Tuesday Night Takeover

Aragorn and Arwen Selesyna Tokens

Till death do us part

Art: Aragorn and Arwen, Wed by Magali Villeneuve

Aragorn and Arwen is an amazing card that allows for a bunch of lifegain and a bunch of buffs. This fits perfectly into the existing Selesyna shell that is present in EDH already. Aragorn and Arwen don’t do anything that different but they are a really powerful commander a ton of fun to play and whether in the 99 or in the command zone have an impact when they enter the battlefield!

The Deck:

Aragorn and Arwen Tokens!

Commander (1)
Aragorn and Arwen, Wed

Creatures (34)
Avacyn’s Pilgrim
Essence Warden
Llanowar Elves
Rhys the Redeemed
Soul Warden
Botanical Brawler
Conclave Mentor
Suture Priest
Trelasarra, Moon Dancer
Abzan Falconer
Adeline, Resplendent Cathar
Arwen, Weaver of Hope
Brimaz, King of Oreskos
Cadira, Caller of the Small
Champion of Lambholt
Circle of Dreams Druid
Kami of Whispered Hopes
Rishkar, Peema Renegade
Abzan Battle Priest
Hero of Bladehold
Leinore, Autumn Sovereign
Leonin Warleader
Mondrak, Glory Dominus
Crested Sunmare
God-Eternal Oketra
Ohran Frostfang
Trostani Discordant
Vorinclex, Monstrous Raider
Ancient Gold Dragon
Avenger of Zendikar
Elesh Norn, Grand Cenobite
Ghalta and Mavren
Hornet Queen
Craterhoof Behemoth

Spells (16)
Nature’s Claim
Path to Exile
Secure the Wastes
Swords to Plowshares
Worldly Tutor
Aura Mutation
Finale of Devastation
Heroic Intervention
Moment’s Peace
Call the Coppercoats
Kodama’s Reach
March of the Multitudes
Unbreakable Formation
Second Harvest
Hour of Reckoning

Artifacts (4)
Sol Ring
Arcane Signet
Halo Fountain

Enchantments (10)
Hardened Scales
Intangible Virtue
Luminarch Ascension
Anointed Procession
Felidar Retreat
Parallel Lives
Cathars’ Crusade
Doubling Season
Primal Vigor
Rabble Rousing
Lands (35)
Bountiful Promenade
Branchloft Pathway
Canopy Vista
Command Tower
Exotic Orchard
Gavony Township
Khalni Garden
Overgrown Farmland
Path of Ancestry
11 Plains
Radiant Grove
Razorverge Thicket
Reliquary Tower
Sunpetal Grove
Temple Garden
Yavimaya, Cradle of Growth

Why Aragorn and Arwen, Wed?

Aragorn and Arwen has a higher cost than a lot of other token commanders like Rhys the Redeemed at 4GW but they are worth every mana needed! They are a defensive creature at 3/6 but have vigilance and an amazing ability that triggers on ETB and attack and allows us to +1/+1 every other creature and gain life for each creature we control. We are able to use this to our advantage combined with a large amount of buffs and creature production in the deck. Since Aragorn and Arwen are really defensive and get buffs from many of our other cards we can almost always safely attack and buff our creatures and gain life!

Deck Overview:

Our creature package is highlighted by a bunch of cards that make a ton of tokens like Adeline, Resplendent Cathar and Brimaz, King of Oreskos as well as a ton of other great token producers! God-Eternal Oketra is a card that is not often featured in token strategies but fits really well since we have 34 creatures in the deck and when combined with some of our token payoff cards being able to cast a creature spell and get 2 or 3 4/4’s is just amazing Oketra also goes back to our library upon death and is overall a really sticky permanent! Abzan Battle Priest and Abzan Falconer are both amazing payoff cards who give creatures with +1/+1 counters Lifelink and Flying not only does this make us harder to kill with the lifegain it allows us to be more evasive and make combat even easier with flying! Cadira, Caller of the Small is one of the best creature token generators we have since we essentialy double the amount of tokens we have when she deals combat damage combine that with some buffs and it will make doing combat damage that much easier, if Cadira is on the field for one or two combat phases they can produce an overwhelming amount of tokens! Suture Priest, Soul Warden and Essence Warden can provide a ridiculous amount of lifegain when we get the token train rolling! Arwen, Weaver of Hope is not great in the early game but in the mid-late game can be absolutely devastating even with only 1 or 2 +1/+1 counters on Arwen it can make the tokens that get produced very large!

Our spell package is very well-rounded combining ramp, protection, interaction and game-ending spells to really make it so we can deal with our opponents threats outside of combat! Kodama's Reach and Cultivate are the only real ramp spells we play outside of creature ramp, these are both format staples that are well costed and efficient ramp spells! Hour of Reckoning is a great board wipe for our deck since it does not hit a ton of our stuff this can be situational and is not always the best option! Aura Mutation allows us to destroy an opponents enchantment and get tokens equal to its CMC this card is really a win / win for us as it combines interaction and token production! Secure the Wastes is a great way for us to mana dump and produce tokens as well as March of the Multitudes which is another late game mana dump for token production. We have format staples like Nature's Claim and Path to Exile to round out the interaction we have!

We are not playing a ton of artifacts but all of them are very impactful, we are playing mana rock staples in Sol Ring and Arcane Signet. Skullclamp is a great way for us to get card draw in the early game before a ton of buffs start getting applied. Since we have a ton of creature production in most games Halo Fountain is a viable win condition frequently it is not the quickest win but is always a threat once we get the token engine going!

Our enchantment package is the heart of our token engine with crazy generators like Doubling Season, Parallel Lives and Primal Vigor as well as Anointed Procession all of these cards are pretty busted on there own but when combined it gets out of hand so quickly! Luminarch Ascension is super easy to make viable on the early turns of the game especially if you are playing in a format with aggressive decks and when combined with one of our token engines is 1W to produce 2 or 3 4/4 angels! Rabble Rousing is great as well since it allows us to make a bunch of tokens and cast free cards from the hideaway ETB.

Our land base is really nothing special and is a very common G/W mana base filled with dual lands and ways to produce both green and white. Some of our mentionable lands are Khalni Garden and Gavony Township both of these cards are great to make a token and buff our creatures even more!

Strengths of the Deck:

  • Crazy amount of creature production
  • Crazy amount of creature buffs
  • Passive lifegain from Aragorn and Arwen

Weaknesses of the Deck:

  • Not a ton of interaction
  • Weak to Creature / Token hate
  • Not easy to draw cards, the need to topdeck can often happen

Deck Stats:

Sample Hands:

Main Win Conditions:

Our main win conditions are through overwhelming our opponents with buffed tokens or ending the game with a big finisher like Craterhoof Behemoth or a Cathars' Crusade. Another card that very easily translates to ending a game is Champion of Lambholt since we produce so many creatures it is very easy to make all of ours unblockable! Not every game but in testing I found that Halo Fountain can often be a very easy win!


In conclusion Aragorn and Arwen is a really fun and fast token / lifegain deck that can get out of hand very quickly and allows us to swing for an absolutely crazy amount of damage! This deck is a ton of fun and is a great choice for any player who enjoys the playstyle of token generation and huge combat swings!

Thanks for Reading to the End!