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WR Allies is a synergy based aggressive deck, trying to utilize interactions of Allies to create an unraceable boardstate. It supplements this strategy with aggressive draws and smooth mana.

Card Choices:

Expedition Envoy -- Your ideal 1 drop. It's part of the aggressive draws that can kill turn 4/5.
Stoneforge Acolyte -- Mostly a filler 1 drop, also serves to find Captain's Claws or turn on Weapons Trainer via Bone Saw.
Stone Haven Outfitter -- A pseudo lord that improves matchups against crackling doom. Also turn Bone Saw into basically the best equipment ever.
Weapons Trainer -- An integral part of the nutdraws, also becomes ridiculous with Captain's Claws. This is the best creature in the deck and games with it operate differently than those without it.
Lantern Scout -- A combo piece alongside firemantle mage that allows you to skimp on removal. If you resolve lantern scout you probably gain 8+ life a turn.
Firemantle Mage -- Another combo piece. Captain's Claws + Firemantle Mage is almost unbeatable without removal, and firemantle also interacts well with Lantern Scout. It's important to play Firemantle last to protect it.
Captain's Claws -- The engine of the deck, this enables Weapons Trainer and triggers Firemantle/Lantern Scout every turn. It also insulates against sweepers without skimping on damage. The best card in the deck.
Bone Saw -- A pretty mediocre card, but important for a few reasons. It pushes the equipment count to 8, a critical number for Weapons Trainer/Outfitter/Acolyte, but it also turns on Surge for Reckless Bushwhacker.
Roast -- This is the least conditional removal spell in RW at 2 cmc or less, so it's a 4 of. It deals with annoying things like Siege Rhino or Kalitas.
Reckless Bushwhacker -- The deck needed more creatures, and bushwhacker plays nicely with the cheap spells and is another pseudo lord. A nice roleplayer.
Needle Spires -- Obligatory manafixing and flood prevention. Also, pretty crazy with equipment. One note: Needle spires gets affected by Firemantle and Lantern Scout if it's activated when the Rally trigger resolves.
Ally Encampment -- This enables the perfect mana this deck has, while also providing protection against removal spells and ensuring a way to trigger Firemantle/Lantern Scout/Bushwhacker in the lategame. Also, if you're racing a lifelinker, you can block, then bounce the blocker to save the blocker and stop them from gaining life. A pretty huge play when it happens.
Battlefield Forge -- Literally just manafixing.

Sideboard
Hallowed Moonlight -- Basically your only card against Rally the Ancestors. Mostly use it to stop collected company because your aggro draws are great against 2/3s.
Silkwrap -- Removal spell that hits the creatures in Rally while also having utility against Scales.
Rending Volley -- Killing jace, soulfire, or ojutai is really important, so in those matchups a hard to answer removal spell is important to stop them from running away with the game.
Munda, Ambush Leader -- A sort of outpost siege. Resolving Munda against the control decks of the format(mardu green/jeskai black/esper dragons) enables you to always draw an ally. He's the weakest card in the 75 and probably gets replaced(honestly maybe gideon was better but gideon was a little weak).
Valorous Stance -- Removal for mardu green/jeskai black creatures that also protects against some removal.
Pathway Arrows -- Good vs tokens and against Thopter Eldrazi(monoblue and UR). Semi tutorable.
Wind-Scarred Crag -- Postboard if you're bringing in removal spells and munda you need more lands to safely cast those spells and fix the mana since you're making ally encampment less effective.

Sequencing the plays
Never keep a 7 or 6 card hand with no turn 1/2 plays. You want to maximize the games you win by playing Envoy into Weapons Trainer + Bone Saw, into Captain's Claws/Firemantle Mage. Captain's Claws + Firemantle Mage is pretty much game over for most decks.
Weapons Trainer + Captain's Claws is 6 damage on turn 3, so keeping any hand with those two is generally worth it.
Don't expose Bone Saw if you don't have to. You want to surge it later in the game potentially and if the opponent isn't playing duress you can sandbag it to surprise pump with Weapons Trainer. Don't do this if you have nothing else to do except equip though, as you don't want to throw away free damage.

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Sideboard

This deck does not appear to be legal in Standard (Season from Sep 2021).

Problemas: Not legal in this format: Expedition Envoy, Stoneforge Acolyte, Stone Haven Outfitter, Weapons Trainer, Lantern Scout, Firemantle Mage, Captain's Claws, Bone Saw, Declaration in Stone, Reckless Bushwhacker, Ally Encampment, Needle Spires, Hallowed Moonlight, Rending Volley, Angelic Purge, Hangarback Walker, Gryff's Boon, Skeleton Key.

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