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Naya Allies

Aggro

Pre- BFZ Allies; Pre - CoCo Allies

First off this deck is not actually mine. I found it while looking for Rogue decks on MTG TOP 8. It was piloted by Kadoyoshi Tomonori and took second at the Happymtg.com Modern Cup back in late December of last year.

Here's the original.

As you can see, I haven't changed anything with time passing. I've been playing this deck for months now. It's been sitting in my Tappedout for months and nobody really gave it any notice. Now that everybody is trying to build an Allies deck thanks to BFZ, I figured I'd give it new life. Not to sound like a hipster but I was playing this deck before Collected Company was even spoiled, so I've been piloting this for quite a while and this deck is 100% competitive in the Tier 1 meta. I'm saying this after dozens and dozens of victories against decks you see listed at every Modern Open and GP.

The deck is a simple and strict aggro deck. The intent is to play your guys as quickly as possible and continuously beat your face in.

it is competitive in every matchup and can outrace and outmaneuver most decks you see floating around.

Many control players just concede because the likelihood of hitting a Cavern of Souls or Aether Vial (or both) is highly consistent. Also a frequent Turn 1 play. Their counterspells are rendered useless with these cards. They may catch a few things, but they are usually already close to death at that point.

The aggro matchup fairs pretty well as it is generally faster than Merfolk, about equal pace with Burn, and can usually outclass Affinity (unless they get the nut hand).

Combo decks like Tron and Collected Chord generally don't stand much a chance as they are for the most part lacking the speed and consistency in responses to handle the swarm of punches hitting them in the face, and a quick sideboarding of Fiend Hunter (and Stony Silence for Tron) makes their Game 2 life much more complicated.

The biggest issues this deck is going to hit is decks with consistent, turn after turn, low cost removal such as Jund and Junk. Luckily however, these decks aren't played very often due to their overwhelming cost, and they also necessitate a good amount of skill to pilot correctly as Midrange decks, making them even rarer to come across still.

Describing the deck itself isn't really much. It speaks for itself.

There are only a handful of things to note:

Cavern of Souls always enters as Humans.

Always play your lower cost Rally trigger +1/+1 counter creatures first. For example, if you had a Hada Freeblade, Kazandu Blademaster, and an Oran-Rief Survivalist in your opening hand, you would play them in that order. While it may not necessarily make sense to play the smaller threat first, it is a matter of the buildup. You want the small guys to be just as large as your bigger guys as you build them with counters.

Always level up Aether Vial until you hit 3. It will rarely backfire on you and is overall just more mana efficient. If you play two of them for some odd reason, you stop that one on 2. The only exception would be if you have nothing but a hand full of two drops, which on occasion can happen.

  • working on the rest of the detailed description -

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Revision 1 See all

(8 years ago)

+4 Ally Encampment main
-1 Arid Mesa main
-1 Mana Confluence main
-1 Mountain main
-1 Reflecting Poolfoil main
-1 Sacred Foundryfoil main
-1 Temple Gardenfoil main
+1 Windswept Heath main
+1 Wooded Foothills main
Date added 9 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

38 - 5 Rares

11 - 6 Uncommons

8 - 4 Commons

Cards 60
Avg. CMC 1.97
Folders Modern Ideas, Modern To Build
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