Allied Reinforcements

Allied Reinforcements


Put two 2/2 white Knight Ally creature tokens onto the battlefield.

Browse Alters View at Gatherer

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Set Rarity
Oath of the Gatewatch (OGW) Uncommon

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Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pioneer Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Allied Reinforcements Discussion

AceVonDuck on Tazri/Zada

2 months ago

Oh my god, this is so COOL! I absolutely love this concept! I had to go look up the official rulings on Splice to be sure, and I have to say, this is really clever. One thing I notice that I'm sure you're aware of: you'll need to be careful of needlessly casting any of the "protection from [color]" spells, since that'll effectively prevent you from casting any more spells of that color on any of your creatures.

I see a number of creature token generation cards. Any reason in particular you chose the ones you did and not Unified Front or Allied Reinforcements? Also, I understand the instants and sorceries are the focal point, not the allies, but did you consider Ally Encampment as a last resort to protect Zada? True, it will only produce colorless if not being used to cast Tazri or Zada, but Gemstone Caverns will only produce colorless for many (I would wager "most") of your entire games.

Last question: what's the main reasoning for Plow Through Reito? Just to have something to splice onto? I don't see any Plains in the deck, so just curious.

Overall, super duper love the idea. I'm gonna look at this more later and see if I can find any other cards worth considering. May playtest it on here a few times to fully wrap my head around it.

Argy on Triple A [Modern Version]

1 year ago

I have been making some changes based on suggestions, so I'm not being bloody minded about this exercise.

I can't see that Allied Reinforcements is as good as Join the Ranks, due to its Instant speed.

Should Kabira Evangel be on the field (which it often is by the mid game, as there are four of in the deck), I can protect my Allies on my Opponent's turn with Join the Ranks.

The same can't be said for Allied Reinforcements.

Uncanny_Ghoul on Triple A [Modern Version]

1 year ago

Since the deck is pretty aggressive I would probably consider Allied Reinforcements over Join the Ranks.

I know join the ranks is instant, but to be honest I'm not sure it's worth to not play something on your turn.

Anyhow it's all a matter of preference / combat tricks

TypicalTimmy on Card creation challenge

2 years ago

Started as one thing and became something entirely different. God I love "interactive cards". Ones that ask you to do things and such. So much fun <3

Kackle, Gamemaster

Legendary Planeswalker - Kackle

+1 Flip three coins. For each heads, you gain 2 life. For each tails, this permanent deals 2 damage to any target.

-2 Pick a number between 1 and 6 and roll a six-sided die. If you win, draw that many cards. Otherwise, scry 2.

-7 Exile all permanents target player controls. Shuffle them into a face down pile and separate them into two face down piles. Their controller chooses one. Return all of those permanents to the battlefield face up and leave the other in exile.


So I've got a big challenge for y'all since we're doing this whole big design challenge.

Pick any tribe you want. Make a common, uncommon, rare, and mythic card for them. Each card must somehow represent or reinforce the tribe you've chosen. They don't all have to be creatures cards, and in fact none have to be.

Think like how Gideon, Ally of Zendikar fits Ally tribal decks even though he's a Planeswalker, or how Allied Reinforcements also assists Ally decks.

I'm sure that because of the bulk of this challenge it's possible for someone to be "ninja'd". That's okay if it happens. We can always catch up with later challenges like we always do :) I just wanna see what you guys can come up with on something this huge.

Otherwise, if you feel this challenge is a bit too large for a single person, why not pick one (Like the uncommon) and ask the next user to do one of the other three. All entirely up to you.

TypicalTimmy on way to many f*cking cards

2 years ago

calebdean555, I'd like to open with a funny story so that you understand where I and shinobigarth are coming from.

I started Magic during Origins 2015. Now, to be fair I had ACTUALLY started playing in mid-2005 when I was introduced in Driver's Ed in high school. I played some in college, but I didn't actually buy decks or build any until just recently. It was mostly just whatever my friends brought with them when we hung out.

My very first deck was constructed out of several fatpacks, some boosters, and a few intro decks. It was (Ironically) 86 cards... and five colors

I was absolutely in love with it. It had everything. All the cool cards and mechanics. I had two Gods, several super powerful creatures, win-cons... and I had 23 lands. Mostly basic ones, at that.

Annnd... it never won a single game. Why? It was too slow. I'd often discard more than I could play. I didn't start building 60-card decks for quite some time because I just assumed "I'll ramp into my cards." and I packed my Gruul deck with ramps and big creatures and tons of lands.

It worked well, but it failed against anything that wasn't "under powered". Again, there was a lack of consistency.

Eventually I honed into 60-card decks, wanting a playset of each card hoping to pull off some amazing synergy. The fault there? Well, synergy is good but if your entire deck hinges on but a single idea, literally one card will end your entire game.

Now I do strictly 60-card decks (Though I do have a 65 Jund Dragons deck that works well. The +5 are all Planeswalkers and I can pop them in or out seemlessly. They're just there for the annoyance factor) and base the number of copies of each card off of the card's CMC. I'm not going to put 4 of a 7-drop in a deck unless that is ABSOLUTELY required (In which most cases, it is not).

The point I am getting to is that 60 cards with multiple low CMC and few high CMC make the deck work consistently.

Now onto constructive criticism. I see you have a lot of kill-spells and a lot of damage-prevention spells. This tells me you struggle to play creatures, and fall back on removal / prevention as a means to "survive" until you bring out your big guys. These cards are great, but only really buy you a turn or two at the most.

I see you have draw spells. So the logic is "I'll just draw into whatever I need." which works great for blue-white decks, but in green-white-black decks you should really focus more on getting several creatures really big and threatening, than protecting them at all costs. Drawing can help, but so can more efficient means.

Your creatures are sort of all over the place too. I'm not really sure what you're attempting to accomplish here.

In my opinion, it looks almost like you're attempting to build a slower tank deck. Sort of a huge threatening deck that takes some time to get going.

I'd suggest trimming the fat. Cut out the Planeswalkers, your artifacts, enchantments, and some lands. That'd be 20 cards (Assuming 4 lands) which puts you at 66.

From there, it looks like you really want kill spells and damage prevention. Look for creatures who can do these for you. For example, Gatekeeper of Malakir is great because he cost is low and destroys a creature if you use his Kicker cost.

Let your creatures carry your deck. They're essentially like extra Sorcerys, in that regard.

The format I build with (typically) is 24 lands, 36 spells and of those 36 I do around 24 creatures and 12 other spells. The creatures carry the deck so the stronger my creature base becomes, the stronger my board-state in general is. My other spells supplement what the creatures are attempting to do.

For example, I have a black-white Ally tribal deck that focuses on gaining and reducing life, and I supplement this with spells like Harsh Sustenance, Allied Reinforcements, and Killing Wave. My Allies abilities kick in and carry me into my finishers.

A deck should have at least one way to win, but no more than two. Once you get into three ways to win, you sort of end up watering down the potential of the over-all deck. Sure, you could do combat damage, Vraska the Unseen, and maybe a single Rise of the Second Sun, but don't go crazy doing four of each either.

Hope I helped.

TLDR - trim the fat, hone a concept, copies of cards that build synergy.

MRDOOM3 on Allies required

2 years ago

Kabira Evangel is a nice way to get your swingers like Hada Freeblade and Oran-Rief Survivalist through. Kazandu Blademaster is one of the best swingy allies in my opinion. I also would consider a few Captain's Claws for more Rally triggers.

If there's still space, I also would suggest a few Ondu Clerics. With one on the field when you play another Ally, you'll gain two life. With two, you'll gain 6. With three, you'll gain 12. With a full playset, you'll gain 20. Lantern Scout and Talus Paladin are nice as well.

I personally would prefer Join the Ranks over Allied Reinforcements mainly because of the instant speed of it. If someone pulls a boardwipe on you, you can get two more Rally triggers in response.

You also could consider adding a slight splash of black so you can run cards like March from the Tomb.

Philigan87 on You can't afford my friendship

3 years ago

Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!

Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere

Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.

You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.

Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.

Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?

The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:

Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.

Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?

Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?

Eerie Interlude and Illusionist's Stratagem are good for re triggering etb's, no question, but I'd be more tempted to bring in some reliable removal instead.

Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.

Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.

Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.

Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?

That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)

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