: 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 weeks ago
I have previously considered Shambling Vents however due to the land coming in tapped, it would slow it down slightly, perhaps a couple could be sideboarded.
3 weeks ago
I do think Aether Vial is pretty near. I'm not sure I would go as far as to say it is essential. My trusty Wu brew does not want or need it. But it is super hot in aggro or other mid-rangey lists. Being able to Crack Ally Encampment to save an ally and then toss it back into play for free is hot. Vial does also allow you to tap out for Gideon, Ally of Zendikar, or a Collected Company, and still not only be able to play an ally -- but play one at instant speed.
2 months ago
Bituminous Blast was a misteke. I thought I am changing diffrent deck.
Rally the Ancestors looks really nice for this deck.
Thanks for suggesting lands. I will buy 4 Ally Encampment for sure and think over the others.
2 months ago
You can't cast Bituminous Blast.
I would also suggest to run more original zendikar allies as they tend to be more powerful.
2 months ago
Ally Encampment produces coloured mana for Akiri and Bruse and can spare one of them from a sweeper.
2 months ago
Abzan Allies was the original idea! The first two cards I wanted in the deck were Winding Constrictor and Joraga Auxiliary, though after the first couple playtests I was unsure of the Support cost. Tireless Tracker was one of the later changes, as it fueled revolt for Greenwheel Liberator and Fatal Push along with the counter and draw. Ally Encampment would be nice if I had more Allies, but some of the newer elves just seem too good to pass up.
2 months ago
Interesting deck, Kibbles016
Ally Encampment may make a good addition to the landbase.
Have you considered Captain's Claws as a way to keep Ally tokens hitting the table for more triggers?
And, of course, if you have the budget, Gideon, Ally of Zendikar...
3 months ago
If your sticking with Boros and not using different-coloured Partners, then there's no reason not to have Bruse Tarl, Boorish Herder alongside Akiri in the Command Zone. Absolutely no downside whatsoever. He can give Akiri a boost whenever she needs it and can pick up the slack if Akiri is put out of commission.
Bastion Protector is handy in a deck with two Commanders.
Eternal Dragon is a great utility creature. Early game, it tutors for a Plains. Late game, it's a self-recurring body that can wield Equipment in a pinch.
Godo, Bandit Warlord is a direct-to-battlefield Equipment tutor and offers a second combat step.
Leonin Abunas protects your Equipment from targeted effects.
Reveillark is great for decks with a lot of low power creatures.
Weathered Wayfarer keeps you from falling behind and can tutor for nonbasics.
Avarice Amulet is a good card draw engine as long as it's attached to a Commander.
Masterwork of Ingenuity is a one-mana Equipment clone.
Sunforger is the premier Equipment for Boros decks. Large power boost and you can toolbox all of your instants.
Sword of Vengeance offers a good power boost and a handful of keywords. Good Equipment for Bruse.
Expedition Map is a great land tutor.
You're going to need more than one sweeper in order to handle the unfavorable board states that Commander games create:
Remember the Fallen is a great 2-for-1 recursion spell.
Chaos Warp is a great catch-all removal spell.
Return to Dust is a 2-for-1 artifact/enchantment removal spell.
Nahiri, the Lithomancer is the Equipment Planeswalker. One of the best support cards for Equipment decks.
Having the vast majority of your ramp as mana rocks is going to lead to issues. One well-timed Vandalblast, Bane of Progress, or heavy White sweeper will cripple you. Darksteel Forge's sky-high cost will often make it too late to save your artifacts and it's useless against Merciless Eviction and White's plethora of exile/tuck spot removal. Focus more on land ramp so that you still have your mana available to make a comeback after an artifact sweeper. Sol Ring, Boros Signet, and Cultivator's Caravan are worth holding on to, but the rest are a liability.
Land ramp options:
- Burnished Hart is a bit pricey, but it grabs two lands and can be easily recurred for additional uses.
- Knight of the White Orchid can grab Sacred Foundry.
- Wayfarer's Bauble simulates a 3CMC mana rock and can also be reused with recursion.
- Sword of the Animist is tutorable and can guarantee a land every turn.
There no real benefit of having off-color Fetchlands. Fetchlands are used for colourfixing, and a two-colour deck doesn't have enough fetchable duals to justify them. They're also using up valuable deck space for more desirable lands.
33 lands is a bit on the low side. Up your land count to 36.
Additional dual lands and colourfixing:
- Ally Encampment can spare Akiri or Bruse from removal.
- Darksteel Citadel isn't collateral damage from most artifact sweepers.
- Kor Haven deters attackers.
- Mistveil Plains tucks cards from your graveyard. Good way to recycle Equipment for tutors or instants for Sunforger.
- Sunhome, Fortress of the Legion offers double strike. Handy in a pinch.
- Thespian's Stage is a land clone.