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Planeswalker (1)

Land (1)

Instant (4)


This is version 2/3 of my "I'm totally obsessed with allies" series. This one loves +1/+1 counters and outracing the opponent's damage by stacking counter triggers with things like Metallic Mimic and Hardened Scales to get even more counters. With a few of these things stacked your allies that get counters can enter as 5/5s or bigger, and your allies that don't get counters can even enter as 3/3s or bigger. It's pretty ridiculous.

There's also cards like Kabira Evangel and Ondu Cleric for protection/defense. Evangel in particular is an all-around amazing utility ally because of the protection from whatever colors are annoying you, and at instant speed when comboed with Collected Company If you're in an aggro-v-aggro matchup it's often nice to save your cocos for when your opponent is going to attack so you have two extra blockers and protection. This almost always results in favorable trades and can set you up for a kill on the next turn or two.

Hardened Scales - this card is tricky to know when to play. In my experience, you generally DON'T want to play it until you know you'll get a lot of benefit out of it right away, ie not on turn 1 unless you don't have anything else to play. I usually hold it until even after I've established Nissa, Voice of Zendikar or other counter-producing allies.

Birds of Paradise - swappable for Harabaz Druid ........ EDIT 7/31/17 rethought this a bit. Druid is just straight-up better. Don't bother with birds. You get mana for days with druid and it forces your opponent to either remove it straight away or be faced with a lot of really big beaters who all have evasion thanks to Kabira Evangel.

Any other suggestions are appreciated! As are +1s. Thanks!

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Been a while since I took this build of allies to FNM but once again it performed really well. 3-1 overall and 4th place for a pretty great last FNM at my current LGS before I head back up north for college.

I lost only in the first round to Grixis Delver. Young Pyromancer combined with the ridiculous amount of disruption and removal in that deck (not to mention tons of cheap cards to trigger the pyromancer) is really bad for allies that want to stick and swing for big beats. The matchups against these kind of aggro-control decks like Delver feel somewhat unfavorable after sideboarding in particular because I'm rarely able to stick an ally long enough to make it huge. Death's Shadow is similar but the matchup is much more even due to how much life it loses. One big beat is all it takes to win most of the time.

Round 2 was a quick 2-0 against some amonkhet eternalize thing. I basically won before he could play anything. Round 3 was a 2-1 win against grishoalbrand. Opponent got the combo in game 1 but I had RIP in game 2 and leyline of sanctity in game 3 that went unanswered and brickwalled the combo. Round 4 was a 2-1 win against BW Eldrazi. I won game 1 by outracing damage but I don't really recall specifics, lost game 2 because it went late and vault of the archangel kept gaining my opponent a ton of life and killing off my giant blockers, and won game 3 on the back of opening hand leyline of sanctity basically turning his entire hand into bricks.

Decklist changes - just fine-tuning the removal a bit. I'm liking the 2-2 split of path-decay in the main deck with 1 more of each in the board better than 4 decay because decay is hard to cast and path hits stuff like gurmag angler that decay can't deal with.

Main deck:

-2 Abrupt Decay

+2 Path to Exile

Sideboard:

-1 Path to Exile

+1 Abrupt Decay

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Date added 7 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

34 - 13 Rares

11 - 1 Uncommons

4 - 1 Commons

Cards 60
Avg. CMC 2.15
Tokens Emblem Gideon, Ally of Zendikar, Knight Ally 2/2 W, Plant 0/1 G
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