|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Uncommon|
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Creature — Human Scout Ally
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Expedition Envoy Discussion
1 week ago
ef - I think the point is to make sure that each creature entering the battlefield will trigger our Allies. Thalia's Lieutenant does something powerful, but not what youre trying to accomplish with this deck. Top decking Lieutenant to spread counters will never be as satisfying as any random Ally (even Expedition Envoy) that can trigger Rally on Battlesinger or Evangil, our main win conditions.
Im not certain, however, if it is indeed Survivalist that we want in that spot. Two ideas:
1) Halimar Excavator is an alternate win condition. If you draw it before Battlesinger, start cloning it with Shapeshifter. You can technically win by turn 3 with this trick (T1 Vial, T2 Druid + Freeblade from Vial, T3 Excavator + Shapeshifter from Vial + CoCo from Druid to get any Ally + another Excavator or Shapeshifter = mill 47 cards ; considering Fetchlands and draw spells, opponent probably has no more library).
2) Descendants' Path : playing 3 will reduce our Allies to 30. Still enough for reliable CoCo and Vial, and a free Ally every other turn (and the other one youre scrying away the top deck if its not an Ally). This may slow us down a little bit, but we should not run out of gas with this. Plus, getting rid of Vial on the top deck starting round 4 is something we all want, no?
2 weeks ago
ticked-off-squirrel: you really want to tap 2 creatures just to do 1 damage or gain 2 life? thats terrible. you should also re-read Zada's Commando. it doesnt damage creatures. also, Expedition Envoy does nothing. it has no effect.
2 weeks ago
here are a couple of suggestions for you for an ally deck:
Captain's Claws. a good ally token generator when the creature attacks, which is most likely.
Chasm Guide. why would you not give everyone haste from an ETB effect?
Zada's Commando. a great way to do cheap damage to a creature or player.
Metallic Mimic. give all your allies an additional +1/+1. plus gain any ETB effects other allies would get/give.
Expedition Envoy a cheap ally creature good for scouting out what's ahead early on.
3 weeks ago
3 weeks ago
Nice Budget-ish deck! I also love allies and have been playing them as my primary deck(s) since the original zendikar. One upgrade I would make is Aether Vial. I didn't like the idea of Aether Vial at first, but it really makes all the difference in the world. Could even speed up your clock to turn 3 with a good hand. It also plays incredibly nice with Ally Encampment -- paying 2 mana to return an ally to your hand only to vial it back in at instant speed. Can make for some stupid plays with dodging removal or triggering Kabira Evangel for the protection. Ideal aggro hand might play like:
Turn 1: Aether Vial. Turn 2 Kazandu Blademaster, vial in Hada Freeblade. Turn 3: Hada Freeblade, vial in Akoum Battlesinger, Surge Reckless Bushwhacker. Should be 29 damage swinging in turn 3. Also works with Expedition Envoy instead of one of the Hada Freeblades.
I have a Mardu version that also splashes black for Claim / Fame. Even if your opponent interacts with you, you are still able to pop off turn 3.
3 weeks ago
I wouldn't run Steppe Lynx white weanies doesn't play enough lands to make it worth it.
Alternatively you could take a route more focused on humans and play Champion of the Parish, Thalia's Lieutenant, Precinct Captain, Knight of the White Orchid, Weathered Wayfarer, and Expedition Envoy.
3 weeks ago
The reason that there is only 1-2 drops mostly is cause they all buff each other like merfolk. A turn 2 3/3 turn 3 7/7 and 5/5 and 2/3 is not uncommon, if they get removed no big deal they are 1 and 2 drops so no tempo really lost. A harden scales makes them extremely efficient when you get one they are on par with Goyf and Shadow in this shell.
I've looked at these cards and considered them but, overall I consider them to be too slow or slow down the deck a turn while being just as fragile so they were cut. I wanted forward effects so their summoning sickness would matter less. Its why there are no dorks as turn sequencing and order is critical the deck is more complex than slapping down dudes. CoCo is a finisher or a regen while bonkers good its not needed and can be waited on if that makes sense. Its why there is no ramp cause it just slows down the deck ironically. Thalia, Guardian of Thraben I would consider for a sideboard, it slows me down but stops storm.
Here is my opinion on these dudes, they are great cards just not in this shell's goal
Tireless Tracker is too slow and fragile, dies to bolt and path, so you loose a lot of tempo with it. Abzan falconer is only included as it makes flying creatures, so if it sticks it sticks, if you combat CoCo into it you get flying and illegal blocks. Cocoing into a turn 4-5 Tracker does not advance the board state beyond a 3/2 human and maybe some pumps. It also needs a lot of fetches to make the tracker work well and with no ramp it would hurt the land base /color mix and the tempo. I'd consider it in a three color deck where you can run 10 fetches and hit more than just basic's of one color at a certain point when I may need a different color than the fetch can provide. I also wanted a less painful land base and to punish painful land bases.
For Experiment One it would never trigger evolve sadly and its a terrible top deck late game, and I think its a nonbo with avatar. Expedition Envoy is at worse a Savana Lions, at best it pumps almost all the other humans and will pick up as many counters as the experiment would all the creatures are 1/1's but 6 of them, and only 4 give counters directly. You don't slam down the 6 quickly as you can you generally want to wait on them till turn 4-5 and that's the kill goal of the deck. Avatar is a threat and in this deck basically a GG trample reach Goyf that costs little tempo and falconer makes people fly like merfolk island walk so he has immediate impact on the board so you generate value from it the turn it enters. I want instant value rather than wait I'll be good later if my conditions are met.
Now Renegade Rallier has the issues of it needs a graveyard to work with and it needs fetches to work cause it lacks flash. If an opponent just waits till their turn to remove a creature then there goes revolt triggers. So suicide creatures or fetches are the only way to get revolts and above listed why fetches are not great in a 2 color base. It also clashes with Rest in Peace which is the only hope against many of moderns top decks so then Renegade Rallier kinda does nothing in those match ups. Shapers' Sanctuary is a better sideboard option against heavy removal based options as it saves card advantage of loosing creatures and only costs G so a great turn one play cause in those situations the clock is slower, its a strong dynamic option. Inspiring Call is the converse when playing with CoCo and reactionary to board wipes. They clash less and fizzle less. CoCoing a non revolt rallier hurts.
I want to CoCo the 1 and 2 drops they give all the other dudes 2 - 8 +1+1 counters each depending on the board state. At worst a 2/2 and a 2/1 not bad but its close to the curve at least. If they have clipped all my critters up to that point I need to side board in Shapers' Sanctuary or Inspiring Call and consider how not to over extend.
4 weeks ago
You can consider Experiment One or Servant of the Scale for counter synergy - might be better than the 2-of Expedition Envoy? I also agree with an above comment that Renegade Rallier is good for the deck, or even Tireless Tracker. You do need some card advantage, and getting 3-drops off from Collected Company gives you more value than hitting 1 and 2-drops. As of now, you only have 4 3-drops.