantage and helps to refill our hand, but also helps a lot with mana fixing, making land drops on time, digging for removal, and overall thinning our deck. The spell also works well with Talrand (giving us 2 tokens), and even has pretty good synergy with Raise the Alarm (with 2-3 mana up you get the choice of dropping two 1/1 tokens during an attack as a combat trick to surprise trade, or dropping them EoT for a surprise attack after untap, or drawing a card EoT, depending on what the situation warrants).
Raise the Alarm and Krenko's Command are our bread and butter. Dumping huge amounts of tokens onto the board (either drawing cards with Mentor, or making even more tokens with Talrand) and attacking in for a huge alpha strike in conjunction with Trumpet Blast, Ogre Battledriver, Kicked Goblin Bushwacker, Phantom General, and Goblin Rabblemaster (potentially on the same turn you put the tokens onto the table).
Trumpet Blast is our pseudo Overrun alpha strike tool. Also has the added bonus of triggering Talrand and in a pinch can be used as a combat trick if you can bluff attacks well enough.
The deck is outright explosive. I have had games turn around stupidly fast. Nothing but a Talrand on the table and 6 mana. Opponent thinks they are safe. Untap cast 2x some combination of Raise the Alarm/Krenko's Command, then a Kicked Bushwacker, attack in for 16-19 damage (depending on if you attack with Talrand or not). Same sort of explosive situations happen when Ogre Battlemaster is on the table, or just out of nowhere with a Goblin Bushwacker in hand and able to be kicked (especially if you already have a Rabblemaster in play). Not to mention all the times when you can't haste your way to victory and just have to attack with a ton of tokens and cast Trumpet Blast for the blowout.
I should probably note as well that I have been considering messing around with adding
Chasm Skulker to the deck somehow, but have been seriously debating it simply for the sake of not pushing the deck any further into Blue than it already is.
To be honest, I also have a Boros Token deck that is almost identical to this, and can be just as explosive. I personally like the Jeskai build more myself though. The Boros version tends to be slightly faster and obviously has a more consistent mana base. That said, losing out on Blue means losing out on Talrand and Think Twice, which, at least in my opinion, are key pieces to winning games where you stall out early for whatever reason.