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An attempt at a UW awaken deck that isn't a control deck. I'm trying to play off the ally synergy of Halimar Tidecaller and Noyan Dar combined with combat trickery awaken cards. I really like these two cards, but I wanted to try to make something "different" than the control shell I keep finding for them. Land base is just a place holder right now, still need to work on that part.Sideboard is also a bit of a maybeboard. I like the idea of Inspired Charge to get that final burst of damage potential. It's on the outside looking in because it doesn't play into the awaken theme, but I'm considering finding a way to make room for it mainboard.Gideon would probably be fun in this deck, but the deck would be far from budget at that point.
Drop allies for the rally impacts. Use your instants and sorceries to try to unbalance combat in your favor. Use Halimar Tidecaller to get those instants and sorceries back for more. Noyan Dar gets some land creatures each time you play those sorcerues and instants. When you have excess mana use the awaken flavor of the instants and sorceries. Ondu Rising is the primary target to use the awaken flavor of. A 4/4 for 5 that also gives everyone lifelink for a turn is pretty good.Sheer Drop is the targeted removal card available here.Scatter to the Winds is actually here for protection of your board rather than classic control, but hey use it as needed.Planar outburst if the other side gets ahead of you or as a finisher card if you have some land creatures ready. There is a magic christmas land here of:Turn 4: Retreat to EmeriaTurn 5: Hero of Goma FadaTurn 6: Planar OutburstNot something to count on, but it would be fun if it happened :)
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I like the love for the Allies, very nice. It is hard to find Ally decks that are different. The curve could use a few more things that are a little cheaper in mana cost, especially with all the awaken costs. Also if this isn't specifically for standard then you could look at the allies from the first Zendikar block (with worldwake ect.) it may not have what you want, but it has many more fun allies. My ally deck has some of both, a little more of the old allies right now though since I had those to begin with, but worth the look anyhow!
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Thanks. I am trying to go for Standard. I thought about Expedition Envoy over Coralhelm Guide for the one less CMC, but I was trying to keep some color balance. The guide also has a combat trick of sorts. The retreats I'm not sure on. They may be too slow. I might drop those for more clutches or rushes, or maybe some more just straight low cost ally creatures.
Some cheaper cost allies could help, but you probably just need to do a little testing that's all. Also it may be a little more difficult to play because it looks like your trying to go for the awaken deck and allies at the same time; it might be a little easier to put your focus one just one, but it's your decision. Choose what you feel most comfortable with.
I do like the Guide better than Expedition Envoy as long as you can keep the lands open for his ability, and yeah your right the Retreats seem a little slow with all the awaken costs and you can trade it out for practically anything. I like the idea of trading it for clutches or rushes, but if you still wanted Envoy (it would help balance out the awaken costs) you could trade the Retreats for Envoy.
Yeah, it definitely needs testing to see if it needs more instant/sorcery support or more ally presence. For most of the awaken cards the plan actually isn't to cast them for their awaken cost. They are in here more for the synergy of Halimar Tidecaller bringing them back from the graveyard when she enters the battlefield letting you use a clutch or rush twice. If I can cast them for awaken cost later game it's bonus mostly. Ondu Rising and Planar Outburst are the two most likely to actually get cast as awaken. Noyan Dar helps make all of the sorceries and instants essentially awaken as a bonus too.
That makes sense, nice idea! Yeah testing is a friend lol! Tidecaller combo is sweet.
I had a chance to test this for real in paper against other players this weekend rather than just doing electronic sample draws. I don't have all of the cards yet that it was exactly as represented here, but pretty close to it. What I learned: The Rally mechanic is incredibly fun AND the Awaken mechanic is incredibly fun BUT together it just doesn't work. The allies want you to up the pace, but the awaken needs things to slow down. My hope was the awaken cards could play as combat tricks and just awaken at the end, but the problem in play is as sorceries instead of instants primarily they aren't very effective combat tricks. Planar Outbursting all of your own allies isn't lots of fun either. Ultimately, I think these two mechanics require their own individual decks targeted at just one mechanic each.
Alas, that was my fear, well at least you have two deck ideas now. Personally I would go with the Rally first, but maybe thats just because I love the Ally creatures both new and old. What is really fun is any Ally with an enter the battlefield trigger, Rally or not is perfect with a kicked Rite of Replication. It gives you five copies of the creature you choose and in turn five triggers for all your Allies at once, beauty at its finest. (though Rite of Replications is not in standard, it is in the original Zendikar block, still awesome if you ever want to try it!)
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