March from the Tomb
Return any number of Ally creature cards with total converted mana cost 8 or less from the graveyard to the battlefield.
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March from the Tomb Discussion
4 days ago
There's a few suggestions I can make based off the 4-color Ally deck I use that is very similar to this.
Since you can produce all five colors, I really recommend Unified Front and Bring to Light. Bring to Light can tutor for any of the nonland, nonartifact cards in this deck and play them for free. Unified Front can get you 4 Ally ETB triggers. The Cavern of Souls and Ally Encampments won't give you colored mana for them though, which may limit their usability.
I'm thinking about using Descendants' Path in my Ally deck, but haven't gotten around to adding them yet. It's a great Turn 3 drop that can help you ramp your boardstate and get more triggers.
I'm really surprised you don't have Eerie Interlude. It provides your Allies with instant-speed evasion while also giving you a solid win-con for 3 Mana if you have the right Allies on the field (Excavators, Diabolists, etc.) Since they all see each other, they'll all trigger each other on re-entry. For example, if you flicker two Excavators, a Druid, a Freeblade, and a Diabolist, you can mill for a total of 50 cards, bleed someone for 25 life, and get 5 +1/+1 counters on your Freeblade.
Panharmonicon is another card that will do you a lot of good. 4 mana seems like a lot in a tribal deck like this, but the ability to double all your ETB triggers is far better than playing one more Ally.
Rite of Replication can also tilt the scales in your favor (and can be tutored with Bring to Light if you have 5 colors). Kicking it on an Excavator or Diabolist usually means the game is over.
With how aggressive and destructive Modern is, I'd really recommend you have some recursion. March from the Tomb is nice, but so is Rally the Ancestors. Imagine milling half your library with an Excavator, only to cast Rally the Ancestors for 4, putting all the milled 2- and 1-drop Allies on the field, effectively ending the game.
Do you get use out of the Kabira Evangel? I always thought the ability was nice, but a little limited since its effect is only temporary.
Since you only have 18 lands, consider adding a fourth Druid to help you 'get there' with mana.
1 week ago
Alright some cuts.
Primeval Protector 10/10 vanillas that can get chumped by Soldier tokens feels bad man.
Vastwood Animist Not a fan of turning lands into creatures. Plus it's only ever going to be like a 4/4 because by the time 4+ allies hit the battlefield, you're either going to have the game in hand or someone is going to blow up the board.
Undergrowth Champion Not a lot of synergy here.
Avenger of Zendikar Craterhoof Behemoth Gisela, Blade of Goldnight Gahiji, Honored One Malignus I put all these here in the same pile cause they fit into what I call "Good Stuff" that detracts from what I think the overall strategy of the deck should be. For me Allies is a deck that accrues value every turn by dropping one creature after another in a synergistic chain. These guys are at the top of the chain but either for me feel "Win More" which I'm not a fan of, or feel like they do something different than what the deck really wants to do. Just my two cents.
Mirror Entity This guy is a closer.
2 weeks ago
I like the concept and I run a very similar deck. I have a lot of suggestions and you can see what you like
Cliffhaven Vampire - imho better than Panharmonicon, especially in tandem with some of the graveyard revival you've got going on. The math gets complicated but it is more effective in terms of mass revival and also ensures you don't have a dead turn where you aren't doing anything because it will trigger any other allies you've got as well. In the early game especially it's usually a better play than panharmonicon.
Hagra Diabolist - extra life loss when he drops. Good finisher. See below for more tomfoolery with this card, he can often end the game in one turn with mass revival.
Hada Freeblade - I run 4 of these over 4 Kazandu Blademaster. Having 1 less attack power for the ability to play it as a 1/2 on the first turn, and the fact that it also gets bigger with every ally you play,
March from the Tomb and Rally the Ancestors - better mass revival than Immortal Servitude in my opinion. If you can get multiple cheap allies back with something like a Cliffhaven Vampire or Hagra Diabolist on the field, you'll often win the game instantly, or at least put it hopelessly out of reach.
Eerie Interlude is also worth a mention, both because of the mass flicker effect and the fact that if you cast it at your upkeep when rally the ancestors would exile all the creatures it revived, they'll come back permanently at your end step. And you get another round of mass triggers when they do.
If you feel like spending a little more on this deck, Gideon, Ally of Zendikar and Drana, Liberator of Malakir are both fantastic cards. Sorry for throwing a lot of stuff at you, these are just bits of insight I've picked up elsewhere. Have fun with this, it's definitely my favorite deck to play.
2 weeks ago
recodef, yes, eerie interlude was in an earlier version of the deck and was quite useful. It has a different purpose, though, than March from the Tomb. Eerie Interlude is more for protection from board wipes or even targeted removal, while March from the Tomb is to get creatures back from the graveyard. Yes, I do understand that eerie interlude would keep creatures from getting to the graveyard in the first place, but with only 4x in the deck maximum, it wouldn't be reliable enough to completely prevent all creatures from ending up in the graveyard. Thus, March from the Tomb has its own utility.
Eerie Interlude is a great card, and highly useful. probably worth a look (again) for the sideboard. Thanks for the suggestion!
2 weeks ago
Seems like a fun deck to play!
Have you ever thought of using a card like Eerie Interlude. It's a cheaper way to trigger a lot of allies at one time than for example March from the Tomb and it can also be a good counter against boardwhipes, being instant speed and all.
3 weeks ago
Alright I've made a few teaks. Here's the list I'm going to bring tomorrow for Standard.
23 Lands =
24 Creatures =
13 Non-creature spells =
2x Fatal Push
Let me know what you think BioProfDude :)
3 weeks ago
also, even though it's not an ally, it was recommended to me to look into Scrapheap Scrounger so that I can have a recurring threat. But I'm not sure if it would fit in the deck per se. though it was would be a good way to use the mimics since you can't bring them back via March from the Tomb anyway.
3 weeks ago
Alright well I took this deck to standard last night. Went 2-2.
Played against a U/G Geralf's Masterpiece deck for match 1. Won 2-0. Played again for fun and won again. good start to the night. Having 3x dec in stone in the side + 1x Anguished Unmaking + 2x Stasis Snare that I added to the sideboard was very useful against his deck.
Next I played against Saheeli combo. God I hate the combo. So stupid. Anyway I lost 0-2. Game 1 he combo'ed off for the win. Game 2 I got him to 3 HP with him dead the following turn on upkeep and he top decks exactly what he needs to combo again. I never drew any of the 3x Authority of the Consuls or any of the other stuff I sided in.
Match 3 was against R/U control. Won 2-0. I exhausted his counterspells, then enough threats to force a board wipe, which let me March from the Tomb everything back. He used Radiant Flames which meant his mana was tied up and it gave me more freedom to refill the board post wipe. He ended up misplaying and killing himself with a board wipe when I had zulaport on the field. He wasn't happy.
Match 4 was the closest match of the night vs G/W aggro. Won game 1 easy. Game 2 on the other hand had him use a timely Blossoming Defense on the Avacyn he played to stay alive, which worked. Game 3 had the exact same thing happen. I played removal at instant speed on his avacyn before the trigger could resolve, he then played Blossoming Defense to save it. However I managed to get him to 1 HP. He then put me at 1 HP. I needed a relevant top deck, preferably Kalastria Healer or Zulaport which would have won me the game on the spot but I didn't and so I lost. It was that close.
Before FNM started I also played a few practice games against Mardu Vehicles. The lesson I got from it was simply that he out-values you card for card big time. I got close to winning in most of our games with him in single digits but I couldn't lock in the win unfortunately.
Another problem I noticed was that, after taking out 2x Shambling Vent and putting in 1x Abbey + 1 more swamp, I often didn't have the 2 white mana needed to cast non-creature spells. That made my turns awkward for example or stopped me from playing cards like Always Watching and Gideon. Ally Encampment is deceptive here. It doesn't let you cast your much needed double white non-creature spells properly because it only taps for colorless. Having 2 swamps, 1 plains and an encampment let's you cast every creature you have, BUT it doesn't let you cast super important cards. I think the mana base needs to be re-worked a bit and the loss of 2x shambling isn't the problem because those come into play tapped anyway. I think -2 ally encampment to put in more guaranteed colored sources, like at least 1 more white source would be the better idea. And yes, I know you can bounce an ally back to hand with the encampment but I don't know if that's important enough to have to deal with mana issues.