I don't think allies is his goal. The goal is to just block and stall until you can get luminarch pumping out angels and then play your eldrazzi monument. The 8 creatures he has are just there to block until you are pumping out angels, and because of the captains he will gain life whenever they block. I would replace Join The Ranks, Indestructibility, and even the Honor of the Pures with some control or damage prevention though. If you are able to get luminarch to pump out angels you will not need Honor of the Pure or Indestructibility. You just need to control until you get those counters because then you can bring out as many angels per turn as you have mana for.
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Thanks for the comments. Yes I'd love to use an Elspeth or two but at the moment I don't have them available to me. I also really like Emeria but the only reason I didn't add it to this one is because ally decks are typically meant to be quick and if you draw an Emeria early game it could slow you down since it comes in tapped. I've debated about Join the Ranks but what makes it worth the 4 cost is the fact that it is Instant speed. You can play it during combat phase after defenders have been set to stack up the counters even more and either kill off the attacker that thought he had a free kill or blow away your opponents defense. Admins must have already took care of spoon if he had spammed my comments. hehe
I've tried Traumatize but honestly I find that Archive Traps and Mind Funerals net you much more mill. If you get the traumatize off on turn 5 or 6, its very nice, but if you draw it late game I'd much rather have an archive trap or mind funeral in its place. Good point about the allies, but Hedron Crabs and Nemesis are just so good, especially if you get several crabs out early game. Nemesis has the toughness to just end the game alone through mill, even though it does limited damage. So far I am 2-0 with this deck.
Ouch, someone on the internet insulted me. However will I live with myself.
Emeria, Sky Ruins takes way to many plains to use them in any deck that isn't solid white or is running anything besides basic plains.
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I don't think four crabs, even with ruin ghosts, are going to be enough to mill an opponent alone. I love screwing with people with Tideforce also, but it is not going to be enough defense to hold back the slaughter coming your way while you attempt to mill 3 cards at a time.
If you are going to try and run Emeria, Sky Ruin I would suggest not using Kabira Crossroads for two reasons. First, it is hard enough to get the Plains needed for Emeria to trigger without drawing other lands to get in the way. Secondly, ally decks are usually fast aggro decks so drawing lands that come in tapped slow them down. If it costs you a turn because it comes in tapped then that is bad news.
Vampire Links?
Yes you can have up to 4 of the same Legendary creature IN the deck but only one at a time can be on the battlefield at a given moment.
Wall of Reverence would be better in late game as a life gainer. Especially since if you pull out an avatar you can choose it that turn and gain life equal to its power... which is your current total... which doubles your life and its power... yeah
... I still can't get over someone ACTUALLY using Polymorph and believing it is ACTUALLY useful...
I understand the creatures go well with artifacts or equipment but holy crap thats to many equipment cards in my opinion. Honestly I would cut it down to 8-10 max.
Any white ally deck needs Kazuudu Blademasters... they are just too good.
No white allies deck is good without Kazuudu Blademasters... I mean seriously they are so overpowered. The new green ally with trample is pretty sweet too.
Where is the ramp?
Throw in Underworld Dreams somewhere. That way you get them when they discard AND when they draw!
Here is my blue/black standard mill deck utilizing the new mill allies : http://www.mtgvault.com/ViewDeck.aspx?DeckID=44029
Any suggestions? I've tried this against a green aggro and another blue control and it worked pretty well. I think I should maybe cut down on the number of lands coming into play tapped because it slowed some things down, but otherwise is there any tips?
Doesn't really seem to be a theme or combo or win condition for this deck...
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