U/G/W Allies!

by Zaeter on 13 June 2010

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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Deck Description

Haven't playtested this yet, going to go get the cards later this week. Any input would be appreciated.

Deck Tags

  • Aggro

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 3,569 times.

Mana Curve

Mana Symbol Occurrence

248008

Card Legality

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

Deck discussion for U/G/W Allies!

Stick Halimar Excavator in there so have more options of win conditions, instead of just beat down and that's it.

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Posted 13 June 2010 at 22:40

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iliketehturtles has deleted this comment.

Posted 13 June 2010 at 22:59

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The more win conditions would be nice, but I don't think it's needed and it will clutter it up I think. Milling like 20 cards would be nice and all (I doubt it would mill much more then that) wouldn't make a difference assuming they don't draw through other means. I basically chose this deck to replace my vamp deck based on how I see these decks stall around turn 5 and I think the sea gate loremaster will fix any stalling problems.

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Posted 13 June 2010 at 23:07

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The harabaz are not need whatsoever. Your top mana cost is 5, and you would be better off replacing them with 2 Fogs and 2 enchantments(Hyena Umbra would be nice). Both of them cost 1 and are very good for a deck like this. Fog will give you turns in which you can attack all out and Heyna can increase your attack possibilities with allies, not to mention totem armor and an extra +1/+1.

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Posted 20 June 2010 at 07:30

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The Harabaz are more there for dropping large amounts of allies at once when combo'd with Loremaster.

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Posted 20 June 2010 at 16:54

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Didn't even notice! That looks awesome. Now I look like an idiot =P.

Have fun running this! Please give advice on my decks if you have time =)

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Posted 21 June 2010 at 00:05

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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.

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Posted 20 June 2010 at 14:27

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my bant ally deck
http://www.mtgvault.com/ViewDeck.aspx?DeckID=63698

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Posted 20 June 2010 at 14:29

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I'll playtest the excavators and see how I like them, but I'd prefer to be beatdown for the most part. I also want to try clerics in the deck at some point to see how I like them. Looking at your deck I think I'm going to replace something with ancient ziggurats. I'll make the ideal sideboard now but yeah arialists are probably needed to compete with flyover decks.

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Posted 20 June 2010 at 16:59

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