Teamwork makes the dream work!
The biggest issue I've had while evolving this deck is getting ramp right so that I can actually get allies out earlier in the game. The most recent update really focused on addressing this issue, and attempts to synergize different methods for getting creatures out faster, getting more cards, and getting flush with mana.
It also cut out a lot of the curse cards, which makes me a little sad. I loved how much everyone hated my old Innistrad curse deck, and thought having in those annoyances along with the ally power would be awesome. However, they ended up detracting from the potential of the deck. However, there are still enough in there to make me nostalgic, haha.
Any suggestions on more cards to add that address this are welcome! The maybeboard has a lot in it - but I'm always happy to reconsider cards if there is a case for them being in the deck.


Updates Add

Comments View Archive

60% Casual

40% Competitive

Date added 3 years
Last updated 3 weeks

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.76
Tokens 1/1 Kor Ally, None Copy Clone
Folders Friends' Decks, +1 Non-Budget, decks to look for cards, commander, Deckboys, Ideas
Ignored suggestions
Shared with

Revision 12 See all

1 month ago)

+1 Descendants' Path maybe