Primarily sticking to blue, black, and green cards, plus one red outlier, these can slot into a wide variety of situations and decks, generally with very little setup needed to play them other than getting past a few turns and casting a healthy number of spells
An inked card is not valid for official tournament play, as it can be considered marked or improperly altered
There are three primary ways to win with tokens: You attack with enough creature tokens that your opponent cant possibly hope to block them all, You pair your token generation with Mirkwood Bats, Impact Tremors, Zulaport Cutthroat, and similar effects that drain your opponents life total as your tokens enter and leave the battlefield, or You have sacrifice outlets that let you cash in tokens to kill blockers and/or drain your opponents life, like Goblin Bombardment
Previous staples on previous versions of the Deck like Dragunity Remus and Blackwing- Zephyros the Elite can still be valid due to their value as combo extenders