Improbable Alliance

Improbable Alliance

Enchantment

Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.

[[symbol:4]: Draw a card, then discard a card.

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Trade

Have (1) Smokingclays
Want (1) katecakecake

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Tokens

Legality

Format Legality
1v1 Commander Legal
Highlander Legal
Leviathan Legal
Pioneer Legal
Block Constructed Legal
Standard Legal
Commander / EDH Legal
Modern Legal
Pre-release Legal
Historic Legal
Custom Legal
Duel Commander Legal
Brawl Legal
Vintage Legal
Arena Legal
Limited Legal
Gladiator Legal
Canadian Highlander Legal
Casual Legal
Unformat Legal
Oathbreaker Legal
Tiny Leaders Legal
Legacy Legal

Improbable Alliance occurrence in decks from the last year

Latest Decks as Commander

Improbable Alliance Discussion

hydrothermia on Kraken Faeries

2 months ago

@lukeanto: I didn't even think about that card, another good suggestion.

@elyria: It was considered, but at this point I don't see what I could cut outside of Improbable Alliance.

However, I believe I've found a card that hasn't been suggested and it's Fire Prophecy. Creature control and a draw option.

ellie-is on Kykar's Tokens & Cantrips

3 months ago

In other news, I think I might remove Improbable Alliance and Mad Ratter as they very sadly only make tokens once per turn. Maybe bring back Goblinslide or Nadir Kraken, which require paying a cost but can be done as many times as I want. Wish I could find more Young Pyromancer type cards, lol.

Destroyerbirb on Dragonstorm (Transformers)

3 months ago

Minousmancer the suggestions I gave earlier are standard rotation survivable, but here are some other suggestions.

Castle Ardenvale for making tokens. A little slow, but doesn't take up a spell slot.

Improbable Alliance is an ok card. If you have lots of card draw, you get lots of tokens.

The Birth of Meletis is too good to pass up.

Stolen by the Fae is an option.

Basri Ket is one to think about.

mjgilbert26 The token producers you recommended are ok, but are a bit too high mana. You want to be able to cast Transmogrify on turn four. Also, creatures that create tokens are unusable, as the only creature in the deck should be Terror of the Peaks so you have a 100% chance of hitting it.

Joe_Ken_ on Gavi, Cycling

6 months ago

Ephara, God of the Polis is good since once you start getting some Dino cats outs you’ll draw during an opponent’s turn then will only need to cycle 1 card to get another which will continue the cycle to the next opponent’s turn.

Mad Ratter and Improbable Alliance synergize very well with the commander since they will make tokens off of the same triggers

ilovemydoghisnameistuna on Rude (occasionally)

6 months ago

I might use some discard spells like Duress to get those pesky counterspells and other crap you don't want to see out of the way. Also, maybe replace Sphinx's Insight with something else that can draw cards for cheap at instant speed; you already want to be at instant for Improbable Alliance to work.

Joe_Ken_ on Dino Kitty

7 months ago

Ephara, God of the Polis is good since once you start getting some Dino cats outs you’ll draw during an opponent’s turn then will only need to cycle 1 card to get another which will continue the cycle to the next opponent’s turn.

Mad Ratter and Improbable Alliance synergize very well with the commander since they will make tokens off of the same triggers.

Clashboy15 on RU Sprite Dragon?

8 months ago

Improbable Alliance is probably not very good for this deck, since this is an aggressive deck and alliance if for tempo decks, so definitely cut it. Cut Thrill of Possibility because it requires you to have at least two cards in hand and costs two mana, which is bad for a prowess deck. Also cut Flame Sweep and Keep Safe because first of all, 2/3 of your creatures don't have flying and secondly, this is an aggro deck and you should be killing your opponent before you need flame sweep. Keep safe is interesting, but again, it costs 2 mana and is not really an effective counterspell, since it is so situational. Also cut 2 Light Up the Stage and 4 Skewer the Critics because they often dont trigger prowess. You will usually be casting them after combat, which is pretty bad.

So, you cut around 11 cards, what should you replace them with? Well, to start off put two Dreadhorde Arcanist. It is a wizard and will let you recast spells, triggering prowess at the same time. Put in 1 Treasure Cruise. Although it doesn't synergize too well with dreadhorde arcanist, there's a reason why this card got banned in modern. Because you'll be casting so much cheap 1 mana instants/sorceries, this should easiley be a one mana Ancestral Recall . So now there's 8 more cards to replace. Add 4 Crash Through, as it will draw you a card for just 1 mana, triggers prowess and gives your big creatures trample. It's a must include in any pioneer prowess deck. Next, add 2 Warlord's Fury or 1 of that and one The Royal Scions. This depends on personal preference, if you want a late game play, the scions is fine. Personally, I would use just two Warlord's Fury. Finally, put in two Spell Pierce. It is basically keep safe but cheaper and less situational. For example, it can counter key noncreature spells in a combo deck, counter a big planeswalker, counter a board wipe, or just any non creature spell, all of which can not be done by keep safe.

Lastly, the sideboard needs some work. Take out all the cards in the current sideboard. Add two Pithing Needle. It can deal with pretty much any card in the format. 3 Grafdigger's Cage or Tormod's Crypt for some much needed graveyard hate. Remember, all these cards trigger prowess as well! Put 4 Abrade in the sideboard, as it can deal with creatures pretty effectively and can kill artifacts as well. 1 Disdainful Stroke for matchups with more beefy spells. 2 Mystical Dispute because of how overpowered simic and a lot of other blue decks is. 1 Aether Gust because again, simic is really powered (also deals with lots of other cards in pioneer by countering them or bouncing them). For the last 2 cards, add Searing Blood.

TrooperXS on I want to ride my bicycle

8 months ago

Hey, the list looks good to start off with. I would recommend building it more focused around New Perspectives by adding some tutors that can grab it. you might want to make it more focused on turning through your deck to get the combo kill rather than beating your opponents down with tokens. I would recommend that you look at edh rec for some ideas. I would recommend that you take out Anointed Procession, Improbable Alliance, Lightning Rift, Ominous Seas, Shark Typhoon, Zenith Flare, Windfall, Brallin, Skyshark Rider  Flip, Eternal Dragon, and Shabraz, the Skyshark. In addition to tutors, you might want some more ramp, some better payoffs, Mulldrifter and Cloudblazer to synergize with your blink effects. I feel that most of the cards in the deck won't matter much because it is a rare thing that you will cast them, therefore you should try to keep the cost of cycling cheap in your deck. It's also okay if some of the cards with cycling are situational so the cards that have cycling can be chosen just by personal preference, play-style, and playgroup. I hope that this advice was helpful.

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