For a while I've been thinking of what tribal EDH deck to make, and I think I finally found one: 5-Color Allies. The deck is really just a lot of Ally creatures from the Battle for Zendikar block and the Zendikar block. There really isn't a main "theme" but more of lots of tribal cards and synergies.

The deck, like any other, has a few cards that really get it off the ground. Obviously our commander, General Tazri, helps us search through our deck for that specific Ally card we need to help whatever situation we may be in.

Sea Gate Loremaster: helps us draw into that one spell we need when we're in a squeeze. Also just a good creature to help us with card advantage.

Ranger of Eos: even though it's not an Ally, it can help us search for mana dorks when our lands aren't coming out like we need.

Metallic Mimic and Adaptive Automaton: the two lords in the deck, which help buff our smaller creatures to look more threatening (and obviously our bigger creatures).

Chord of Calling: tutors for specific Allies we need to help get us out of sticky situations. We also have Enlightened Tutor, Worldly Tutor, and Mystical Tutor.

Herald’s Horn and Urza's Incubator: definitely two of the best cards in the deck, making almost all our creatures cheaper to cast, as well as helping us to get our Allies into our hand from Herald’s Horn.

Door of Destinies and Obelisk of Urd: the deck's "lords" in the form of artifacts. These two cards help pump our creatures up to make them bigger and more threatening.

Gideon, Ally of Zendikar: pumps out 2/2 Allies left and right, which is obviously perfect for the deck. The price drop from $20 to $7 makes is all the more affordable, too.

The land base is actually a lot more simple than one might think. First off, use ALL the triple color lands. This is a MUST for the deck because mana fixing is very hard while playing five colors. These lands help us get 3/5 of our colors, which is always a good thing. Secondly, the five "Vivid" lands. These are also a must-have, because of the charge counters and ability to remove one for one mana of any color. Of course, Command Tower is already used in almost every EDH deck, so this will definitely be played. And, with the release of Commander 2017, we get a new card to try: Path of Ancestry. Essentially a Command Tower that enters tapped and lets you scry whenever you play a creature that's the same type as your commander. Um, yes please! Finally, basic lands are going to be run. No, not very many of them, but yes, there will be a few (even if it's only one). We need something to fetch with Evolving Wilds and Terramorphic Expanse, right?
Of course, this is a five color commander deck, so it's going to be hard to pilot. The mana will be a little clunky at times, the creatures will be sort of random. But that's just how this deck wants to run. It's supposed to be all weird and random. At least our opponent won't see anything coming. I mean, an inclusion of one counterspell in Swan Song? Not very normal. But that's what you get when playin' blue. Life drain and discard? That's what you get when playin' black. Ramp and mana dorks? Yep. You guessed it. That's what you get when playin' green. Life gain too? Well, that's just what you get when playin' white. And finally, direct damage and artifact hate? Red, man. It's what you get when playin' red. So what the hell is this? Honestly, I don't know. But that's what you get when playin' 5-color.

I hope you all like this deck! Please remember to +1 Upvote. All suggestions are welcome. Thanks!

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Date added 7 years
Last updated 7 years
Splash colors WUBRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

38 - 0 Rares

32 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.05
Tokens Bird 2/2 U, Emblem Gideon, Ally of Zendikar, Emblem Tamiyo, Field Researcher, Human 2/2 G, Knight Ally 2/2 W, Wolf 2/2 G
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