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Green/White Allies
2010-03-22, 06:14 AM
Post: #1
Green/White Allies
I mentioned in another thread that at my local FNM this past weekend I took 2nd place out of 18 players with a green/white Ally deck. I'd like to post this deck so if anyone is interested in using it or comment on how to make it better (browncoat? Tongue) feel free. I hope it works as well for you as it did for me.


4 Hada Freeblade
4 Kazandu Blademaster
4 Oran-Rief Survivalist
3 Harabaz Druid
4 Kabira Evangel
3 Talus Paladin

4 Path to Exile
4 Vines of Vastwood
4 Journey to Nowhere
4 Join the Ranks

4 Sunpetal Grove
9 Forest
9 Plains



This deck did fantastically in every match up I had. My first round was a Standard version of black/red burn, vampires, and Death's Shadow powered out by Ad Nauseam. This match ended up being fairly close, but my deck led most of the way. My second round was against black/white Allies, which ran Ondu Cleric on top of the Paladin and also used Zealous Persecution as a surprise combat trick. I ended up beating my opponent 2-0. Then came the real test: round 3. Jund. In the first game, I mutilated my opponent, barely losing any life while wiping him out in about four or five turns. Game two I lost because of mana screw, and game three I lost, but barely. This was my only loss on the night, and the last match really boiled down to card draw and who drew what. I say that meaning that while I did have a decent hand, my opponent simply drew a better one and because of that took the match. I think I should note that during this round my opponent only got one Bloodbraid Elf on the table, as my deck was so fast off the draw that he could barely keep up. My last round consisted of a near exact remake of LSV's Boss Naya deck from PT San Diego. I won this match 2-0. The removal in this deck is great for paving the way for your Freeblades and Blademasters, the key attackers of the deck, and the Paladin's lifelink ability makes attacking with three super pumped Allies extremely stupid extremely fast. Join the Ranks is quite honestly one of the best four mana instants I've ever seen, as being able to add two counters two every creature with that ability plus the Evangel's ability to give my creatures protection from two colors at once is extremely useful. I will say that I'm not sure that Vines of Vastwood is the right choice for the deck, as I only used it a few times in the Jund match. Any suggestions on what to replace it with? Overall, I just love this deck, and Allies in general. I think they're probably my favorite archetype thus far in the Zendikar block. I'm working on a blue variation of the deck right now that DOESN'T use Halimar Excavator, so hopefully that will go well and I'll have another successful deck to post! Please everyone I encourage you to either try this deck, comment on it, or both! Every Magic deck can always be better, and I welcome any suggestions. Thanks for reading!
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2010-03-22, 09:37 AM (This post was last modified: 2010-03-22 09:40 AM by jinsca.)
Post: #2
RE: Green/White Allies
Very well done! I'm glad to see that someone was able to do quite well with allies!

As far as replacing vines of vastwood I was thinking maybe behemoth sledge? You said you really liked the life gain and behemoth sledge seems like a good fit.

Other possible replacements could be Dauntless Escort? It really only helps against Day of Judgment and Martial Coup though since you can already give your guys protection from any two colors at instant speed so I would probably not choose the Escort.

If you're looking for a good combat trick you could use Sigil Blessing. It can be used offensively and defensively and can really blow out your opponent if they swing in hoping for a few trades and then end up getting totally blown out. On offense you swing with guys and if your opponent blocks, again hoping for some trades, and then before damage BOOM...

I was wondering what your sideboard is? What was your sideboard plan against each of your opponents, mainly Jund? I was thinking that you should put in things like Kor Firewalker but it almost seems like that would NOT be the best since it's not under the ally theme of the deck.
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2010-03-22, 11:50 AM
Post: #3
RE: Green/White Allies
Have you thought about using the Green White man land? After this weekend im just in love with all man lands at the moment...

The deck looks solid, and might have to give it a try in a few weeks.
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2010-03-22, 14:03 PM (This post was last modified: 2010-03-22 19:15 PM by Dark Wolf.)
Post: #4
RE: Green/White Allies
Although I'm not totally opposed to using Stirring Wildwood in this deck, I think it's time I gave my opinion on the man lands in general. My opinion is this: they aren't all they're cracked up to be, with the exception of Lavaclaw Reaches. In my experience thus far, these lands haven't really helped me much except for adding mana. When you draw them, they come into play tapped, which for this deck, unless you have a Harabaz Druid on the table and enough Allies to generate considerable mana, can be quite a hindrance. The M10 dual lands offer a little more solidarity in my opinion when it comes to just straight mana. Now, if you're looking to consistently utilize your man lands and always make them creatures, then you could still do it with this deck, though I think that your Allies become so stupidly strong so quickly that a 3/2 with reach seems a little anti-climatic. I did actually think of Behemoth Sledge and I may very well try that. I just have to get enough copies of it to make it worthwhile.
Lastly, to be completely honest, and I'm sure this is quite the taboo thing to do in Magic: I didn't have a sideboard. Lol. To be honest I couldn't think of one, and that's something I'm hoping everyone could help me with. I didn't know what to sideboard in to make my deck any better than what it is. I guess that's the kitchen Magic part of me that never uses sideboards rearing its head lol. Any suggestions anyone? I'd love a sideboard if I knew what to do with it but I'm honestly not sure. Where's browncoat when I need him?! Lol.
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2010-03-22, 17:23 PM
Post: #5
RE: Green/White Allies
As far as a sideboard I would suggest considering...

Tajuru Archer
Pithing Needle
Celestial Purge
Kor Firewalker
Oblivion Ring
White Knight
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2010-03-22, 19:15 PM
Post: #6
RE: Green/White Allies
The Archer is a possibility, though I really didn't play against a whole lot of flying creatures. To be honest, flying seems to have kind of been forgotten about in Standard, as most tier one decks don't make use of it. I'm thinking that perhaps Joraga Bard would be a good choice if I'm getting a beatdown, though once my Paladin is on the battlefield it becomes quite difficult to stop me. Huge Allies plus lifelink is just stupid. Oblivion Ring is definitely a keeper in my mind, along with maybe Pithing Needle. The Firewalker and the Knight I don't think have a place in this deck as ultimately they just weaken my Allies. I'm looking more towards changing my spells if necessary. Any green/white spells that are better than what I have in certain matchups?
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2010-03-22, 23:55 PM
Post: #7
RE: Green/White Allies
I too didn't think much of the Tajuru Archer because I didn't really think of much flying but then I remembered vampires! There's malakir bloodwitch, vampire nighthawk, and the activated noctornous... maybe more I just can't think of what. I was going to say windstorm for the sideboard but then realized that another ally would probably be better.
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2010-03-23, 13:09 PM
Post: #8
RE: Green/White Allies
I would definately suggest Tajuru Archer for your side board. Although it will mainly be for decks like vampires or white that has Baneslayers or other annoying flyers, my understanding of a side board is they are cards that arnt that great, but against the correct deck they take away the advantage and give it back in your favour.
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2010-04-13, 01:41 AM
Post: #9
RE: Green/White Allies
I've recently been looking into making a Mono-W soldier deck. However, I didn't like the large CMC some of the cards so it evolved into primarily white deck but uses green for mana acceleration. Browncoat suggested I post it to this thread so here goes.

4 x Hada Freeblade
4 x Kazandu Blademaster
4 x Harabaz Druid
4 x Makindi Shieldmate
4 x Captain of the Watch

4 x Nimbus Wings
4 x Join the Ranks
4 x Conqueror's Pledge

4 x Explorer's Scope

4 x Graypelt Refuge
4 x Terramorphic Expanse
12 x Plains
4 x Forest

My main goal for this was to get mana as fast as possible to bring out Captain of the Watch, Join the Ranks, and Conquerors Pledge which would be kicked if possible. By bringing the Captain out as early as possible, I can give the white allies an additional +1/+1 as well as putting three 1/1 Soldiers into play. Additionally, I can in theory use Conquerors Pledge as early as Turn 3, giving me another six 1/1 Soldiers. Assuming I play the Captain on Turn Four, that would give nine 2/2 Soldiers in addition to a 2/3 Hada Freeblade, 0/1 Harabaz Druid, and a 3/3 Captain of the Watch.
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2010-04-13, 01:53 AM
Post: #10
RE: Green/White Allies
And I will repeat what I told you earlier. Makindi shieldmate is terrible, as are nimbus wings and explorer's scope. conqueror's pledge and captain of the watch are good but not in this deck. Kicking the pledge is unnecessary so ramping into it is pretty pointless. You really need more allies like Oran-Rief Survivalist instead. Using allies as a sub-theme in a soldier deck is a bad idea.
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2010-04-13, 10:22 AM
Post: #11
RE: Green/White Allies
I totally agree with Browncoat. I would wither suggest making this a white weenie deck, and remove the allies or remove the soldiers and go for a WG Allies deck.

I would only ever run Explorer's Scope if your deck is based on landfall and your running a high number of lands (or in limited it can be helpful sometimes).
nimbus wings are ok, but they give card advantage to someone with a doom blade type card. And as the effects from the nimbus wings arnt amazing I would say it isnt worth it.

After playing against some white weenie decks and Allie decks, I would suggest you try and build a weenie if you have the cards. Using cards like Stoneforge mystic, Step Lynx, Honour of the pure and Basilisk collar.
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2010-04-13, 19:36 PM
Post: #12
RE: Green/White Allies
On top of that, Nimbus Wings is nothing compared to some of the totem armor Auras that will be released this weekend. If I were you and you are totally sold on Auras, I would try one of those, since it removes the disadvantage of losing a card in the card race for you. One for one instead of one for two will really help your deck. Though in hindsight, Bear Umbra and Hyena Umbra seem like the only totem Auras I would consider using if you want to be competitive. W/G Allies is fun, but you can overextend yourself very easily if you aren't careful. I'd try to either go all Allies or even try U/W Allies. If you can't let go of Captain of the Watch, go soldier/White Weenie. Green doesn't belong there.
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2010-04-14, 00:54 AM
Post: #13
RE: Green/White Allies
I see. Since I was only entertaining the thought of a G/W Ally deck for the accelerated mana, I think I'm just going to go back to the W Soldier Deck this evolved from.

(2010-04-13 19:36 PM)Dark Wolf Wrote:  On top of that, Nimbus Wings is nothing compared to some of the totem armor Auras that will be released this weekend.

I completely forgot about those! I read about them in a spoiler a week or so ago and loved the possibilities for their use. I really need to look over the entire list of the Rise of the Eldrazi cards before committing to any new decks now.
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2010-04-14, 10:52 AM
Post: #14
RE: Green/White Allies
I would definately agree with that, now we are so close to the next release its best to hold off a week for the full list. Then you can build the deck without getting a list you like and thinking what to swap for the new cards you like.
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2010-04-17, 10:32 AM (This post was last modified: 2010-04-17 10:40 AM by valk.)
Post: #15
RE: Green/White Allies
I'm actually a pretty big fan of leaving the tajuru archers out, and using your removals on the flyers. Keep your ally focus on the offensive, they do better that way.
I actually like the vastwood animist. He can be pinged by red direct damage a bit easy, but he gives you a nice mana curve when you have just a couple in the deck. You know when you have him in hand, compared to the build-up allies he can be played last, and yet he produces a full strength creature that you can fling at the enemy with no fear of reducing your ally count. He just can't block well on his out turn though. But then, not many do.
Wolf, have you play tested with two in there? Chances are if you draw him you'll draw other allies and be able to hold him until later. Or you can make chumps that won't reduce your ally count for a turn to buy time if you need.

With the talus paladins and the ally boosts, does 6 mana to put out and equip a sledge fit in? I like the trample, but in all honesty I'd be tempted by something else cheaper. Vines is hard to top for cheap boost and does give you resistance to removal. I'd leave some in the main deck and sideboard them out if you find they're not necessary.
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