Allied Assault - Zendikar Bloc..

by cob on 26 October 2009

Main Deck (60 cards)

Sideboard (10 cards)

Sorceries (2)


Instants (2)

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Deck Description

This is a fairly standard green white allies deck which gets going quickly. Once a few allies are out, it is fairly easy to stall your opponent if not beat them. The late game win condition is to play a Conqueror's Pledge, kicked is nice but not necessary, then the next turn play a Beastmaster Ascension and attack with the 6 kor soldier tokens and at least 1 more creature so that the ascension will get to seven. The attack will be threating your opponent with 40+ damage.

You can play Beastmaster Ascension earlier, but I find it gets destroyed before enough counters can be built up. Dropping it right before attacking with 7 creatures is a nice surprise for your enemy.

Deck Tags

  • Creature-Based

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

3500019

Card Legality

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

Deck discussion for Allied Assault - Zendikar Block

too much lands, not enough allies, no preventive measures, and never play a Day of Judgement, use narrow escapes and shieldmates blessings. Really no win condition. Kind of, but take out the Lynx's and put in more Ondu Clerics and Makidni Shieldmates and you will gain a lot of life. Throw in a about two or three Felidar Sovereigns and when you get 40 life you auto matically win. And take out your enemy color lands and put in Greypelt Refuges or other white-green lands.

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Posted 26 October 2009 at 17:37

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The win condition is fast beat down steppe lynx. Mid-game beatdown with allies....Or a giant beat down with kor soldiers and beastmaster ascension which can be pulled off by turn 5.

If this deck was meant to win by life gain, then yes Felidar Sovereign and more clerics and shieldmates would be appropriate, but this deck is not about life gain. The clerics in this deck are mainly used to replenish life.

The enemy fetch lands are solely used to thin the deck, for a slightly better chance at getting another ally, conqueror's pledge or beastmaster ascension. I would use 8 instead of 4 if I had them. Plus a double landfall for a steppe lynx for a turn 2 attack equals a good thing. How about a turn 3 double landfall from fetch then playing harrow for 2 more landfalls then attacking for 8 or 16. Enemy color lands are good for non enemy color decks.

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Posted 26 October 2009 at 18:06

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Your artifacts are wasting space right now. Take out the Tajuru Archers, they are kind of pointless most main decks and should be put on the sideboard. That gives you room for a play set of Path to Exiles, or Oblivion Rings, or Journey to Nowhere... All of which would greatly benefit this deck in several ways, depending on how you want to go about it. Steppe Lynx's are nice but you could easily replace them with something that would better benefit your goal with this deck. And if you took them out then that would allow you to better focus your mana pool and Harrows then could make room for something else as well.

It's got some good stuff going on, Kabira Evangel is a great card for Allies, so maximizing your output of Allies would be your win condition by giving them protection from playin an ally, holding mana open for path's or harm's way, then attacking and getting damage through.

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Posted 26 October 2009 at 19:30

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Check out my White is Whack! deck and lemme know your thoughts :)

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Posted 26 October 2009 at 19:30

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