|Commander / EDH||Legal|
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Creature — Elf Shaman Ally
Tap: Target land you control becomes an X/X Elemental creature until end of turn, where X is the number of Allies you control. It's still a land.
Vastwood Animist Discussion
2 years 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 years ago
Ondu Cleric might be a good sideboard choice against burn and other more aggressive decks. Vastwood Animist can make your lands strong beaters or blockers, especially if you find space for Stirring Wildwood in the manabase. Munda's Vanguard seems to fall in line with what you want to do, and with Harabaz Druid as a mana dork the CMC of 5 isn't that big of a deal. I would definitely recommend Beastcaller Savant though since you are very creature-heavy.
3 years ago
This Deck is very, very awkward. Why would you run Memnite or Ornithopter in an ally deck? Replace it with cards like a 4th Hada Freeblade. I understand how the deck is supposed to be budget, but at least make it so the allies that you run aren't ridiculously expensive to cast for their benefit like Vastwood Animist.
3 years ago
zombob57 short reason: for five color.
My playgroup wouldn't likely mind me using Ink Treader as the commander in my playgroup however I've chosen General Zadadar for multiple reasons.
Tazri is a tutor on a stick. I can fetch up Mirror Entity to synergize with Harabaz Druid or Vastwood Animist. Also I really enjoy the synergy between Zada and Noyan Dar, especially them both being tutorable.
Ink Treader hits your opponents creatures as well. I'd rather my spells just be affecting my own creatures. If I Shadow Rift an Ink Treader my creatures aren't unblockable. Similar with Banishing Knack. My opponents would be able to bounce my board also.
I really didn't think about it too much. The appeal was mostly from her release and the Ally tutor is really nice. I started out drafting a mono Red Zada deck and once Tazri came out I couldn't help but think about the crazy five color possibility.
3 years ago
Maybe you have to drop some "useles" Allies.Vastwood Animist, Tajuru Stalwart, Tajuru Archer, Skyrider Elf, Mina and Denn, Wildborn, Grovetender Druids, I think you don't need those cards, since you have to think about a general use for them, anyway I don't see one.
You could change your Mana Base, Command Tower, Ally Encampment, Mana Confluence and City of Brass, I would also add Shocklands, Fetchlands and some of the tri-color lands. I would also run min 34 lands max 40.
If you want take a look at my build.
Commander / EDH*
SCORE: 1 | 2 COMMENTS | 110 VIEWS
Maybe you see something interesting :D ~Cheers
3 years ago
Intruder Alarm is also an infinite combo with Kiki-Jiki, Mirror Breaker and Splinter Twin, and you're already running Twin so you might as well keep it in. Since you've got Conspiracy, you might as well throw in the rest of the Twin package (Pestermite, Deceiver Exarch, Zealous Conscripts) for an optional combo kill.
As for cuts, which is probably your more pressing issue - brace yourself, this is going to be long.
The general rule of thumb is "my Allies should generate significant and immediate advantage when I play them." This means that all of the Allies that don't do anything except get bigger are out, and all of the random creatures that are just Allies are also out. Adaptive Automaton, Angelic Captain, Cliffhaven Vampire, Drana's Emissary (unless you wanted to throw in the Exquisite Blood/Sanguine Bond combo, which frankly I wouldn't bother with in this deck), Graypelt Hunter, Halimar Tidecaller (you're not running any Awaken cards, or a significant number of land creatures), Halimar Excavator, Joraga Bard, Kazandu Blademaster, Kor Bladewhirl, Kor Entanglers, Highland Berserker, Joraga Auxiliary, Makindi Patrol, Serene Steward, Tajuru Beastmaster, Ondu Champion, Umara Raptor, Veteran Warleader, Vastwood Animist, and Zada, Hedron Grinder can all safely go.
Noyan Dar, Roil Shaper is not adequately supported in this deck, and doesn't really further its design goals, so imo you can cut him. Most of the other random value creatures just aren't worth it either - Dragonmaster Outcast, Felidar Sovereign, Kazuul, Tyrant of the Cliffs, Maelstrom Archangel, Thada Adel, Acquisitor, and Wrexial, the Risen Deep may be sweet cards, and arguably flavor wins, but, like...the deck right now is trying to do too many different things.
Abzan Ascendancy, Jeskai Ascendancy, Mardu Ascendancy, and Sultai Ascendancy don't do your deck any real good. Ditto Archmage Ascension and Bloodchief Ascension (again, unless you wanted to include it as a combo piece) - they're strong cards, but they're build-arounds, and IMO this deck doesn't have the space to build around them.
Prismatic Omen + Last Stand is cute, but I'd just cut Last Stand. Throw in a Chromatic Lantern to double up on the mana-fixing effect, though. It's a must for any 3+-color deck. Since you are running Omen, though, you might as well run Valakut, the Molten Pinnacle, Emeria, The Sky Ruin, and Cabal Coffers (probably also Urborg, Tomb of Yawgmoth).
Shard Convergence doesn't actually accelerate your mana, it just draws you a bunch of lands that you then have to play one at a time. I'd say cut it - really, I'd say "replace it with actual ramp spells, like Cultivate, Kodama's Reach, Skyshroud Claim, and Sol Ring."
Realms Uncharted, same criticism - it gives your opponents choices, and it doesn't actually accelerate your mana production.
3 years ago
Removed Brave the Sands, Beastmaster Ascension, Cathars' Crusade, Levitation and Shared Animosity. The allies I have I think will be just as effective at triggering these abilities. I also removed Mina and Denn, Wildborn, Tajuru Archer, Vastwood Animist and Zulaport Cutthroat.
Added Sterling Grove, Leyline of Anticipation, Vedalken Orrery, Rite of Replication, Urza's Incubator, Momentary Blink, Flameshadow Conjuring, Ghostway and Cyclonic Rift. These will allow me to make better use of combos, bring allies in, and protect myself as well.
Again, thank you Havtorn for the suggestions.
3 years ago
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