Creature — Kor Scout Ally
: Creature you control get +1/+1 until end of turn.
Printings View all
|Mystery Booster (MYS1)||Common|
|Battle for Zendikar (BFZ)||Common|
Combos Browse all
|Commander / EDH||Legal|
Cliffside Lookout Discussion
2 years ago
I've found Mirror Entity to be surprisingly good in this deck, as it buffs basically everything, providing a nice three drop with a repeatable effect. Simlarly Flayer Husk provides a body and triggeres equipment effects neatly.
You considered a more ally heavy list looking at Stoneforge Acolyte/Stone Haven Outfitter/Ondu Cleric/Cliffside Lookout, looking to power through with pure card advantage? It feels like it might be ok, but I'd love to hear the thoughts of someone who has piloted it.
Alternatively, have you considered running Prototype Portal as a 1-of top end for the deck? Repeatable shields seems nice.
2 years ago
I get that you want a budget/casual kind of deck, but most casual players make the mistake of trying to do a bit of everything in their deck which will end up doing nothing for the deck. My best advice for this deck is to include Anointed Procession. Yes its a bit expensive but with Captain's Claws its insane. With Akoum Battlesinger on the battlefield, the claw trigger will make 2 tokens and your creatures get +2/+0 including the already attacking tokens!
My additional suggestions would be to take out the 5 mana allies and focus on being aggressive. Cliffside Lookout isn't very good you rather have Akoum Battlesinger triggers instead so add more of those. Path to Exile would be more ideal for removal but that depends if you want to pay for it. Anyways I hope this helps.
2 years ago
With your limited card pool, I would suggest sticking to mono white weenies. This means cutting your big creatures (I would say anything over 4 cmc), and just sticking with the small creatures that are low to the ground. This strategy utilizes a "go wide" approach where you simply spit out too many creatures for your opponent to block. Things with flying are also very good with this strategy as once your opponent has creatures, they still might have difficulty blocking the ones with flying. The artifacts can also go. Artifacts generally cost a lot of tempo to both play and then equip. It is usually better to just play another creature. I would also consider adding the following cards from your collection: Bygone Bishop, Fiend Hunter, Bonds of Faith (acts as a pump if you need it, or pseudo-removal if you need it), Doomed Traveler, Steadfast Guard, Inspiring Captain, Steadfast Cathar, Kor Scythemaster, Kor Castigator, Mardu Hordechief, Fiend Binder, Elder Cathar, Dauntless Cathar, Cliffside Lookout, Nearheath Chaplain, Courageous Outrider, Sanctifier of Souls, Retreat to Emeria, Chapel Geist, Kor Bladewhirl. Serra Angel can be a good top end finisher. Most things with flying, produce tokens, and/or pump all creatures are good additions to a weenie deck.
I would up your lands count to 22, and I would try to have about seven 1-drops, about fifteen 2-drops, about twelve 3 drops, about five 4/5-drops. 22 lands will mean that you will hit your third land drop on turn 3 90% of the time when you are on the draw, and 85% of the time on the play. I would aim to have about 28-30 creatures creatures, and about 8-10 instants/sorceries/enchantments. This gets you to exactly 60 cards -- which is important. I could get into a lengthy mathematical explanation into why 60 cards is always the best -- but it essentially boils down to increasing the chances of drawing your best cards when you need them. It increases the consistency of the deck.
3 years ago
Not bad for a first deck! You've got a good amount of lands, which is so important. Since you're just building out of what you have, if you have any more removal I'd consider running that over Angel's Mercy. You already have several ways to protect you and a few creatures that gain you life, and more often then not I think it will be helpful to have another way to remove whatevers damaging you instead of buying yourself another turn but leaving it on the board.
If you have more cards that put lands directly into play or ramp for you, I'd look at adding them as well. Cliffside Lookout, Oran-Rief Invoker, & Territorial Baloth are you wincons right now, and they all are mana hungry. The more lands you're able to get out fast the better you'll do.
3 years ago
Say I have a Zedruu the Greathearted and a Cliffside Lookout. I activate Cliffside Lookout's ability, and while the ability is still on the stack, I activate Zedruu's ability (targeting Cliffside Lookout.) Would my creatures get +1/+1, or would my opponents creatures get +1/+1? I would also like to know if the scenario is the same for things like Oracle of Nectars.
3 years ago
Here are what i think are the weaker cards in your deck. I'm not saying that everything I don't mention is ideal or that the ones i'm suggesting cutting are awful but this is where i'd personally start if I was trimming my own deck as possible cards to consider cutting:
Cliffside Lookout: This card seems a bit out of place. If you want a 1-drop ally Hada Freeblade is better. If you want to focus more on life gain, Soul's Attendant, Soul Warden, or Serra Ascendant would be a better fit.
Angel of Renewal/Conclave Phalanx: While they can gain you some life, they cost a bit more mana than i'd like. I feel that for 6 mana Sorin, Grim Nemesis is a better threat as it can still gain you life while taking down a creature the turn it comes into play or draw you some cards. Either way 6 mana is still a lot so be careful you don't but too many high cmc spells in the deck. Conclave is a bit better since it has convoke but i still don't think it does enough.
Court Street Denizen: In a two color deck you will still get some value out of this but I prefer cards like Gideon's Lawkeeper/Goldmeadow Harrier as you can tap them on your opponents "Declare Attackers" step to prevent them from attacking you, and they remain tapped until their next turn meaning they can't block either.
Pulse Tracker: This is a pretty aggressive card for your deck. Also even if they play a 1/2, you can't attack safely into them anymore.
Curse of the Forsaken: Good in multiplayer games but in 1v1 it's not ideal.
3 years ago
Ok, this looks intesting. Drana's Emissary costs a little much, and needs to stay on the battlefield to have an effect, not great for winning or stalling.
You basically have two options with B/W allies at the moment- the traditional Hada Freeblade/Kazandu Blademaster/Champion of the Parish beatdown. Its pretty straightforwards, and has gained some traction running Collected Company, you'll find examples on this site listed under modern allies.
What it isn't, is budget.
I'd reccomend an etb/flicker deck, as the cards are cheaper, as the diverse common-rarity options keep the price low.
Expedition Envoy/Ondu Cleric/Jeskai Barricade/Lantern Scout/Cliffside Lookout/Cliffhaven Vampire/Kabira Evangel/Ondu War Cleric/Serene Steward/Bloodbond Vampire/Kalastria Healer/Zulaport Cutthroat as core creatures aiming to stall the game, then close out with flicker effects for a lot of etb/ltb effects.
March from the Tomb/Eerie Interlude/Rally the Anscestors/Ghostway/Momentary Blink/No Rest for the Wicked/Proclamation of Rebirth/Faith's Reward/Whip of Erebos/Flickerform/Graceful Reprieve/Return to the Ranks/Makeshift Mannequin/Marshal's Anthem/Stonecloaker to puch out in turns 5-7 with etb triggers.
Some dredge like Stinkweed Imp/Dakmor Salvage/Nightmare Void, Darkblast or Golgari Thug could help provide card advantage throught the 'yard, but would leave you grave-hate vulnerable. The main battle is going to be surviving through and battling against combo, which will always be a weak matchup- but a good sideboard could hate it out with 15 dedicated cards, or focus on other matchups and accept combo as lost.
All told, nice start and good luck tinkering. Hope this big list isn't too intimidating, almost all the effects are similar for your purpsose- just pick and choose the cheaper ones and test the proportions to make sure your hands look nice and have fun testing!
3 years ago
You might want to remove a few lands and Infectious Bloodlust and add Sol Ring, Commander's Sphere, Blasphemous Act, and the new commanders Bruse Tarl, Boorish Herder and Akiri, Line-Slinger in. You also want to get rid of bad allies like Cliffside Lookout for some better spells. You have to add Ally Encampment in any ally deck since untap land with an ally bounce ability for less than 50 cents is value. I strongly recommend you put in a super win condition too like Rally the Ancestors or/and Gideon, Ally of Zendikar so you can actually win the game even if you're board wiped.