Planar Ally

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Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Planar Ally

Creature — Angel

Flying

Whenever this attacks, venture into the dungeon. (If you aren't venturing through a dungeon, choose one of the dungeon cards you own from outside the game, put it into the command zone and put a venture counter on the first room of that dungeon. All effects of that room trigger. When you venture into the dungeon while you have a dungeon in the command zone, advance to the next room downward of your choice and triggering all effects of that room. When you have resolved the effects of the last room of the dungeon, remove that dungeon from the game. You can only venture through one dungeon at a time.)

Spotos on I Thought You Were Selesnyan

2 years ago

MuricanSheepdog Np, just trying to help out someone starting. The main things to focus on are the cards with effects that won't help towards the main strategy. Some cards to replace would be, CREATURES: Arborea Pegasus, Dire Wolf Prowler, Elturgard Ranger, Hill Giant Herdgorger (The problem with him is that even though it does get you 3 life, for 6 mana and a creature with no other abilities is a bit too much mana to cast compared to some others cards that can gain life), Planar Ally (not sure how much you want dungeon crawling to play into the deck, but with most of these cards, you could honestly build another deck centered around it instead of putting it into this deck), INSTANTS: You Hear Something on Watch, Plummet, Repel the Vile(even if these are removal for cards, some other cards do what they do better and are still less than a dollar in price), SORCERIES: Compelled Duel, ARTIFACTS: Delver's Torch,Treasure Chest(This may seem like a really good card, but for 3 to cast and 4 to activate, making it essentially 7 mana to either gain 3 life and draw 3 cards, or lose 2 mana in total, the card seems like it has more of a chance to whiff rather than help in its effect,((don't worry, I would have fallen for that too))). Since you said your struggling to get mana, some "ramp" I would put in the deck would be Rampant Growth, Reclaim the Wastes, Roiling Regrowth, and Crop Rotation. Those should get you lands out quickly to play your commander sooner. Some artifacts I would also put in would be Commander's Sphere, Sol Ring, Moonsilver Key (this can search out Sol Ring from your deck), Moss Diamond, and Marble Diamond. Those are the ones off of the top of my head. Sorry if it's a bit long, I didn't want to make it 2 comments. If you still have any questions, feel free to ask away again, and I'll be happy to help out. :]