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Trostani Triple Threat

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Whenever a new set is released, a lot of people take one of the legendary creatures and make a Commander deck around it. We love new commanders! I decided to do that today with one of the the Return to Ravnica guild leaders. After looking at my options, Trostani was the one that most called to me, so I built the deck. Let’s take a look at the deck first and then discuss it.

"Trostani Triple Threat"

Trostani has two abilities you have to consider when building your deck. The first is the life-gain from your creatures that enter the battlefield. The second is the ability to cheaply populate with 3 mana and a tap. I built around both for the deck.

Penumbra Wurm
The populate side is easy. It wants big creature tokens, so I have several ways of making a big dude. First of all, I have both Crush of Wurms and Roar of the Wurm. Making a 6/6 Wurm token isn’t exactly subtle, but I’m not sure green and white together know the meaning of that word. To them, subtlety is smashing your face in so hard it becomes part of the concrete. You can spit out more Wurms with Trostani. Wurmcalling also makes a big Wurm, and you can buy it back if you have enough mana. It joins your Wurm team (as does a dying Penumbra Wurm).

We have other ways of making decent-sized bodies. Centaur Glade, Garruk Wildspeaker, and Garruk, Primal Hunter will make 3/3s for your troubles. All are repeatable effects that can overwhelm many. Don’t forget Selesnya’s super 8/8 land Grove of the Guardian. It’s a top target for populating. I also included 4/4 Angels from both Decree of Justice and Entreat the Angels. The ability to make 4/4 flyers is powerful, and when you add Trostani’s populating to it, it can get out of hand. I also chose Gargoyle Castle, which will sacrifice for a 3/4 flyer in case you want to jumpstart more flyers.

With these big creatures hitting the table, I wanted more token effects. Populate seems to be a good place to start, so in went populate cards such as Coursers' Accord, Trostani's Judgment, Vitu-Ghazi Guildmage and the very powerful Rootborn Defenses. This deck needs ways to keep the team alive through mass removal, so it plays double duty. After I added populate to the deck, it wanted more. Doubling Season was the obvious place to begin. Parallel Evolution was similarly swank. I then added a few others such as Rhys the Redeemed.

Verdeloth the Ancient
Since I had all of these guys that were good with tokens, I moved to just making bodies. Sure, Verdeloth the Ancient might just make 1/1 Saproling dorks, but you can pump mana into that kicker for a lot of them. Yeah, Increasing Devotion might only make 1/1 bodies, but it can make a cornucopia of them. This is where my many creatures that make tokens for mana came in—cards such as Ant Queen, Selesnya Guildmage, Vitu-Ghazi, the City-Tree, and others.

After I pushed my token theme, I wanted ways to make them better. Akroma's Memorial was a must have. I also thought of Eldrazi Monument, which immediately went in as well. It’s not as though we won’t have a 1/1 dork to sacrifice to it. Mirari's Wake does double damage, both as a mana enhancer for great spells (imagine it with Wurmcalling, Verdeloth, Entreat the Angels, Decree of Justice, etc.) and as a way to pump the team. Both Tolsimir Wolfblood and Wilt-Leaf Liege pump our guys; they were added. Gavony Township adds some counters to our guys, Knight of New Alara pumps the gold dudes by 2, and finally, in went new powerhouse Collective Blessing. That thing is downright insane—especially here!

My deck began to need rounding out. We needed spells to fetch lands, so I included Cultivate, Kodama's Reach, Far Wanderings, and the powerful new Seek the Horizon. Farhaven Elf and Krosan Verge make an appearance as well. I also needed removal. Qasali Pridemage , Acidic Slime, and Woodfall Primus made the cut along with Aura Shards, Seed Spark, and Sundering Growth. These will off artifacts or enchantments as needed. Note that the Shards works with token creatures as well as normal ones, and it has a may effect, so it won’t destroy your own stuff by accident. For creature removal, I chose Path to Exile and Swords to Plowshares only. I just didn’t have a lot of room for excess cards. Trostani's Judgment is removal, too.

Avacyn, Angel of Hope
With an environment that is often as mass-removal-heavy as Commander tends to be, I wanted protection from that. Eldrazi Monument and Rootborn Defenses will work. Because I want to save tokens, the normal things often don’t work, such as Cauldron of Souls and Faith's Reward. Safe Passage was added as a way to keep my guys alive through damage-based removal such as Earthquake and the new Magmaquake. Avacyn, Angel of Hope was also included to save the team. I also feared targeted removal, so Asceticism, Privileged Position, and even Lightning Greaves contribute to keeping my guys alive. (See also: Yavimaya Hollow, Dauntless Escort.)

I fleshed out the deck with some more creatures of value. Eternal Witness is powerful for obvious reasons. Knight of the Reliquary is a powerful card that can tutor for any land, and my favorite trick with it is to fetch a card such as Kor Haven or Yavimaya Hollow as an instant and then use its ability. Twilight Drover is hot in a deck with a bunch of token creatures. This certainly qualifies. Turning a dying token into two Spirits has the potential to ramp up your side. Plus, it can scale in size very quickly. I wanted a bit more creature-making, so in went Rampaging Baloths and Thragtusk.

There are a few cards that we need to discuss more. I’ve found that my recent Commander games are going on longer and longer, so I’m looking to add two or three powerful late-game spells to my decks. Decree of Savagery will pump the whole team permanently. Adding a permanent +4/+4 un-Disenchant-able boost is quite nasty. (Plus, you can cycle it as a surprise permanent Giant Growth effect). Another swinging late-game spell is Storm Herd. Even if you’ve drawn forty cards from your deck, making sixty 1/1 flyers changes the game. It forces mass removal or an answer of another sort immediately. You can imagine how powerful it would be if those tokens were pumped by any of the decks various creature-pumping effects.

Night Soil
A few other cards round out the deck, and I’ll not discuss them overmuch. Maze of Ith and Kor Haven were valued in a deck with as few flyers as this one has. Eladamri's Call snags the best creature, and Tooth and Nail doubles it. Miren, the Moaning Well will give me some life when pressed by sacrificing a creature. Harmonize and Momentous Fall will help me draw cards. With this many creatures in the deck, Glare of Subdual is nasty. You can tap a creature to lock down another. I considered Earthcraft, but I ultimately decided against it—I didn’t have enough to do with it here. Finally, Night Soil is here to hose opposing creatures in graveyards while also making more guys for the cause.

The last six cards cut from this deck were Phantom Nishoba, Congregate, Nemata, Grove Guardian, and Hoofprints of the Stag—I loved Kitchen Finks and Loxodon Hierarch in decks like this, but I didn’t feel that I needed life in a format in which I have 40 life, Trostani, Miren, Momentous Fall, and other life-gaining spells. Loxodon Smiter was pulled for Dauntless Escort.

I hope that you like a nice Selesnya-inspired deck for your consideration!

 

See you next week,

Abe Sargent

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