Ally Encampment

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Frontier Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar Rare

Combos Browse all

Related Questions

Ally Encampment

Land

: 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

TheDuggernaught on Abzan Allies

1 week ago

First off, there are a number of cards that are just not good enough for modern. Veteran Warleader requires you to overextend a board state. Putrefy is outclassed by Abrupt Decay, Cast Out is normally a worse Oblivion Ring, and Retreat to Emeria is kind of just meh all around.

Next, what do you want the deck to do? The way you currently have it set up, it looks like you wanna win fast. Your land count is low, and you are running a lot cof creatures. In which case, why not run Naya Allies? They are fast and Lightning Bolt provides a lot of reach. I would say the strength of abzan allies is the amount of interaction you are afforded, and therefore you might be better off upping your land count and trying to aim for a more midrange shell.

To further Allies as a midrange shell, let me explain the importance of a few cards. The most impotant cards for a midrange shell are Kabira Evangel, Ally Encampment, Gideon, Ally of Zendikar, and Collected Company. I think a strong argument can also be made for Aether Vial -- and in some lists, Orzhov Charm. Allies get big fairly fast -- but they do not start big. Therefore, if you want to be able to outscale other midrange decks, you need to be able to protect your board state. You do this by dropping an ally every turn so that Kabira Evangel can keep them safe. Gideon, Ally of Zendikar and Ally Encampment are super good at this. However, if your opponent is smart, they will then just hold off their removal until their turn when the effects wear off. These are the times that Aether Vial, Collected Company, and Orzhov Charm shine. All of them allow you to trigger your Ally's abilities at instead speed. The combo of Ally Encampment and Aether Vial is especially potent here as it allows you do trigger abilities even when both you and your opponent begin to top deck.

riefu24 on A Black and White Deck

3 weeks ago

Thanks Mr. Tristan19 for your constructive criticisms. I have ordered a lot of cards this week, so my deck composition will be changing somewhat erratically. Those cards in the maybeboard are about half of what I've ordered. I will be switching out some of the more useless high cost cards for others that will have both ally types and life gain and drain. I'm pretty sure that I want to go for a life gain and drain combo deck. I'm getting Tainted Remedy, Sanguine Bond, Exquisite Blood, multiple Drana's Emissary, multiple Ally Encampment, some Sorin planeswalkers (to test them out to see if any will work well with my deck against my regular opponents) and a lot of others. Of all of my artifacts, I think Sun Droplet is the most beneficial for me, particularly when my opponent has the upper hand over me. I am also considering some cards like Suture Priest that will give me life and drain life as more creatures enter the field. I will update my deck after I get the cards and test it out a bit.

Neotrup on Wastes still a thing?

1 month ago

True. I was trying to stick to standard, but probably should have pulled Ally Encampment as an example.

Akadodson on Akiri & Bruse's Armory

1 month ago

Ally Encampment could be useful for the generals. Being able to save one from commander tax during a wipe could come in handy.

Nephylos on Passive Aggressive Vampires ($20)

2 months 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.

casmiel on Planning allies deck, feel free to leave feedback!

2 months 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

+2 Selfless Spirit - not an Ally, but it protects you from Boardwipes like Damnation and makes blocking your board a difficult decision for the opponent

+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 Lightning Bolt - need removal, Path to Exile is better of course, also good to land the last few points of damage to the face

+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

ROUROU on Planning allies deck, feel free to leave feedback!

2 months 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

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