Here is a token deck I have which has seen quite a bit of success. I am thinking about swapping-out the Fated Intervention for Creakwood Liege. Im wondering if that would be a good idea. Thanks!
Too slow for tourneys. Could be a good just for fun deck though. If you want it to be legit then you have to play some IoK, seizes, etc to compesate for your lack of speed. Or make the deck faster. Meaning no fated and anything costing more than 4. At most. Tokens cant really kill fast enough to stop aggro or combo. Lives is a terrible card. Play anything else in that spot please.
I disagree with Mega about Parallel Lives. However you'd much rather be playing Bant Token. Geist of Saint Traft turn 2 or 3 depending if you're playing ramp, then Parallel Lives turn 3 or 4 for an extra 4 damage going through in the air. I play Gift of Immortality at 2 or 3 and put them on VoR and Geist so I'm not afraid of attacking with them.Usually the opponent will hesitate with VoR to block, but they want Geist off the field ASAP. If you have 2 Lives out, if Geist attacks (MIND YOU, all he needs t do is to attack to get tokens,) that will be not 1 or 2 tokens of 4/4 FLYING angels... But 4 4/4 FLYING angels. That's 16 to the face... AFTER I'm sure you've done 8 or more to the face at that point already. And Geist has Hexproof. Cheers.
Lives is a do nothing unless card. Yeah, it can make for some amazing plays. Assuming you get certain cards, after you timewalk yourself (casting lives). Is that really what you want to be doing? Or would your rather play a card that actually does something? Its more of a win more card that can actually cost you the game since it is cast at an important time in the match.
First, Intangible Virtue seems like overkill here, since most of your token-generators make big guys already. Anthem effects are best paired with token-generators that make multiple small creatures, and, while you do have Lingering Souls, I don't think that's enough to warrant running anthems all by itself.
Second, you've got a lot of four-, five- and six-drops. A LOT. Perhaps cut down on a few of them and add in some extra mana acceleration (I like Utopia Sprawl, Trace of Abundance, and Wall of Roots in decks that depend heavily on their acceleration).
3x Isolated Chapel
3x Plains
2x Razorverge Thicket
4x Sunpetal Grove
1x Swamp
4x Temple Garden
3x Woodland Cemetery
2x Armada Wurm
3x Geist-Honored Monk
4x Voice of Resurgence
2x Wurmcoil Engine
4x Advent of the Wurm
4x Ready / Willing
4x Selesnya Charm
3x Kodama's Reach
4x Lingering Souls
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
I updated the listing removing lives and fated. Added in wurmcoil engine and cultivate. Also took out one swap.
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
Second, you've got a lot of four-, five- and six-drops. A LOT. Perhaps cut down on a few of them and add in some extra mana acceleration (I like Utopia Sprawl, Trace of Abundance, and Wall of Roots in decks that depend heavily on their acceleration).
Have you considered Call of the Conclave? Seems like it would fit nicely into your curve. Blade Splicer, Call of the Herd, Elspeth, Knight-Errant, and Elspeth Tirel also seem like fair options.
Ready // Willing seems a bit lackluster here. Perhaps consider swapping it out for some targeted removal like Path to Exile, Abrupt Decay, or Go for the Throat?