: Add to your mana pool.
: Add one mana of any color to your mana pool. Spend this mana only to cast an Ally spell.
, , Sacrifice Ally Encampment: Return target Ally you control to its owner's hand.
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Ally Encampment Discussion
2 days ago
I am considering running a few Kambal, Consul of Allocation and a few other tweaks before I give up completely. He's not an ally, but he is just as effective because he punishes your opponents for doing anything besides casting creatures. If you have a Zulaport Cutthroat along with him and your opponent wants to kill something, a 6 point life swing is a heavy price to pay to kill one creature. Declaration in Stone really hoses this deck if they target your Kalastria Healers, but learning to use your Ally Encampments wisely can get around this.
I am not a big fan of Chaplain's Blessing, because even with a Cliffhaven Vampire, you're only dealing one damage to your opponent. You gain 5 life, sure, but gaining life doesn't win you the game. I'd rather play a card that does more than prolong the inevitable and maybe slap my opponent on the wrist IF there's a Cliffhaven Vampire in play, but that's just me. Seems like having a card that does something to my opponent is better, such as Battle at the Bridge. I do like Expedition Envoy over Ondu Cleric early game, but I cut Cleric for something else, so it doesn't apply in my case.
6 days ago
Allies is actually a pretty decent Modern deck, especially if you can afford Naya colors and play Collected Company (like 1000x times better than without), but it might kill your budget. There are a couple of cheap things you can do though:
+4 Expedition Envoy - you need Ally triggers, this will do the job just fine and speed your deck up
+3 Kabira Evangel - doesn't look like much, but protection from colors is one of the best abilities in Magic. They can't block in certain colors, can't damage your Allies, can't target your Allies.. it's really good. Gets a million times better with either Aether Vial or Collected Company so you can bring in Allies at instant speed, effectively countering your opponent's removal
+4 Reckless Bushwhacker - speeds up your deck by quite a lot, Surge is also easily paid with Envoys or Freeblades on Turn 3
+4 Akoum Battlesinger - doesn't look like much, but is pretty deadly early on, and you want to win early with Allies
+2 Firemantle Mage - evasion is a must in decks like this
+4 Ally Encampment - no reason not to use it, the best land for you
+4 Clifftop Retreat - you need lands that come in untapped, every turn counts
+4 Battlefield Forge - forget about the damage, the speed is what counts
+4 Boros Charm - an absolute allstar in this deck, every mode is good and relevant
Cut out all of your 4 and 5 Mana creatures, their effects are impressive but there are just too many decks that do better stuff at that time. It's better to have a lot of small and quick creatures in decks like this.
Also out with: Makindi Patrol and all of your Sorceries and Enchantments, they are not very good unfortunately. Stone Quarries are too slow as well. Gideon is fine, though not necessary. Maybe cash it in to get money for the other replacements, but it is actually a good card to play here as well. Kor Bladewhirl is also only more or less passable, you can cut it out in the future. Kabira Evangel and the Firemantle Mage do something better for you, they don't even allow the opponent to block your creatures just to buy time, but Bladewhirl is the last card I'd replace here. As for your lands, you should roughly have double the amount of Plains as compared to Mountains, if you change the deck in the way I suggested.
Good luck with the deck
1 week ago
Allies have never been such a modern viable deck. THIS is why you must try :) First of all, i would suggest you begin with your mana base. Make it faster and relentless . Also, Ally Encampment . PLUS fetches. You MUST put, Metallic Mimic and other boosting tribal cards . I mean, Angelic Captain is literally a dead weight in your hand. Wouldn't it be better if you had inside a Weapons Trainer and a Captain's Claws ?
Make this deck as aggro as possible. Don't wait till turn 5-6, because you will be facing some sick control decks, that lock you down xD
+1 for the try and i will be around to help you xD
2 weeks ago
KongMing I do see where you are coming from on those suggestions but the only useful ones are Ally Encampment and Stoneforge Masterwork. Eerie Interlude I'm on the fence on. it is useful but at same time it not. I would run Ally Encampment if I had four of them. I actually do have four but idk where they ran off to. I was running two Metallic Mimic and every other ally would come in with 2 +1/+1 counters making them beefy though I like running three of each ally so that way I can draw what I need and I have spares just in case.
2 weeks ago
Adding a couple Munda, Ambush Leader could be a really handy way to help you stack your topdeck for the Allies you need instead of just any Ally.
Normally Stoneforge Masterwork isn't ever worth it, but damn, literally two-thirds of your deck is just Allies. Might have some utility here, especially with Goblin Freerunner. You can pay a total of 2 colorless and 1 red mana to cast both (Freerunner for the Surge cost after you cast the Masterwork), and then 2 more mana to equip. Paying 5 mana for a 3/2 with Menace and +X/+X where X is the number of other Allies you control seems pretty dope.
The big problem with this deck is that it's really weak to removal of both the counterspell and destruction variety, and there's not a lot of Ally-specific cards in these colors in Standard that can help you out there. Ally Encampment gives you a way to bounce an Ally to your hand. Provides you with one-off evasion and the ability to cast the same creature card twice.
Eerie Interlude also provides you with some usefulness, but not as much as it could. The good: You can blink all of your creatures out at Instant speed, so it gives you a great way to work around boardwipes and other forms of removal. The could-be better: All of your Allies effects really only matter if Allies ETB before/during combat; Eerie Interlude has your creatures re-enter at the end step. So you can't Eerie Interlude to activate all your effects and swing for the win, but it can at least keep you from losing all your creatures and having no way to get them back.
Nice deck overall, I like it. I don't know a ton about Standard, so I don't know how useful my recommendations will be in the context of the meta. +1.
3 weeks ago
Jaruun I liked this deck so much I just picked 98% up. Gonna run it in a store tourny in a couple of days. Missing Ally Encampment for now though. With a few practice runs against my aggro deck, if your draw is weak it gets mauled by turn 5. Thinking about adding 3x Dazzling Reflection to replace 2x March from the Tomb and 1x Bontu's Monument.Also running with the 3x Authority of the Consuls.Thanks for the great deck, just got back into magic after 15 years... so I'm really far behind.
1 month ago
2x Aether Hub2x Ally Encampment3x Cliffhaven Vampire4x Drana's Emissary2x Dusk / Dawn2x Eerie Interlude4x Kalastria Healer4x Live Fast2x March from the Tomb3x Ondu War Cleric3x Panharmonicon9x Plains9x Swamp3x Throne of the God-Pharaoh4x Trespasser's Curse4x Zulaport Cutthroat
1 month ago
@homestar_ruler: I admit firstly I haven't tested out the deck with the suggestions you give, and this isn't even my deck to bother doing that with, but how do any of those cards fit as being "better"?
Expedition Envoy may be a fine creature but it can't be cast on the opponent's turn in response to a Fatal Push or a Lightning Bolt. The same is true of Selfless Spirit, at least for casting, but the spirit isn't an ally so you'd waste a turn of pumping your creatures if the opponent doesn't try to board wipe.