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[Primer] - ֍General Tazri - Allies in wonderland֍ (EDH / Commander) [Revisión 79]

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Viendo una revisión 79. There is a more recent version of this deck.

> Why to play "5 color Ally Tribal"?

The tribe

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.

The budget

You can build a 5 color ally deck in a very small budget, and then upgrade it with little effort.

The colors

Having access to a 5 colors tribal deck, allows you use any staple in the format

> Building on a budget.

> The basics of my build

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.

    • White: The vast mayority 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 battefield, and the best ramp spells are in green. This may be your second options.
    • Red: The more aggresive ones are here. You will choose this if you plan to go agrro.
    • Blue: You have some "must have here" for draw, fly and clone effects but there a overal 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, 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.

Cheap and easy (The best one to start)

  • 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

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 dont have good creatures to play, just cast General Tazri and tutor harabaz druid for exta mana. or Sea Gate Loremaster for card draw

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.

  • 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 allys, but destroy enchantments or clean some tokens if needed
  • Do not be affraid of block with General Tazri just for the pleasure of killin 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 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.

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Estas son todas las revisiones de este mazo. Pulsa en una revisión para ver como era el mazo antes.
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Revisión 102 Julio 13, 2023 Greyluck
Revisión 101 Mayo 23, 2023 Greyluck
Revisión 99 Mayo 3, 2023 Greyluck
Revisión 98 Febrero 7, 2023 Greyluck
Revisión 97 Noviembre 10, 2022 Greyluck
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Revisión 94 Diciembre 8, 2021 Greyluck
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Revisión 86 Junio 15, 2021 Greyluck
Revisión 85 Junio 15, 2021 Greyluck
Revisión 84 Junio 15, 2021 Greyluck
Revisión 83 Mayo 30, 2021 Greyluck
Revisión 82 Abril 2, 2021 Greyluck
Changed to be faster
Revisión 81 Abril 2, 2021 Greyluck
Revisión 80 Abril 2, 2021 Greyluck
» Revisión 79 Marzo 10, 2021 Greyluck
Revisión 77 Enero 27, 2021 Greyluck
Revisión 76 Enero 27, 2021 Greyluck
Revisión 75 Enero 25, 2021 Greyluck
Revisión 74 Enero 25, 2021 Greyluck
Revisión 73 Enero 25, 2021 Greyluck
Revisión 72 Enero 9, 2021 Greyluck
Revisión 71 Enero 5, 2021 Greyluck
Revisión 70 Agosto 4, 2020 Greyluck
Muscle in, protection and buff out
Revisión 69 Agosto 2, 2020 Greyluck
Board wipes added
Revisión 68 Agosto 2, 2020 Greyluck
Revisión 67 Marzo 20, 2020 Greyluck
Revisión 66 Marzo 20, 2020 Greyluck
Revisión 65 Febrero 27, 2020 Greyluck
Revisión 64 Febrero 26, 2020 Greyluck
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Final version
Revisión 37 Enero 24, 2020 Greyluck
Revisión 36 Enero 8, 2020 Greyluck
Revisión 35 Enero 8, 2020 Greyluck
Revisión 34 Enero 7, 2020 Greyluck
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