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This deck is a combination of black and white ally beatdown along with a slow bleed advantage over your opponents. You fill the battlefield with small creatures and they each either bleed your enemy or boost your life total. Sometimes they do both. A budget casual multiplayer deck that synergizes ally creatures with vampiric draining. It is extremely balanced between the 2 colors and the deck is filled with half-tones and keywords unique to each color. So the strategy for this deck is fairly straightforward. Play your guys and bleed your enemy. Hold your removal and replies close to your chest and let your ally army do the work. The card breakdown is as follows:

The Creatures:

Angel of Renewal : This high flyer is a good finisher in this deck while giving ally triggers when it enters play. The life gain trigger helps push your total out of range of your enemy.
Bloodbond Vampire : With the many sources of life gain triggers in the deck this vampire ally is the perfect complement for the deck. Once in play it will continue to grow and become a force to destroy your foes.
Cliffside Lookout : This ally is another source of growing. However it grows your entire army with each activation. It is a nice early drop and then increases your army's power in the mid and late game.
Drana's Emissary : One of the cores of this deck. You get enough of these evasive allies into play and your opponent is put on quite a fast clock.
Hagra Sharpshooter : This ally is targeted removal with an ally trigger. Good mid-game drop that will slowly chip away at your enemy's creatures. Combined with your other removal makes a nice package to deal with aggro.
Kalastria Healer : Another part of the deck's core. This deck plays allies. This card makes just getting them into play part of beating your enemy. When you have these in play March from the Tomb becomes a game finisher.
Makindi Patrol : This ally supports your aggressive attack strategy. Giving vigilance to your allies lets you send them into the red zone while keeping them available for defense.
Serene Steward : Another good early drop with a perk. This ally is another way to grow your army whenever you gain life.
Zulaport Cutthroat : This card rounds out the core elements of the deck. With this in play, every time an ally of yours dies you drain all your opponents for 1 and you gain 1 life. So in conjunction with the other core cards its like this; Kalastria Healer harms your foe when you play your allies. Drana's Emissary harms your foe every upkeep. And Zulaport Cutthroat harms your foes whenever your allies get sent to the graveyard. Between these 3 cards and all the other ways to harm your enemy in this deck you should have no trouble winning games.

The Other Spells:

Retreat to Emeria : The two retreats in the deck reinforce your game plan. This one in particular is amazing because every time a land comes into play on your side you can put into play an ally token. With all the ally triggers in the deck this landfall-based source of ally creatures is an excellent addition to the deck. it's other mode can even boost your entire army at once.
Retreat to Hagra : This complementary retreat can either force bad choices on your foe by giving deathtouch to one of your creatures or you can just use the landfall triggers to drain all your enemies at once and get more lifegain triggers from your other allies.
Vampiric Rites : This card works very well in this deck. It lets you sacrifice a creature at instant speed. Depending on what you have in play this can give you triggers to help win the game. Then when you do sac a creature it gives you a a life which also triggers any lifegain triggers you have in play. Lastly, It gets you a card draw which means once your allies have done their work you can use them to refill your hand.
Murder : Instant speed creature kill without restrictions is a great thing to keep in your hand. Especially with the hate this deck generates. Goes hand in hand as part of your removal package with the following card.
Smite the Monstrous : More instant speed removal but restricted to big creatures. You do not have anything to fear from small creatures, thats what your Hagra Sharpshooter is for. So this is a good reserve to keep in hand.
March from the Tomb : This card serves double duty. It lets you recover from a table wipe by putting back into play a bunch of allies. And you can use it as an alternate way of hurting your opponent. Depending on what creatures you have in play, suddenly grabbing a bunch from the yard and putting them back into play can help finish games. Remember you get ally triggers even from this spell as the allies you pick return to play.

The Lands:

Normally there is not a lot to say about lands in a deck. But this one packs a bunch of utility between landfall triggers and the actual lands themselves.

Blighted Fen : Early game it gets you mana. But mid-late game it can be used as another source of removal against your enemy. Best thing about it is you cannot counter a sacrifice.
Blighted Steppe : This one lets you sacrifice it to gain a lot of life depending on how many creatures you have in play. In many circumstances this can keep you in the game or push your foe that much further away from stopping you.
Mortuary Mire : This card is a nice way to get a little graveyard recovery when it comes into play. Mid-game it can be very important to get back key creatures and this card can help you do it.
Sandstone Bridge : This card gives a decent combat buff to a creature. Combine this with the landfall triggers from the assorted retreats and it just piles the damage on your enemy.
The Plains s and Swamp s in the deck do what they do.

That is it for the deck. If you have comments or suggestions please feel free to post them here.

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Revision 1 See all

(4 years ago)

+1 Ondu Cleric maybe
Date added 7 years
Last updated 4 years
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Rares

28 - 0 Uncommons

14 - 0 Commons

Cards 60
Avg. CMC 2.94
Tokens Kor Ally 1/1 W
Folders Magic Marc Cards
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