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Rally, rally everywhere!


Summary:

This is a deck I been been looking at for a while. Even since they started to trickle out the Battle for Zendikar stuff, I have been eyeing the Allies. I want to see what kind of BS you would pull with them. I want them to synergize in a way that would cause them to get out of hand quickly.

Essentially this deck is made so that every time you play a creature, a ton of effects to proc. It would be hard to deal with this deck early game. So your opponent will have to start spending cards in order to stop effects from popping off.

The Guts:

Rally

So lets first start with all the cards that play around with the Rally effect. If you don't know what Rally is, it is where I play down an Ally creature and then and effect goes off effecting creatures on the field. So Makindi Patrol is good early game to swing and still have creatures to block with. Firemantle Mage is one of the best rally cards in the game. A card that is that gives your creatures Menace is amazing (Menance means if the other player wants to block, that have to block each creature with 2 creatures instead of one).

Next we have Chasm Guide and Hero of Goma Fada where you can give your creatures haste and indestructible. Munda, Ambush Leader is amazing to have if you just need cards. It is a Scry 4 but only for allies, every time you play an ally. That can be key because then you can look for one of my favorite cards Resolute Blademaster which grants everything double strike.

Cards That Play Nice with Allies

There are three cards that work with allies that allow you to start going crazy mid game. First one is Angelic Captian it is a good flier that gets stronger with every attacking creature. There is a NASTY bomb called March from the Tomb where you can start bringing allies back from death and proc more effects. Lastly, you have Ally Encampment which is a good 5 colored land for allies plus in a pinch you can sac it to bring something back from the dead.

Rally Engines

For Ally tokens, we have Gideon, Ally of Zendikar and Retreat to Emeria which if you have one of them out you can get yourself some Ally tokens that proc Rally. On top of that you have a handful of one drops to proc if you got no tokens. Expedition Envoy and Cliffside Lookout the latter is good for it's utility.

The Rest

Drana, Liberator of Malakir because this card is nasty. Flying, First Strike, gain +1/+1 counters once you do damage to your opponent's face with her. Stasis Snare for good control against large fatties. Outnumber if you need to get something lager then anything you got off the field. Smoldering Marsh because Tango Lands are awesome. Lastly Nomad Outpost because nothing is better then a Tri-Colored lands.

Optimal Playstyle:

Really, it is just all about making smart plays. Think out what effects in your situation can help you get the upper hand. Use Stasis Snare carefully and effectively. Make use of every point of damage you can do in order to stay alive.

Early game, be as aggressive as possible. Bring the pressure so they start sweating. After that you need to back off and look at what you have out. If you can pop off a quick burst, do it, but don't do it in a way that tips your hand. It will hard to keep card advantage if you keep dumping your hand so be careful. Use Munda, Ambush Leader to lure out any control they might have so you can keep other more important creatures alive. Late Game, survive and take any advantage you get. You are not going to be that strong, but if you have the pieces there, you need to exploit it.

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Revision 3 See all

(9 years ago)

+3 Kalastria Healer side
+3 Kor Entanglers side
+1 Outnumber main
-1 Plains main
+4 Smite the Monstrous side
Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

15 - 0 Rares

19 - 3 Uncommons

9 - 10 Commons

Cards 60
Avg. CMC 3.16
Tokens Emblem Gideon, Ally of Zendikar, Knight Ally 2/2 W, Kor Ally 1/1 W
Folders Have, Ally
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