What colors are you playing and what's the theme and mechanic of the deck?
lol are you gonna seriously ask that ? But I will explain .
Allies that support themselves. When an ally hits field X happens.
Everything from
vigilance,
lifelink, first strike and even death.
More support comes from drana who is an ally, and
Consul's Lieutenant with the renown ability.
That ability gives +1/ +1 to all attacking creatures
While drana's ability with first strike and flying for a 3 drop,
That ability is when drana deals damage to a player put a +1/ +1
counter on all attacking creatures
Now support for mainly drana and Consul comes from
Rereat to kanzandu where renown in particular doesn't
care where the +1/ +1 counter came from.
Now more support comes from Rereat to emeria
This is used for with ally triggers or gives
+1/ +1 to creatures to end of turn.
Both retreats need landfall for them to activate.
The support comes from land of course, such as
Windswept Heath is a fetchland so 2 triggers could
possibly go off. Play Windswept, pay a life, sac
Windswept , get a basic of
forest/
plains or get
Canopy vista. With those 2 enchantments in play
I could end up with either 2 allies and 2 +1/ +1
counters or 1 ally +1/ +1 to all creatures I cotrol
and gain 4 life. The combonations here are endless.
The other land here for possibly 3 triggers, but garanteed
2 triggers is
Blighted Woodland. Pay 4 mana including 1
green, tap and sac it. Place 2 basic lands on the field
tapped.
Other support for those land triggers come in the artifacts.
What better way to have a garanteed land trigger then these.
Slab Hammer gives creature +2 /+2 as long as I return a land
to my hand so next turn I place a land. Rince and repeat.
Works great with
Sandstone bridge where when that is played,
a creature gets +1/ +1 and
vigilance. So in essence a creature
could get +3/ +3 and
vigilance every single turn.
Sword of the Animist, creature gets +1/ +1 and when
creature attacks search library for basic land and put it onto
the battlefield tapped. Let's for example put this on
Kalastra Healer who is a 1/2 now he is a 2/3. We also have
both enchantments out. Kalastra Healer attacks, Sword of
Animist triggers which now both enchantments
triggers, that in turn now could make Kalastra a 4/5.
+1/ +1/ counter for 1 trigger and all creatures get +1/ +1
Or Kalastra's
rally goes off where opponent loses a life
and I gain a life and I get a 1/1 ally along with Kalastra
becoming a 3/4 or staying a 2/3 and I gain 2 more life.
Making a 3 point lifegain because of 1 swing.
Now those enchantments also help out the
Blood-Cursed Knight.
He is a 3/2 3 drop but gets a +1/ +1 and
lifelink as long as I
control an enchantment. With having 2 of him, I don't need to
worry about him doing any of the ally triggers. With 8 enchantments
to compliment him. He becomes a bonus threat on the field.
Especially with all those other triggers including
vigilance,
first strike, + 1 counters, ect...
Now with Gideon , need I say more? ally triggers, +1/ +1/ to all
my creatures, even becomes a 5/5 indestructable. Which makes
Him board presence.
Now that I established all that, yes there is more.
Beastcallar Savant mainly used early but can be used late
because he is an ally which makes use of the ally triggers,
Also tap him for mana but must only be used to cast a creature.
Works good with
Slab Hammer. He helps cast while I bounce a
land without losing mana to that land.
Ally Encampment, helps cast allies, works with Savant and
sacrifice it to bring back an ally to my hand.
Last but not least the
Shambling Vent, land but I pay 3 and
it becomes a 2/3 Elemental till the end of turn. I just need
this in for 1 turn so then that eliminates summoming sickness
Another creature for an attack, Savant also helps again here.
Which is why I will look for another
Shambling Vent, and
substitute it for another land.
All in all, there is something happening with this deck on every turn.
It puts pressure on the opponent either life gain, creatures dying,
constant triggers going off, all the while you build an army.
Then matter what you top deck, if you get that far. Either drawing a
land ( enchantments ability ) or creature/planeswalker ( ally ability )
One should be almost attacking each turn especially no later than
turn 3-4 cause constant triggers should dictate that. Unless you
are willing to make a massive army and do nothing, me I
personally want the aggressive route and put pressure.
Sorry so long but you had to ask.