Updated from:
viewtopic.php?p=392804#p392804Check here for it's brother:
Naya ZoolliesTook this one for a few spins this weekend, and finally settled on this build after a number of false starts:
Before I get started, this is not a top tier deck, but it is a fun deck, and it's by no means a weak deck. It's worth a shot when you get bored of ramping past everyone else, and or feel like trying something totally different that our new set offers.
Mardu Allies V2
White: 14
1 x
Kytheon, Hero of Akros3 x
Serene Steward3 x
Kor Bladewhirl4 x
Tandem Tactics2 x
Lantern Scout1 x
Gideon, Ally of ZendikarBlack: 9
4 x
Kalastria Healer4 x
Read the Bones1 x
Ob Nixilis ReignitedRed: 8
3 x
Titan's Strength3 x
Firemantle Mage2 x
Chasm GuideMulti-Color: 5
3 x
Drana's Emissary2 x
Munda, Ambush LeaderLands: 24
3 x
Plains2 x
Swamp5 x
Mountain2 x
Shambling Vent2 x
Smoldering Marsh2 x
Clifftop Retreat2 x
Isolated Chapel2 x
Blighted Steppe4 x
Evolving WildsThoughts: I think I'm homing in on the right build now. I've added further notes where needed.
Serene Steward: this card is far more versatile than I expected it to be. It seemed like it would be way too slow, but in this deck it does exactly what you'd want it to - make cards into serious threats. It's very unlikely to blank for a turn, so you basically always have a way to get it to add a counter to something. I wish it were free, but tbh that would be totally OP.
Still just as good as I'd originally decided, I think it staysKor Bladewhirl: The opposite of what I expected. This is on my possible cuts list. Turns out first strike feels pretty irrelevant. I'll hold back from cutting it until I get a chance to see if it's more relevant online, but I have doubts.
It's still in, I still think it's mehLantern Scout: good here with my life gain sub theme, but I'm not totally sold. It will make my final cut for sure, but it doesn't belong in every Ally deck - or at least I don't think so right now.
Firemantle Mage: I am shocked by how good this card is. It belongs in a lot of decks, even without any further ally support. This is a much better card than expected. It basically read - ETB your opponent may only block one creature this turn. BIG!
Chasm Guide: This is good, but not great. I thought it would be more valuable, but this deck is as pro-allies as decks will be, and it still doesn't feel like an amazing card. We will see if I change my mind, but right now, it feels like a bit of a dud. I'm killing the AI with life drain from
Kalastria Healer and
Drana's Emissary far more often than with
Chasm Guide's haste effect - don't get me wrong, it matters, but not much. Surprisingly, I may cut it, especially if I decide to add some better protection against the META, like
Aligned Hedron Network for example, which would be pretty great in this deck.
So I think the right number is 2 right now, but I may change my thoughts laterMunda, Ambush Leader: This is a dangerous card, both for you and your opponent. It basically reads: never draw anything other than allies for the rest of the game. Note: that means, no more lands. Be careful. Seriously. It will probably win you the game, but it can really mess you up, if you aren't careful.
Hero of Goma Fada: part meh, part holy crap this just one me the game. I like it, it stays in, but I wish I had something else to play instead. It just doesn't feel like a killer 5 drop.
Cut it, too expensive, slows you down too much, doesn't do enough IMODefiant Bloodlord: only in the deck until I get to see if it's instant win or not. I have yet to play it, and it's a single copy in any case. That said, this deck gains quite a bit of life, so I think it could be good. On the other hand, it also drains quite a bit of life already, so this might just be extremely expensive win-more.
Total Fail - As expected - Gone, good riddanceGideon, Ally of Zendikar: I said this elsewhere, but I'll say it again. Always run him. Man, so stupidly good.
Nantuko Husk: did not make the cut. It felt like a bad play every time I had it in hand. That said, in a better, less Ally-centric build I'm sure he'd be pretty good. I may get around to it, but for now... /timmy
Play notes: the deck is pretty complicated in terms of its internal interactions, but it's pretty much autopilot. Play an ally every turn, win.
New notes: lowering the overall curve helps allies a lot. This may not be the 100% most perfect build ever, but the curve is about right, so don't mess with it too much, IMO.