Für die meisten Magic-Programme, inklusive Magic Workstation und Cockatrice:
Für MTG Arena:
Für Magic Online (MTGO):
Für andere:
Um dein Deck auf einem offiziellen ("DCI-sanktioniertem") Turnier zu spielen, musst du ein Deck-Registrierungsformular ausfüllen. Hier kannst du solch ein Formular herunterladen, vorausgefüllt mit den Karten aus diesem Deck!
Beachte bitte: Dies ist kein offizieller Dienst der DCI. Stelle daher bitte immer noch mal sicher, dass der Zettel wirklich alle Karten aus deinem Deck enthält und alle Vorraussetzungen erfüllt. Wenn dir ein Fehler auffällt, sag uns bitte bescheid. DCI is a trademark of of Wizards of the Coast LLC.
Zeige Revision 75. There is a more recent version of this deck.
Allies are a ver synergic, well-rounded and versatile tribe.
They can work together and benefit for the tribal cards.
Most of them has enter the battlefield triggers that can work well with blink effects.
You can build a 5 color ally deck in a very small budget, and then upgrade it with little effort.
Having access to a 5 colors tribal deck, allows you use any staple in the format
I recommend to follow this guide to have and idea of the basic building of the deck. The card listed here are just examples, and can be changed to the ones you prefer to play.
Recommended starting point
37 lands, 33 creatures, 30 spells
Colors
I recommend to choose 3 principal colors for the deck, and 2 to splash on it.
Lands
Start the deck with 36 to 40 lands. I recommend start with 37 at first. At least 10 of them should be basics, and never less than 2 plains, swamps, forrest and islands. This is a good way to evade blood moon or similar effects
Ramp
Add 8 to 10 mana accelerators (ramp), green is always better in this section.
Farseek, Cultivate, Kodama's reach are excellent options.
Target removal
Add some target removal, 5-7 should be ok. This cards are needed to deal with problematic creatures, enchantments, artifacts, and planeswalkers.
Anguished unmaking is a great example of a versatile removal.
Decimate can deal with a lot of problems in one turn if the setting is done.
Board wipes
Add some board wipes, 3-5 should be ok. This will help you to reset the table when other players are dominating the field.. Try to focus in the board wipes that breaks the parity, In general, allies has less than 4 toughness, so Citywide Bust is our better call here.
Card advantage and turoring
Add cards that give you "card advantage". 3-5 should be ok.
General Tazri is our reliable creature tutor. It can be use to find the ally we need in the moment we need it.
Bring to light is a flexible tutoring tool that lets us find creatures, sorceries and instants if we can pay the colors.
March from the Tomb is a huge recovery spell that let us return our death creatures for less than their actual cost.
Creatures
Add 30 to 38 of allies. I recommend to start with 33 or 34 and lower this number is you have enough card draw. The allies that you will put here should be trying to help the other sections.
Bestcaller savant and harabaz druid can be count as ramp
seagate loremaster can help with the card draw
Use this spaces to full fill and reinforce the weaker part of the deck.
Protections
Add 3-7 protective spells. This is heavily dependent of the amount of creatures and play style you want. More creature orientated decks, requiere to have a better set of protection.
Rootborn Defenses is a great example of a good protection spell.
Shenanigans
"Survive, adapt, overcome". Try to use cards that give you versatility.
Golgari charm is a good example. It lets you deal with enchantments, or clean the board if there are a lot o small creatures, or even protect your creatures when the board wipe arrives.
Eerie Interlude can be used to protect your legions, but in addition can be used to trigger all the ETB effects of your deck, including tutoring with Tazri.
Lands:
The cheapest way is to play just basics. Distribute as you see it fits you. If you focus on naya (Green,
You can add the trilands of tarkir and alara set (crumbling necropolis for example)
Ramp: The best and cheapest way to do it, is focus on green. Farseek, Cultivate, Kodama's reach are excellent options.
Turn progression is
Turn 1 (0-1 Mana)
Hada freeblade | Sol ring | hardened scales
Turn 2 (2-3 Mana)
Arcane Signet or Dowsing Dagger // Lost Vale | Ally (CMC 2-3)
Turn 3 (3-4 Mana)
Chromatic Lantern | Herald's Horn | Urza's Incubator | Kodama's Reach | Ally (CMC 2-4)
Turn 4 (5-6 Mana)
Smothering Tithe | Gilded Lotus | Ally (CMC 2-5)
Turn 5 (6-8 Mana)
With at least 3 or four allys, start keeping 1-3 mana open to protect allys from board wipes. Boros charm and Eerie Interlude are your best options.
Turn 6+ (7-10 Manas)
You have plenty of mana to cast 2 allys per turn, at least 3-4 creatures and some buff and proteccions and you will manage to draw more than one card at a turn, or at leas summon tazri.
Now you are ready you cand finish the game one oponent at a time.
2-seitig (Münzwurf) | |
---|---|
6-seitig (d6) | |
20-seitig (d20) | |
Seiten: |
Doppelklicken, um Kartendetails zu öffnen
Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weitere Wahrscheinlichkeiten |
Please add some cards to the deck to see card suggestions.
Punkte | Kartenname | Typ | Mana | Seltenheit | Salt |
---|