looks like a really solid ally deck! only things I can tell you is consider halimar excavator as an alt. win condition, I know in my deck milling happens a lot faster than you would think, especially running 4 shapeshifters too. also, it shouldnt hurt to replace two of the sea gate loremasters for the turntimber rangers. those wolves build up fast.
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I actually really like this build! the ardent plea is very interesting, not only do you cascade for any of the amazing 2 drop allies, but it automatically takes quite a few of them out of lightning bolt range. A little less allies, but the additional spell backup is looking very good.
yea it's standard, I've taken it to about 7 FNM's in various places, as well as a couple legit tournaments. With the current deck build (It has gone through a LOT of changes) I have finished at least in 6th every time, though usually I place higher. Never faced another ally deck yet, though I have beaten jund, vamps, blue/white control (sideboard lots of blue lol). only deck that has successfully given me problems every time are decks that are designed for taking out heavy creature decks, lots of early removal, little guys to wear me down, etc. though ususally they dont go to the top, just drag me down with them lol. I am planning on going to as many as possible now, with the rotation coming around, Im not sure how it will hold without warp world and the ancient ziggurats...hopefully m11 or scars will provide an answer
where is the red creature you must sacrifice in all of this?
my bant ally deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=63698
there is a ton of potential with bant allies, personally I think it is the strongest of the tricolor builds. harabaz druid is amazing early, mid and late game. having a loremaster on the field to keep your hand full and then use the druid to empty it...essentially overkill lol. speaking of overkill, Rite of Replication. very easy to kick with the druids, this will end the game, especially if you have halimar excavators. I suggest using 2 and replacing either 2 join the ranks or loremasters, or one of both. I do agree with the first comment, an additional win condition would do this deck wonders. i recommended replacing the survivalists with the excavators. paired up with join the ranks and jwari shapeshifter, it is not hard to mill the opponent, especially when running 28 allies. I would say that is one of my top win cons in my ally deck. The only thing I see that could be a problem with your land is a third of it comes in tapped. that shouldnt be too much of a problem once a druid is out, but try play testing regular lands in place of the evolving wilds, see if the lack of searching is not too much of a hassle. apart from that, sideboarding a couple seascape aerialists for more evasion if necessary , and you've got yourself a very competitive deck. p.s. if you want to check out another option, I highly suggest Lurking Predators. 4gg, whenever an opponent plays a spell, reveal top card of your library, if it is a creature, you put it into play.
looks great! love the inclusion of emeria, the sky ruin. getting back those allies later in the game would definitely be overkill...if the opponent lasts that long lol. coat of arms just makes it scarier!
i really like the call to heel, especially with allies like ondu cleric and halimar excavator. also helps out in a spot if the oppponent decides to go after one of them. i also like the addition of tectonic edge, slowing down the opponents mana will definitely benefit your side while building up your allies. if going mainly aggro with this, consider talus paladin as well. good starting stats (3/4) plus all allies gain lifelink til end of turn. crazy amounts of life if paired with the cleric!
jenara with harabaz druid and several allies = amazing lol
i completely agree! sure I dont have much evasion (apart from splinter twin or join the ranks/evangel combo)...but this deck works just fine without it. sure they'll wipe the field, but if you're playing right, you should have plenty of land and a decent hand to start up again immediately. thanks! this deck has taken me extremely far, especially considering the fact that its 5 colors and allies lol. glad to see it gets some appreciation. :)
why use helion eruption with dragonmaster outcast? 5/5 flying every turn is a little better than a 4/4 lol
the lifegain is semi-unintentional actually. the perimeter captain is a decent 1drop wall, which coincidentally gains me life. the survival cache is for card draw as well, life gain for desperate times too, though the rebound draw is very nice. I have no idea if there is, at least there isnt one in standard. as soon as I get some lol...just playing with cards I have here
lol I havent found anything in standard yet to help out. the only thing that i've found useful against decks like that is sideboard a LOT of blue allies lol. as for DoJ, dauntless escort seems to be the general consensus, however im hoping for something that wont take up my creature slots :P honestly with any deck build, if someone builds specifically against your deck, they are going to win. last tournament I played in some guy played an anti-ally deck...crushed me! but he also lost every other game, and I won every other one lol. just remember this all should change once everything rotates....it'll be a whole new game. p.s. thanks!
i really like this! im running something i suppose is similar...any ideas on how to make it better? thanks! http://www.mtgvault.com/ViewDeck.aspx?DeckID=64147
here's my bant allies...in case of a longer game, I added a personal favorite, Lurking predators http://www.mtgvault.com/ViewDeck.aspx?DeckID=63698
that also gives you a ability to play up to 3 join the ranks on turn 4...absolute overkill ( yopu only need 2 to mill the guy 60+ cards
the harabaz druid/loremaster duo is amazing, especially since all other allies after the druid are blue or white. tap loremaster to fill your hand, tap the druid to empty it, rinse and repeat. beauty of allies is most of the card cost is colorless, if you arent tapping the druid for the right color for the card, chances are you can just tap the land to cover it. when you can (theoretically) play 4 allies on turn 3, its worth it to keep what makes that work in the deck. (ps. t1-land & freeblade, t2- land-druid, t3-land 2 freeblades and any two 2-drops) also, if those two 2-drops are excavators, you just milled the guy 17. thats not a bad start in my book
I would suggest switching two aerialists for the sea gate loremaster. keeping your hand full of these low costing allies should help you win sooner, or keep the pressure on if the opponent is somehow lasting. great deck, love the setup, very clean.
try out the draw hand tool...on avg i was getting twinclaws after 5+ turns...you gotta get the creature count higher man
nor is knight of meadowgrain
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