General Tazri's Allies
Commander / EDH
SCORE: 124 | 292 COMMENTS | 46381 VIEWS | IN 71 FOLDERS
1st Place —Nov. 29, 2017
Played at my friend's tonight against group hug Phelddagrif, Mizzix of the Izmagnus Control, and a Mono Elf Deck. Can't remember the Commander of the final deck.
Unfortunately all the Allies I started with were 5CMC.
Luckily I was able to avoid much damage in the first part of the game.
I cast cards in this Order:
- Kazuul Warlord
- Dauntless Escort
- Hagra Diabolist
- Seascape Aerialist
- Bala Ged Thief
- Captain's Claws
- Lantern Scout
- Drana, Liberator of Malakir
- Jwari Shapeshifter (copying Hagra Diabolist)
- Arcane Adaptation
- Sun Titan
- Levitation
The group hug player had a card on the field that stopped all combat damage, so I slowly killed him with direct damage from Hagra Diabolist.
The Elf player had been mouthing off about how his deck was going to beat mine, so I hit him with everything I had each turn, and also ripped cards from his hand with Bala Ged Thief.
The Elf player also told me not to attack him in the early game, or he would kill one of my Allies with his Deathtouch Creature. He knew I had Dauntless Escort on the field. I told him I wasn't worried. He blocked with his Deathtouch, I sacced Dauntless Escort, and his Creature died without killing mine.
I kept three mana open and Eerie Interlude in hand. I was able to use it to save Hagra Diabolist from being destroyed by the group hug player.
The group hug player emptied my hand. I had suggested he did, because I had a bunch of great cards, and he was looking for the best target.
However, by that stage I had too good a board state: multiple +1/+1 Counters on every Ally, nine Allies on the board, a new Ally coming into play each combat with Captain's Claws, and two lots of direct damage per Ally with Hagra Diabolist and the Jwari Shapeshifter copying it.
It wasn't long before I killed the remaining two players with a mix of direct and combat damage, while removing their best cards.
I didn't even need to cast General Tazri once.
It was a perfect storm, aided by early draw from the group hug player, who had been trying to dig for answers, and a late play of Stormtide Leviathan by the Control player, which meant I could attack the Elf player with all my Creatures, without fear of reprisal.
Basically I cast an Ally every turn from Turn 5 onwards, until I got Captain's Claws on the field, which activated Rally each turn.
I was also fortunate to get Chromatic Lantern on the field on Turn 3, so I had no problem with colours, and could tap my Mana Confluence for mana without pinging myself.
SpiritChaser Alesha, Who Smiles at Death can't bring back Archetype of Imagination. It's Power is too high.
In my playgroup I never have many Creatures on the field. They just don't last long with all the board wipes.
Hence why I have so many cards that make my Creatures Indestructible.
That's also why I don't run cards like Shared Animosity.
January 30, 2017 9:46 p.m. Edited.
I have to disagree with SpiritChaser on Reconnaissance. It is important to "creatures matter" decks. You don't want to lose your Allies to blockers.
Reconnaissance allows you to swing everything and pull what is blocked out of combat. The damage isn't going through, no need to lose your creatures, and their effects.
January 31, 2017 2:22 a.m.
You hit the nail on the head, iAzire.
No way would I take Reconnaissance out. Card is fierce.
January 31, 2017 7:46 a.m.
DrWitchcard says... #6
I could be wrong here, but I'm almost positive Reconnaissance wouldn't work the way you're intending it to. Declaring attackers and declaring blockers are instantaneous and do not go on the stack. If you attack, and your opponents declare blockers, you couldn't use Reconnaissance to pull them out of combat before they "get blocked"... They were blocked as soon as your opponent declared blockers, complete with damage dealt by the blockers and everything.
You could certainly declare attackers to trigger any "When this creature attacks" abilities and then pull the guys you don't want to risk out with Reconnaissance, but you'd have to do it before the opponent declared blockers.
February 14, 2017 2:13 p.m.
DrWitchcard says... #7
Was very vexed by it so I consulted a judge and I was indeed wrong. Well, I was correct in that declaring blockers happens instantaneously and doesn't go on the stack, but the assignment of damage from said blockers does not. Recon will work the way you intend. Sorry for being a dingus on your thread :)
February 14, 2017 2:25 p.m.
Skinnyman420 says... #8
I would still take it out myself. With your abilities on the field you shouldnt have to worry about removing yourself from combat. All you need is hero of goma fada for the indestructible, or that kabira evangel. slotting in the panharmonicon is DOUBLING UP on colors protected from kabria evangel. 2 Allys fetched with tazri.2 +1/1 counters from cathars crusade. Life gained\lost. murasa pyromancer will burn the field for you without ever swinging and hes getting you lifelink or deathtouch etc. With my allies i try to cast very little on my turn. Leaving mana open to cast on opponents phases and trigger the field via vedalken orrery and leyline of anticipation to defend myself or answer threats before theyre able to move.
February 15, 2017 2:33 a.m.
You've got to have all of those things out for your plan to work, vs me only having to have Reconnaissance out for my plan to work.
February 15, 2017 7:55 a.m.
Skinnyman420 says... #10
It's the same but better imo. You still hope to draw into the artifact. Tazri is tutoring twice now to get me combos. Yours lets you only run away from your own combat phase (which no doubt is useful for saving creatures),but mine doubles the effects the the deck at anytime not just my own combat phase. It synergizes over all with the whole theme of the deck. With some of these allies you don't ever even need to swing to win the game. you just sit back make the field bigger and let the triggers do all the work. When my door of destinies gets too big from me pumping out allys/tokens geting 2 counters at a time people usually just scoop. EXAMPLE FROM THE OTHER NIGHT Opponent goes "Oh, I'm gonna wrath now". I say "Ok cool in response I'm gonna tap my splinter twin or other such trigger maker, trigger my field twice and get protection/indestructible from whatever color you're throwing at me." It's really easy to get around destroy effects in EDH exiles are the main removal in my metasorry for long post
February 15, 2017 1:38 p.m.
Your playgroup sounds completely different to mine.
First of all, I couldn't give a shit about them "wrathing" as I've got stuff all over the place to make my Creatures Indestructible.
In your example you would have had to have those two particular Allies on the field. Don't know how you always ensure that.
My playgroup is brutal. Every second round there is a board wipe. People are Countering stuff all the time. A lot of games are finished by Turn 2 or 3.
If games do go longer than that they are won by whoever can protect their stuff the best. That is the environment I am playing in.
Reconnaissance makes it so that I can attack without losing all my stuff.
Here's a rule of thumb I use on Tappedout.
If you make a point and the deck constructor tells you why they don't agree with it, don't stick around and argue it to death. Accept that they have a different point of view and move on.
Otherwise you have overstayed your welcome.
I do not wish to discuss Reconnaissance any further.
February 15, 2017 2:55 p.m.
Skinnyman420 says... #12
You ensure you have what you need at all times just by playing your commander? Same as Sliver Overlord except he pays to tutor. But I'll respect your desire to drop the subject about recon. Wasnt trying to work you up or argue man.
February 15, 2017 11:45 p.m.
poshakitoo says... #13
Hello, are you still running this deck? How well is doing? Can i suggest Heroic Intervention instead of Make a Stand for lowering the mana cost? Kuddos! nice deck!
February 20, 2017 4:51 p.m.
poshakitoo yeah Heroic Intervention is better. Thanks for that. Although I may run it instead of Rootborn Defenses.
The power creep in my EDH play group meant that this deck was too underpowered.
I've joined a new group so I might give this another try. I'll let you know how it goes.
February 20, 2017 9:19 p.m.
jibbajibba says... #15
A few comments, though I doubt they will be of interest.
I would play the following cards in any Ally Deck
i. Panharmonicon - doubling all Rally effects is just about the most awesome thing you can do with allies
ii. Living Death - your creatures will get board wiped. Living Death gives you a possible win on resolution
iii. Xenograph - a second conspiracy effect gives you another win con with a resolved Turntimber Ranger for infinite wolves and infinite +1/+1 counters leading to other infinite options of course
iv. Erratic Portal - lets you bounce an ally to save it and to recast it
v. Call to the Kindred - allows you to put an ally into play for free at the start of each turn this gives you a full suite of ally triggers each turn
vi. Rite of Replication - a kicked rite is a wincon if you have An excavator or diabolist in play and generally 5 of anything should swing you a game.
This may sound a little daft but generally in EDH with swarm type decks you need to finish an opponent in one hit. Therefore I wouldn't worry about blockers etc because if you are getting blocked you shouldn't have attacked. To this end I would run a suite of sweepers of you own. Then the tactic is play ally, hopefully cheat it in for free, sweep the board attack a free board to eliminate an opponent. The rest of the time you are waiting for the non attacking wincons. The exception of course would be attacking with creatures you have stolen with the occultist. I play three different ally decks. One is a red white aggro deck that really only used allies as a third string. One is a Tazri that runs the gamat of allies. The most successful is an Excavator deck running Mimoplasm as a general and using all the clone effects and shapeshifters to try and trigger a xxxxxx mill effect or infinite wolves. You need to think hard about the Wincon with an ally deck. I don't think I have ever seen an EDH deck win by just attacking with stuff, opponents generally have an enchantment or creature up that prevents them from dying by reaching 0 life (unless you are running Gisella...) so you need to clear that and they are likely to recurse so generally clear it then finish them off. Therefore you might want to look at more blink effects like Felidar Guardian or Flickerwhisp with the Panharmonicon in play you can leverage an Ondu Cleric and a Cliffhaven vampire for infinite life and damage.
just my 2 cents
March 21, 2017 5:51 a.m.
skavenhaven says... #16
if you run intruder alarm you could add in more infinite combos.
April 10, 2017 12:37 a.m.
skavenhaven I hate playing lots of infinite combos.
That's why there's only one.
Also, why not link Intruder Alarm? It takes all of five seconds.
April 10, 2017 10:05 a.m. Edited.
Arcane Adaptation in place of Conspiracy makes the cost cheaper.
Not sure if you're still looking for suggestions. Wanted to take a look and possibly try the deck out with my local group as well.
October 17, 2017 5:22 p.m.
1st - I love the decklist, I can't wait to try it out for myself.
2nd - Just two suggestions, both that came from Commander 2017 this year. Path of Ancestry is another command tower that will pretty much let you scry off every creature in this list, maybe sub out a basic plains for it. The other card is Teferi's Protection in place of your Rootborn Defenses - it will help against exile type board wipes as well as many other things.
November 27, 2017 11:41 a.m.
Andoru please link suggested cards for ease of comparison.
I don't like Teferi's Protection as it will remove any Counters I have accumulated with Turntimber Ranger and Kazuul Warlord, not to mention Exile all my Tokens.
Path of Ancestry sounds decent. I'll make that swap.
November 27, 2017 6:33 p.m.
I'm almost positive counters and tokens remain. They're very specifically not exiled, and I am positive auras remain attached (which leads me to believe other attached things like counters stay).
November 27, 2017 6:38 p.m.
Tokens and counters remain, enchantments and equipment are still attached, creatures phase in not summoning sick, and "leave the battlefield" and "enter the battlefield" effects don't get triggered.
If you check the Gatherer page for Teferi's Protection, there are so many rulings and clarifications they have to break it up into subsections.
November 28, 2017 7:26 a.m.
Yeah I did have a read of the Oracle text once the card was mentioned.
What would I remove for it?
That is always my biggest problem with EDH decks.
With Standard I have absolutely NO problem knowing what to swap, but I don't build in this format very often.
I would also love to stick Heroic Intervention in this deck, but am have trouble knowing what to remove for that card, too.
November 28, 2017 10:01 a.m.
You only have 10 (unless I missed some) non-Ally creatures, so you could get rid of Arcane Adaptation or Conspiracy. I know that they allow you to search your library for ANY creature if you name "Ally", but you could also use your other tutors for that.
Door of Destinies could be an option, depending on how fast your group plays. If it was an EtB trigger and not an on cast trigger, I think it would be a lot better (because of your flicker suite).
Also, is Amulet of Vigor in there for the lands and the Kor Ally tokens? If it is, I would suggest something more impactful (Mana Echoes?).
I would also suggest swapping Diabolic Tutor with Increasing Ambition. I prefer Ambition because of the flashback, but it (again) depends on the durdleness of your group.
Maybe add some stuff to use an infinite combo on? You can use Harabaz Druid with Deadeye Navigator and any haste provider to create infinite mana, then flicker Tazri until you get all your allies and cast them. Then use Sea Gate Loremaster to draw your deck. As long as you can either give your creatures trample or wipe your opponent's creatures (In Garruk's Wake, Kindred Dominance, etc) you probably win. I didn't check if you had Allies that give trample. And now that I think about it, you probably don't need that because all your creatures will be indestructible lifelinkers with evasion who have drained your opponents to death already.
Finally, and this is just my opinion, I strongly dislike the Vivid lands. I have never been happy to play one. I would recommend the Lair land cycle in it's place. They come in untapped, tap for three colours, and while they do bounce another land to your hand you can still get mana out of it first.
When you play, do you usually work towards a combat damage win or a combo win?
November 28, 2017 11:46 a.m.
Epidilius I did not ask you to make multiple suggestions for this deck.
That is not at all helpful.
I asked for ONE suggestion of what to remove for Teferi's Protection. I have now decided that it will be Heroic Intervention.
Most of the stuff you mentioned has already been spoken about in the Comments eg. Arcane Adaptation and Conspiracy allow General Tazri to search for any Creature, and make an infinite combo with Turntimber Ranger and one other Ally.
However, my play group limits our decks to one infinite combo.
I am not going to respond to all of your Comments, as it would take too much time.
evelinosa says... #1
Have you thought about adding brago king eternal??
November 22, 2016 1:50 a.m.