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֍ Allies in wonderland ֍
"Join General Tazri, fight for the unified front"
> Theme
Ally tribal deck.
> Introduction
Welcome to my primer. I will train you to master the powerful army of the Zendikar Coalition. Here you will learn how to play this deck against any deck, and what changes can be made to adapt it to the power level and budget of your playgroup.
> Why you should play this deck?
- It is a really fun and intuitive deck.
- It offer a lot of personalization and different styles of play within the same deck.
- It easy and cheap to assemble, but can be upgraded with little to no effort.
- Is an excellent deck to play in casual tables and can paired against competitive decks without problems.
- You don’t want to play elementals or slivers but want to use all the colors in the deck.
> 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
> 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 base 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
- Here is a is a $60 version of this deck that is similar in the playabilty https://deckstats.net/decks/49854/2120401--60-general-tazri-ally-tribal
> Commander
General Tazri, is not a "General" for nothing, the card was meant to be here. It does everything it need to do, it is a repeatable tutor and can buff our army by itself. Giving us access to all colors, but only demanding one devotion to white let us play different decks. If you don’t want to play 5 colors, you can go for Naya, Selesnya or Boros combinations.
- Tutoring: The ability to tutor the right answer when she enters the battlefield make this deck fill like a toolbox where you always have the right tool, but need to be picky of which one do the job better.
- Re-casting: Don’t be afraid of letting her die, she always came back and with reinforcements.
- Buffing: In the late game his ability will pump your allies a lot and it does not require her to be tapped so you can abuse it with infinite mana combos.
- Dealing damage: Forget it, it is not a good at that. Tazri has a bigger higher cost compared with it power and toughness because of her tutoring ability. It is really difficult to win using commander damage with General Tazri, but dreaming is free... (...and "Resolute blade master" can help you dream.)
> Main Strategy
The strategy is simple, maintain the board state surpassing your opponents with value engines and overwhelm them with creature based damage during the match. Our playstyle relies heavy on ETB effects and tutoring our creatures to be playing the right card at the right moment.
> Playing wrong feels so right
Normal decks
In the majority of the creature oriented decks, we play a land, then attack saving mana for instant responses, and at last we can use the rest of the mana to cast spells in the second main phase or hold it to respond in another’s player's turn. These steps do not apply to us.Our deck
In this deck, we will play our creatures spells rigth after playing our lands. Doing this we will be triggering all the effects of our allies before the combat starts. This can be tricky because we show our strategy and and keep low on mana during the combat phase.> Being prepared
Like any tribal deck we want to fill the board with as much creatures of our tribe as we can as quick as possible. But be aware of our weakness, BOARD WIPES and ETB negators. After we manage to have at least 3 creatures in the battlefield, it is time to start saving 2 mana for responses army against any board wipes, Boros charm, Heroic intervention and Golgari charm can save our board state. Eerie Interlude can be used to protect our army at first or escalate into a massive game ender if we keep or board full. (Interlude + Hagra diabolist for example). When playing against stax try to destroy the ETB negators using the disruptive spells like Golgari charm, Anguished Unmaking, or Decimate. Bring to Light can be used to findany response.
> Never out of gas
We are as fast as an aggro deck but we can keep card advantage against them since General Tazri refills our hand every time it enters the battlefoeñd and we have access to good draw spells. Sea Gate Loremaster, Realmwalker, Herald's Horn & Guardian Project keep our hand full and the cards flowing during the match.
> That escalated quickly
This deck tends to go mid-range; our cards are "Apparently inoffensive" when they are alone. But in one turn we can take over the board with value micro-combos. Cards like Unified Front can be explosive if we have some set up like Guardian Project, Door of Destinies, Shared Animosity, Kazuul Warlord, Hagra Diabolist or Bala Ged Thief. You will notice a lot of the synergies in this deck.
> Ramping and fixing
- Starting hand: 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. We are playing a 5 color deck but our devotion to each color is so small that If we start with at least one pentacolored land, we won’t have any fixing problem the rest of the game. 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 and find what you need before anyone has the chance to respond.
- Importance of color: You prefer green mana to play ramp spells early and you thrive for at least 1 white mana before turn 5 to cast General Tazri. Red tend to be the third color you want to fix, black and blue are just a splash.
- Ramping: We have 11 ramp cars in total. Sol Ring, Arcane Signet, farseek are our starting ramp. Harabaz Druid and Beastcaller Savant provide a better board state and help ramp as well. Herald's Horn and Urza's Incubator let us reduce the cost of all our creatures making them as cheap as 1 to 3 mana.
- Disclaimer: This version of the deck has no 0 mana rocks because I want to keep it casual
> Playing against other decks
This deck tends to go mid-range, so we can adapt our playstyle to focus in different strategies depending on the match. Be aware that we won’t have to focus in one style, we can adapt during the course of the match.
> ¡¡¡Be aware of this cards!!!
Cards that stops us for having ETB effects are really problematic for us
- Overwhelming splendor can shout you down.
ETB Negators
- Torpor orb, Hushbringer, Tocatli honor guard, Strict proctor, Hushwing Gryff, are really anoing.
We used a lot of ETB effects. The only creatures we run wihout ETBe are Taurean Mauler, Harabaz Druid, Realmwalker, Sea Gate Loremaster, and Drana, Liberator of Malakir and of course General Tazri second abiliy. The best way to deal with this problem is with removal which we have plenty.> Go aggro vs combo decks
When facing slows decks like dragons, Doran, combo or pillow fort we can hit hard before they end up their setup.
It is easy for us to go aggro,
- Resolute Blademaster, Ondu Champion & Kazuul Warlord make our creatures hit heavy
- Makindi Patrol let us attack without worrying of defending ourselves. The same is true for the lifelink cards. (Ondu Cleric, Lantern Scout, Talus Paladin)
- Hero of Goma and Kor Bladewhirl, Highland Berserker helps to keep our creatures alive during combat
> Go Voltron vs pillow fort
This is not our best match but when we play against propaganda or pillow fort decks we can use these creatures to hit.
- Taurean Mauler, Kazandu Blademaster and Talus Paladin can be turn in a massive creature if you play it early game.
- Resolute blademaster and Kazuul Warlord help to make them bigger
- Firemantle Mage and Ondu Champion help them to be hard to block.
> Go mid-range vs aggro decks
When playing against aggro decks your best choice to find some life gaining creatures, and then select how to surpass them with value cards. Go for card advantage if they tend to empty their hands or go for ramp if you can play more spells than them.
- Ondu Cleric, Lantern Scout, Talus Paladin for life
- Realmwalker and Sea Gate Loremaster for cards.
- Beastcaller Savant Harabaz Druid for mana.
> Go control vs combo/Voltron
We are not a control deck but we have a lot of responsive spells. When dealing with combo or Voltron decks, the idea is to negate the, their primal resources and protect us from them
- Masked Vandal, Chasm Guide and aura shards against enchantments
- Chasm Guide and aura shards against artifacts
- Golgari Charm against tokens
- Murasa Pyromancer and Tajuru Archer are the best options to deal with creatures. You can tutor Crib Swap with General Tazri too.
> Turn progression example.
This is a turn progresion example. It will never refelct the reality but may give you an idea of what to expect and play each turn.
Turn 1 & 2 (1-3 Mana)
The first 2 turns just play any card you can. It is a good idea to ramp with
- 1-2 Ramps: Sol ring, Arcane Signet, Harabaz Druid, Beastcaller Savant, Farseek
- Any 2-3 mana Ally: This is a good start but try focusing on ramping.
Turn 3 (3-5 Mana)
The best idea is to play tribal cost reduction. Or fill the board with allies. The ramp cards here are to fixing more than ramping.
- Trbial cost reductors: Herald's Horn | Urza's Incubator
- Any 2-4 mana Ally: Usualy you play 2 cost 2 or one cost 4.
- Ramp Kodama's Reach and similars
Turn 4 (5-7 Mana)
This turn depends of the boards state. If you have a lot of creatures, start saving a protection. If you dont have them, play some monument if a player will wipe the board, pr clean the board yourself amd start over.
- General Tazri: 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, or any ally you think can help.
- Smothering Tithe for tresures
- Some monuments
- Boardwipes
- 1 or 2 Allies (CMC 2-5):
Turn 5 (6-9 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 non creature-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 want to tutor Sea Gate Loremaster or Realmwalker for card draw, play them.
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. Now you are ready you can finish the game one opponent at a time.> Single card discusion
> Lands
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.
- Command Tower, Unclaimed Territory, Ancient Ziggurat, City of Brass - All of them gives all 5 colors.
- Ally Encampment - This is especially effective to bounce General Tazri or save Ally from removal
- Path of Ancestry - The scry is really powerful, even more when used with Realmwalker
- Reflecting Pool & Exotic Orchard - Usually will give you 5 colors with no effort.
- Forbidden Orchard - the token is really helpful when you need to commit a Blasphemous Act
- Aether Hub, do not underestimate this card. In a deck with little devotion but huge variety of color, you just need one mana of the color you need, and even if it is only one use, this card will fix your mana always.
Bond lands
The 10 of them are efficient and simple. I just play the ones that I have because them are not cheap and 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.
- Plains and Forest are perfect to be tutored with Krosan Verge & Windswept Heath
- Swamp, Mountain and Island are just necessary
- Why I Don't use snow lands? The reason is because I don't like the full art version of them because Zendikar full art lands are more thematic.
Fetch
- Windswept Heath and Krosan Verge for searching white and green. The best option is always find the tow shock lands (Godless Shrine | Stomping Ground)
- Myriad Landscape for ramp
- Fabled Passage and Prismatic Vista for basics
Utility
- Mutavault - This card is perfect to use when you use Sea Gate Loremaster, Murasa Pyromancer or Tuktuk Scrapper effects.
- Reliquary Tower - Synergies with Sea Gate Loremaster
- Rishadan Port - This is here to tilt the player that's REALLY needs that mana in his turn when you don’t.
- Isolated Watchtower - This is here to ramp when you have a Realmwalker and a player has ramped more than you.
(*) Is a player has 2 lands more than you, use its ability BEFORE playing the land of that turn.Shocks
- Godless Shrine and Stomping Ground are tutoreable with Windswept Heath, Krosan Verge and Farseek.
> 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
- Sol Ring & Arcane Signet. - Who want rocks when you have green? We do, this are staples of the format, use them.
- Farseek - Find the shock lands first.
- Kodama's Reach & Cultivate - Usually, we have green, we search a 2 lands, one to battlefield (plains) one to hand (mountain).
- Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun - This is amazing if played well. In the early game, you can replace it with a creature. In the late game, with 4 creatures, its gives us a ton of green mana.
- Herald's Horn & Urza's Incubator
Our allies have an average of CMC of 3 and a devotion of 1 single mana. These 2 artifacts let you play creatures very easy. Both of them combine very well with "Munda, Ambush Leader & Realmwalker team tactic"- Smothering Tithe - A staple, no one wants to pay the mana, we will have a lot of treasures.
Other solid options
- Fellwar stone
- coalition relic - A lot of flavor
- chromatic lantern
> 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
- Kor Bladewhirl - For first strike (Or his cousin Highland Berserker)
- Ondu Cleric, Lantern Scout, Talus Paladin - "The lifelink trio". When playing against agro decks, Ondu cleric lets you absorb damage without attacking and the others two gives your attacking creatures lifelink to trade damage without problem
- Kazandu Blademaster - "The Voltron Ally", is you play him early, it will be huge in late. If you play in late, is just ok.
- Makindi Patrol - Vigilance is a huge buff in this deck. Combine it with "Resolute Blademaster" and/or "Lantern Scout/Talus Paladin" to maximize it effect.
- Hero of Goma Fada - For protection. It can save you from board wipes, generally your own. Is a good plan to play Hero of Goma Fada (or any ally if he is already in play), trigger resolves making your army indestructible and then you can clean the table (and attack). Blasphemous Act will cost just 1 mana most of the time, soy is a good idea to tutor the hero with General Tazri in turn 5 and clean the table in turn 6 or 7.
- Unified front: Although no technically a creature, this card generate 1 to 4 four Ally token. We will cast it using 4 colors in every game. Even better if we have "Kazuul Warlord" or "Door of destinies" in play
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 unleash you play to go all in.
- **Tuktuk Scrapper - For artifact hate. This card is the first you want to tutor when playing against artifact-heavy decks like " Breya, Etherium Shaper" or similar decks. It destroys artifacts with violence and punish their controller 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 enough
- 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
- Masked Vandal - Enchantment hate
- Beastcaller Savant & Harabaz Druid - For mana
- Tajuru Archer - Flying hate
- Realmwalker - The best "Ally". (See "Munda, Ambush Leader & Realmwalker team tactic")
- Turntimber Ranger - Lots of wolf & infinite combo with arcane adaptation (and similar)
Blue is the color of knowledge
- Jwari Shapeshifter - A clone for 2 manes, and tutoreable.
(Best creatures to clone: Tuktuk Scrapper, Kazuul Warlord, Murasa Pyromancer, Harabaz Druid, Turntimber Ranger, Sea Gate Loremaster, Bala Ged Thief, Hagra Diabolist)
1 Sea Gate Loremaster - A lot of cards in hand.
1 Seascape Aerialist - For flying (Is a finisher, not a defense)
1 Drana, Liberator of Malakir - Note: She have first strike, so his ability triggers after his damage and before the damage of the non-first strike creatures is done.
1 Bala Ged Thief
1 Hagra DiabolistMulticolored
- 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.
- Ephemerae - Use it on General Tazri as interrupt to last turn before you to tutor a second time that turn, and then a third time in your turn.
- Heroic Intervention - Boros Charm are the least interesting ones... that is pretty good.
- Golgari Charm - Use it to clean tokens or destroy enchantments
- Eerie Interlude - Blink effect
- Ready // Willing - Good for refilling life and kill creatures.
- March from the Tomb - We get 2 or 3 creatures in general.
> Removal
The removal is simple
- Swords to Plowshares: Simple, cheap in mana and effective as hell.
- Crib Swap: Has changeling, so tutoreable.
- Anguished Unmaking: Permanent killing. If you have low life Ondu Cleric.
- Aura Shards: This and TukTuk scrapper, can shut down every artifact centered deck. Aura shards can destroy enchantments too.
- Decimate: Four permanents per four mana, use it every time you can. This is the card that I always find with Bring to light.
> Board wipes
- Blasphemous Act: Hero of Goma Fada and the this will cost you 6-8 manas normally.
- Citywide Bust: You will never be killing your creatures with this... except General Tazri, thing you want to do, to recast it.
- Dusk // Dawn: Clean the table, recover all your creatures after.
- Hallowed Burial (or Terminus): The fact that the creatures go to the library deals with indestructible and persistent creatures you don't want to go to graveyards.
> Card and tutors
> Synergy artifacts and enchantments
> Changelog
- 24/06/2021 - Removed: Rishadan Port, Isolated Watchtower | Added: Undergrowth Stadium & Vault of Champions | Explanation: Fixing color was better than the utility the colorless lands provided,
- 24/06/2021 - Removed: Molten echos | Added: The world tree. | Explanation: The world can fix all out mana with 6 lands, molten echoes requires to much devotion to red in turn 4, so I removed it to be more consistent.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Revision 7 | March 7, 2022 | Rodrigo Baldassi | ||||
Revert to revision 2
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Revision 6 | December 24, 2021 | Rodrigo Baldassi | ||||
Revision 5 | November 12, 2021 | Rodrigo Baldassi | ||||
Revision 4 | November 11, 2021 | Rodrigo Baldassi | ||||
» | Revision 3 | November 11, 2021 | Rodrigo Baldassi | |||
Revision 2 | November 11, 2021 | Rodrigo Baldassi | ||||
Revision 1 | November 9, 2021 | Rodrigo Baldassi |