Ally

by stuntman4692 on 08 February 2010

Main Deck (60 cards)

Sideboard (7 cards)

Creatures (2)

Instants (3)


Artifacts (2)

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Deck Description

just an idea for some allys

Deck Tags

  • Creature-Based

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0200812

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Ally

Maybe take away one Forest and put in one Mountain to make the lands equal?

Throw in a Coat of Arms or two for good measure.

I'm not sure what other spells you could add if you're wanting to make it a 60 card deck.

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Posted 08 February 2010 at 16:51

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ancient zigguraut is a good land

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Posted 08 February 2010 at 16:55

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you know, red isnt the best combat for allies, it really is more of a support color
white and green are the best combat, blue is good but not for combat. coat of arms is fine in there kite sail can go.
you know ancient ziggerat always sounds good but you will be disapointed with it! if your going for a quick kill ally force, work on green white with support from red and maybe splash black for awesome, but if your looking for fun maybe remove the generic allies and make like a huge mana ramp deck and then have big big creatures that are effect, or possible even scrap your whole idea and work towards a black blue mill take deck, with agadeem ocultist and halimar excavater.

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Posted 08 February 2010 at 23:26

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Kaleb- the deck is mostly green with a few blue and only 2 red,

DJ- i only have 2 red spells wich makes it a support color. its mostly a fun type 2 deck that is reletvly cheap

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Posted 09 February 2010 at 20:51

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Not sure how much input you want here, but this is what I would do:

- 4 Terramorphic Expanse (taking out red)
- 5 Mountain (taking out red )
- 2 Kazuul Warlord (Taking out red)
- 2 Kitesail (Is expensive evasion. Collaring your little guys up is its own form of evasion under most circumstances and gets you around pesky wall of denials and the like)
- 4 Highland Berserker (Not bad as allies go, but not worth including red)
- 4 Vastwood Animist (Makes your lands vunerable to creature destruction. The land also has no evasion or trample so getting him through when you need to isn't as great. There are also a lot of board sweepers and this guy just doesn't come with enough allies to get the job done most of the time.)
- 2 Joraga Bard (1/4 with an overcosted ability, you can get better allies)

+ Your choice of Dual / fetch lands
+1 Raptor (You have 3 why not 4)
+2 Loremaster (Replacing the red guy at the top of your curve. Even T: Draw 2 cards is pretty amazing when this guy hits the field. I undervalued him a lot in ally decks until I got to see how much power this guy has at pumping your hand full of low-cost allies in the later game.)
+1 Coat of Arms (I think 3 of is a better idea than 2 of in this instance)
+3 Aether Tradewinds (Save an ally, bounce a threat, play ally for another ally trigger. Seems like a good plan to me)
+2 Turntimber Ranger (Great at the top of the curve)
+2 Garruk Wildspeaker (Good acceleration for most green decks and by himself can cause a whole slew of problems)

I realize I didn't add things up (I suggested removing more cards than I added), but its a start! Also.... running out of time

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Posted 15 February 2010 at 14:44

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