This is my old Zedikar allies deck that has been retooled a bit with the release of Battle for Zendikar.
Expedition Envoy - These wound up replacing the Join the Ranks from my old deck. It lets me get out a critter relatively quickly that doesn't grow. The good thing about the old card was that it at least caused each existing ally to trigger it's ability twice. I'm erring on the side of speedy instead of efficient here. Had I gone with efficient, I still would've replaced Join the Ranks with Allied Reinforcements.
Harabaz Druid - Serves as my only form of mana acceleration in the deck.
Parallax Wave - I like this as it serves as temporary removal, but can also be used to get more triggers on allies and pump them up. NOTE: You generally want to use this on those allies who do not accrue +1/+1 counters as they will be removed when the creature blinks. Even so, if you have enough critters out, it may still be the correct play.
I don't know that there are any definitive ally cards that got snubbed here. Captain's Claws would be an interesting addition to the deck as it's repeatable ally spawning. I might wind up going that direction one day.
Card Draw and Enchantment/Artifact Removal:
As the decks I make are casual and do not have sideboards, any deck tries to conform to two stipulations: it must be able to deal with artifacts/enchantments (preferably at least two cards) and it should also have some element of card draw. Both of these features should attempt to stay on theme whenever possible.
Cream of the Crop - Previous iterations of the deck included Congregation at Dawn, but I never seemed to have enough green mana to make this happen. When I started shifting the deck to a more white-focused deck (in order to get Hada Freeblade and Exepedition Envoy out consistently), I also moved to cream of the crop as it only took a single green mana. This satisfies the card draw component for the deck
Aura Shards - For casual decks, particularly those with some sort of heavy creature/tribal theme, there is no beating this card for repeatable disenchant effects.
The deck has a couple of ways to win: either by beating face with a group of large creatures or, if it stalls out, by playing any of Kabira Evangel, Behemoth Sledge, or Graypelt Hunter. The first one can often clear the way for blockers ; particularly if you have multiple allies to play in a given turn, while the latter two allow you to over the top with trample damage. You can also potentially go wide with Turntimber Ranger or Retreat to Emeria, though neither of those is exceptionally likely.
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