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[Primer] - ֍General Tazri - Allies in wonderland֍ (EDH / Commander) [Revision 84]

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> Why to play "5 color - Ally Tribal"?

The budget and the colors

  • You can build a 5 color ally deck in a very thin budget, and then upgrade it with little to no effort.
  • Having access to all 5 colors in a tribal deck, allows you use any staple in the format.
  • You don’t need an expensive mana cost to play this deck. Allies tends to have only one mana of devotion to their colors allowing you to play this deck with just basics lands if you can’t afford a better mana base.
  • This is the final version I use, but in this explanation I cover all the budget options

The tribe and their synergy

  • Allies are a very well-rounded tribe which make them very versatile. This allow the deck to be tailored to fit the user preferences.
  • Allies have a lot of synergy with one another. Each of them care about the rest of the creatures that shared the ally type.
  • They has a lot of specific cards that can work together with virtually any tribal support.
  • Most of them has ETB (Enter the Battlefield Triggers) that can work very well with blink effects with a very low budget

> My personal picks

> Lands

Selecting the right lands depends on the colors you want to focus. My deck is centered in Naya colors (Red, white, green), and its land base tends to go for green for ramp.
Disclaimer: If you like to go with the "Perfect mana base" of [10 fetch + 10 shocks + 10 multicolored + 8 utility lands], that ok, but that is not my personal pick for this deck because I want it to be Foil and that foiled mana base is out of my budget.

5 Colors lands
All this lands gives you the five colors you need to play. With just one of them in you can play more than the 80% of the deck without having mana issues. With two, you fixed all your mana.

Bond lands
The 10 of them are efficient and simple. I just play 5 of them because I like variety

Basics
I play 2 basics of each type to ramp with Myriad Landscape and to prevent blood moon and magus of the moon effects.

Fetch

Utility

Shocks

> Ramp

The recommended hand to start playing is the one with at least 2 lands of different colors and a at least one ramp card we can play in before turn 3. You prefer green mana to play ramp spells early and you thrive for at least 1 white mana before turn 5. The other cards in the deck are not so important in the early game. If you can ramp and has white mana, you can play General Tazri as tutor what you need before anyone has the chance to respond.

My pick

Other solid options

> Creatures

This is a creatures-centered deck so our main strategy is to fill the board with creatures as fast as we can and protect them during the course of the match. In this section I divided the creatures by colors, in this deck each of them has a specific function.

Quantity
This is the most difficult to balance. I tend to run between 31 to 33 creatures, all of them tutoreable allies. This is a low value for a "Creature heavy deck" but since Tazri is always refilling our hands with creatures, I preferred to keep that numbers. Bellow 30 you won't have enough allies in the board in time.

A five colors army
I choose 3 principal colors for the deck and splash the others 2 of them.

  • White: The vast majority of the allies is white. This should be your first choice.
  • Red: The more aggressive allies are red. This is your pick if you plan to go agro.
  • Green: The allies in green tend to focus on getting bigger or ramp. This is a solid option to go as second or third color.
  • Blue: You have some "must have here" for draw, fly and clone effects but they are overall weak compared to other colors.
  • Black: A lackluster choice to go, just pick the ones that you really like.

A note for changeling

  • Any creature with the "Changeling" ability is technically an ally so we can tutor it and has it interact with others. Do not underestimate the changelings. Taurean Mauler and Realmwalker are two of the best cards in the deck.

White, the color of Peace

Red, the color of blood

  • Highland Berserker - For first strike (Or his cousin Kor Bladewhirl)
  • Firemantle Mage - For menace. This is an excellent finisher when a player has less creatures than us.
    (*) Flavor note: Do you need to have menace? Set all your army in fire, it can't never go wrong"
  • Taurean Mauler - (Taurean go BRRRR!"). This creature is huge in EDH. Gaining 1 to 3 "+1/+1 counters" per turn make it very big for only 3 manas.
  • Chasm Guide - For Haste. This creature makes your life easy if you have it in hand, but is not a good creature to tutor unleast you play to go all in.
  • **Tuktuk Scrapper - For artifact hate. This card is the first you want to tutor when playing aganist artifact-heavy decks like "Breya etherium shaper" or similar decks. It destyo artifacts with violence and punish their contoller with a lot of damage if we can keep the board full.
  • Ondu Champion - For trample. This is a finisher when the army is big enougth
  • Kazuul Warlord - For a HUGE Permanent buff to all the army. Or creatures are very little, giving them a +1/+1 is like to duplicate their power. This can be abused with cards like unified front.
  • Murasa Pyromancer - It is like a lightning bolt each time an ally enters the battlefield. (Big brother Tajuru Archer)

Green is the color of growth

Blue is the color of knowledge

Multicolored

  • Unified Front
  • Resolute Blademaster - For double strike. Is good in the mid and late game. This is a finisher when you have a big army.
  • Munda, Ambush Leader - "The recruiter", haste is good but the golden part is the ability to re-organize your top cards. Be aware that if you always put allies on top, you won’t have any chance of drawing lands nor protections which are the a really important part of the deck progression and strategy.
    1 Moritte of the Frost

> Protection and recursion

All of our protection spells has more than one utility. The first one is obviously to protect or army. The other is the plus.

> Removal

The removal es simple

> Board wipes

> Card and tutors

> Synergy artifacts and enchantments

> Similar deck in different budgets. (In construction)

> The basics of a strong build

I recommend to follow this guide to have an 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.

    • White: The vast majority of the allies is white. This should be your first or second choice
    • Green: The allies in green tend to focus on getting bigger when another enters the battlefield, and the best ramp spells are in green. This may be your second options.
    • Red: The more aggressive ones are here. You will choose this if you plan to go agro.
    • Blue: You have some "must have here" for draw, fly and clone effects but there an overall weak compared to other colors.
      -Black: A lackluster choice to go
  • 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, forest 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 have less than 4 toughness, so Citywide Bust is our better call here.

  • Card advantage and tutoring
    Add cards that give you "card advantage". 3-5 should be ok.
    General Tazri is our reliable creature tutor. It can be used 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.
    Beastcaller savant and harabaz druid can be count as ramp | Sea Gate 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, require 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 of 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.

> Level 1- 4 - Starter deck (Low budget)

  • Colors
    I recommend to go for Naya (Green, White and Red) with a splash of blue and black
    Using this combination, you will have access to the majority of the good cards in a budget.
    White hast the biggest numbers of allies, and all the support for them has white. (Retreat to Emeria)
    Red favor the creature-based agro strategies and has the best heavy hitters. (Kazuul warlord)
    Green is just here because it so good at ramping in a budget that all the allies that’s gives you are just a plus (Harabaz druid)

  • Lands
    Distribute as you see it fits you, pay attention to the following sections to know how to prioritize.
    The cheapest way is to play just basics.
    I strongly recommend to uses some of the Vivid lands (Vivid marsh for example) and/or the trilands from Tarkir and Alara sets (Sandsteppe Citadel | Crumbling necropolis).
    Try to balance the ratio of "Mana fixing" without playing always tapped.
    Aether Hub is an excellent card that can be added to help the problem of color fixing.

  • Ramp
    The best way is also the cheapest in this case. FOCUS UN GREEN!
    Farseek, Cultivate, Kodama's reach, Circuitous Route, grow from the ashes are excellent options to start. Try to put 8-10 to ensure you can play General Tazri as soon as possible.

  • Strategy (Counters, Keywords and Blink effect)
    +1/+1 Counters: Green/White allies tend to excel at getting counters putting on them while entering the battlefield (Greypelt hunter | hada freblade) so this is the easy strategy. It can be performed simply by adding "+1/+1 Counter support" like Hardened scales a bit of blink effect (cloudshift)
    Keywords: Red/White allies tend to give good keywords like "First strike, Lifelink, Double strike", the good part of this is that General Tazri can tutor the keyword that we need, have that in mind
    Blink and ETB: Generally, the white and blue cards excels in "Exile our own creatures and returning them to the battlefield" at instant speed triggering a lots of effects even outside of our turn. (cloudshift)

> Level 5-6 - Upgraded (Low to medium - budget)

Use the Low budget explanation and add the following

> Level 7-8 - Focus (Medium budget)

Check my list and make the changes that you see it needs to adapt to your play group

> Level 9-10 CEDH (Expensive budget)

You will tend to go black for tutors, blue for counters and draw...
...Forget all I said before, add a lot of tutors, a wincon and you are done.

Here is an example:
1) "Food chain + squee the immortal" to have infinite mana.
2) Cast General Tazri... tutor Hagra sharpshooter and play it.
3) Use the Hagra sharpshooter to kill General Tazri
4) Recast General Tazri and kill her to start tutoring all the allies in the deck...
5) Chasm Guide gives them haste... but it is possible to kill then just with the ETB of Hagra Diabolist

> Turn progression (Example)

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)

  • Note 1: If you already have Dowsing Dagger // Lost Vale and at least one Ally, attach, attack and transform it. You should have at least one free-to-hit opponent at this point.
  • Note 2: It is better to play all the ally cards in your hand, but If you don’t have good creatures to play, just cast General Tazri and tutor harabaz druid for extra mana. or Sea Gate Loremaster for card draw

Turn 5 (6-8 Mana)
With at least 3 or four allies, start keeping 1-3 mana open to protect allies from board wipes. Boros charm and Eerie Interlude are your best options.

  • This is a good time to use a Decimate to get rid of some nasty permanents
  • Golgari charm is better to keep in hand to protect allies, but destroy enchantments or clean some tokens if needed
  • Do not be afraid of block with General Tazri just for the pleasure of killing her. Recasting it you will be able to search for the answer you need in the moment you need it.
  • If your mana is fixed, you probably had tutored Sea Gate Loremaster for card draw, play to draw a lot of cards.

Turn 6+ (7-10 Mamas)
You have plenty of mana to cast 2 allies per turn, at least 3-4 creatures and some buff and protections and you will manage to draw more than one card at a turn, or at least summon General Tazri.
Now you are ready you can finish the game one opponent at a time.

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