It doesn't spam allies, but rather is more of a toolbox deck.
Sure, some of the allies are a little underpowered.
But then there are others that are mindblowingly good.
The Good: Bala Ged Thief- With this guy, you can absolutely tear your opponents' hands apart. If you get a Jwari Shapeshifter to clone him, all the better. Chasm Guide- Haste allows for plenty of kills out of nowhere. Perfect target for a big turn in which numerous allies are played or in which you go infinite. Hagra Diabolist- This guy eats chunks. Of Life. Like a lot of life. Harabaz Druid- Part of infinite combo 1. Also is very good at adding lots of mana for ramping fast. Kalastria Healer- He's kind of like Gray Merchant of Asphodel for allies. Kind of. Sometimes better, sometimes worse, always good. Mirror Entity- Did someone say Alpha Strike? This guy's got your back. Murasa Pyromancer- Machine gun their creatures. He has a lot of setup cost, but well worth that cost. Sea Gate Loremaster- Do you like drawing cards? I like drawing cards. I hear drawing cards is pretty good as well. Tajuru Warcaller- Recurring Overrun? Yes please. I'll take it. Tuktuk Scrapper- Ha. Nice artifacts you got there. Oh, you also take face damage? Pretty decent.
The Mediocre: Agadeem Occultist- The consummate late game card. But it can be very powerful. Easy way to win a long game. Beastcaller Savant- The mana being only able to cast creatures hurts. But as a two drop ally? Not terrible. Haste is a nice bonus. Jwari Shapeshifter- He's good, if you have something worth copying. Some allies are not worth copying. So he's okay. Hero of Goma Fada- Well, this deck does have a Worldslayer in it. So that's pretty sweet. Indestructible ain't bad either. Kazuul Warlord- This guy can grow out of hand very quickly, however he's a small body and costs 5 mana for this effect. I'd rather have a Warcaller. Mina and Denn, Wildborn- Sure, it is ramp (occasionally), and it is trample, but why do I have to pay 4 for this effect? Shapesharer- He's a worse Jwari Shapeshifter, but it is a powerful effect, and can change to different allies as the game goes on, so we will take it. Turntimber Ranger- Infinite combo #2, see Conspiracy and Xenograft. Zada, Hedron Grinder- See Zada section below. Zulaport Cutthroat- This guy's best use is as a wrath deterrent, because the deck does not run sac outlets, so he is worse here than in most decks.
Zada.
Ah Zada. Such fun.
For Zada, we run: Accelerate to haste a bunch of creatures and draw, Boros Charm for surprise Double Srike (also wrath protection), Expedite as a better version of Accelerate,
and Shelter for plenty of protection and draw.
And despite not being tutorable with Sunforger, a kicked Rite of Replication on Zada should not be overlooked.
The last cantrip instant is still good with Zada but unfortunately not Sunforgerable: Cerulean Wisps
Then there is Food Chain, Turntimber Ranger, General Tazri, and Mana Echoes which can basically fetch you any single ally from your deck and put them directly onto the battlefield, given you have a few allies out already for Mana Echoes (this works because the Wolves will also trigger Mana Echoes).
To make this combo kill, depending on what cards you have in hand as you resolve Conflux, you can grab Chasm Guide, Expedite, or Accelerate for hasting, Kalastria Healer and Hagra Diabolist to end the game immediately, and lastly Mirror Entity and Zulaport Cutthroat (while using Mirror Entity's ability for 0) to mass suicide your board creating infinite death triggers.
You have forgotten the Casual player's ability to love sub-par combos and themes.
Most of the shapeshifters actually are pretty bad.
Taurean Mauler is a big dude, and Kazuul Warlord puts a counter on all of your allies. Taurean Mauler only puts the counter on himself. Because the deck is looking to go wide, Kazuul Warlord is a better bet.
Conflux isn't terrible, but it is hilarious and really fun.
The reason some people play combo is because they find it fun. They wouldn't play combo unless they find it fun.
Those blink sources honestly aren't fantastic. Sure, the incremental value is nice, but they are often expensive and I could probably be doing something better (not that I choose to). But the real reason I don't play all of those is that the deck is pretty limited on room.
Mauler and Chameleon are big beaters. This deck doesn't really need big beaters, it is more of a toolbox deck.
Trinket Mage actually isn't as useless as it seems.... getting Skullclamp and Sol Ring are important for the deck....
Honestly this change might be reversed very soon because I hate the card Deadeye Navigator, as he accidentally just wins games with very little effort, so expect to see Trinket Mage back soon.
My comment was a joke. The deck isn't perfect, I mentioned that in the op. I honestly don't think your suggestions were worth including in the deck. I didn't like the way you were considering yourself the authority on fun, questioning why people play combo.
Call me stupid for not including those suggestions, but I posted this deck here to get suggestions, and there are going to be good suggestions and bad ones. I thank you for your opinion, I just don't have to follow it. It's that this is my deck, and I only have to include the cards if I want to, no matter how vehemently people attack my idea. The real loser is the person that takes the time to attack the deck and the deckbuilder, because at the end of the day, they don't get to determine what goes in the deck, I do, because it's my deck.
I do apologize to you fratrus, as you didn't deserve most of that, that was just a rant that got a little out of control. Again I thank you for your suggestions, bit not every suggestion is going to be gold, as it is up to me to either include them or not.
On a more related note, I'm considering adding more multi-colored cards to increase the power of Dream Halls. There aren't many good multi-cored allies, but what good support cards might I include that are multi-colored?
Bring To Light comes to mind - also tutors for most of your allies and combo pieces, since you're 5c. Pitches for Ranger and Xenograft since its UG, among other things.
I will continue being a casual scrub with great pride.
Again, I thanked you for your suggestions, but I don't have to follow them. That's basically it.
I don't want this deck to be hyper competitive, if I did, I wouldn't be playing allies and I'd probably end up playing Hermit Druid or something of the like.
On another note, I'm liking Bring to Light as it can basically get any card in the deck as the curve basically stops at 5, making it a good replacement for Deadeye.
I would also question the use of the Outfitter. You aren't running a lot of equipment, and I'm not sure what you mean by it synergising with skullclamp.
None of the allies really die to Skullclamp naturally, so the "synergy" is just being able to draw extra cards, as those creatures equipped with Skullclamp you are naturally going to suicide them. Basically you just draw more.
Yeah I dunno. The problem with blink effects here is that most of the allies trigger off of another ally entering the battlefield, so blinking one ally yields the same result as playing another ally.
Astral Slide is cool because it offers a little more utility than most, but maybe it's because I miss being able to play Astral Slide, I'll test out Deadeye. In the meantime, I need t cut something for Bring to Light, and I guess Stone Haven Outfitters makes sense.
Change:
+1 Bring to Light
-1 Stone Haven Outfitters
how so? you can activate it at instant speed just like ghost away
its a political threat ppl don't wanna board wipe if your just gonna evade it
creatures come back at the beginning of next combat to block gaining any effective combat bonuses there's no removing creatures precombat for them.
going for the kill it enables trigger precombat for etb/damage buffs and gives haste so that you can swing. its also another haste enabler since you cant have chasm guide all the time.
Tajuru Warcaller will be the slaughterer of worlds.
3 allies is +6/+6 on all of them
at 4 allies an open swing will kill most ppl
i don't see how ghost away is better since it is less flexible.
your deck seems unfocused to me you say u wanna play combo but Ur running so many packages sunforger package, astral slide, package zada package ur not the mailman bro lighten your load you can fit more stuff in for instance dropping your astral slide package give you fixing in the way of fetch lands making a 5c deck less of a pain in the ass to play it opens a slot for venser, ghost away, restoration angle, aurelia the warleader , combat medic etc your running xenograft and the other one is there any reason zada give you something another support creature can't. your zada package is 4 cards including zada meaning you have used 2 slots devoting to one creature boros charm being the exception its good everywhere the prerequeset for those 2 cards is zada else they realy don't pull their wight. drawing one with out zada is a dead draw it enables 1 creature to haste and draw a card which means its going to be 2-5 more damage on average from that one creature, doesn't exactly scream blowout combo or lock down.
a good toolbox has the tools and organization you need to get the job done; a jumble of screwdrivers ratchet bits and other odds and ends is a waste of space you cant carry around a workshop with you. a toolbox is meant to solve problems with just the amount of tools to tackle problems.
I know it seems like a bunch of janky bits thrown together, but to be honest I don't have the money for fetches to make a perfect mana base, so that explains the mana.
Look, I'm not saying Legion's Initiative is a bad card, just worse than Ghostway. After your playgroup has seen the deck, they will know that Ghostway exists in the deck making it just as political.
I can't run too many blink effects because it is important to retain a critical mass of allies in order to trigger things every turn. There is a balance between blink effects and allies, one I feel that I am close to reaching. The issue is that allies work best together. For a blink effect to be most effective, I need some number of allies out. Blink effects don't work with one ally out, they simply aren't as effective. As of now, I am playing it safe with 2 or 3 blink effects as to not make my hand cluttered with them, as I would rather have 5 allies and no blink effects than 1 Ally and 4 blink effects.
Zada actually gives the deck a good amount of draw if you have one of those cantrips, ensuring that you can usually draw 4 to 5 cards. You are only going to tutor Zada if you have one of those in hand. Once you draw 4 or 5 cards, there is a chance you can draw another cantrip into another 4 or 5 cards.
The Astral Slide package is a very small cost to play. I literally only have lands that cycle, so it only costs me a small portion of my manabase, and considering I can't buy the fetches, this makes sense.
If I have Xenograft or Conspiracy, the deck has an infinite combo. In addition, Conspiracy at least lets Tazri tutor for any creature if you wish.
As regards to playing the deck,it is a blast to see all the different interlocking parts come together, it makes the deck challenging and fun to play.
Good deal. I was looking through my friend's cards for stuff and saw his 8662486 Command Towers and couldn't help but wonder. Is there a place for Opulent Palace since you're running stuff like Jungle Temple, or is it unnecessary?
It was in an iteration before I put the list on here, and I would run it if I decided to play more lands. It's not unnecessary, it's just that the lost only has room for so many nonbasic, so it received the axe considering that black and blue are the two colors least represented in the deck.
This deck is loads of fun. And powerful.
It doesn't spam allies, but rather is more of a toolbox deck.
Sure, some of the allies are a little underpowered.
But then there are others that are mindblowingly good.
The Good:
Bala Ged Thief- With this guy, you can absolutely tear your opponents' hands apart. If you get a Jwari Shapeshifter to clone him, all the better.
Chasm Guide- Haste allows for plenty of kills out of nowhere. Perfect target for a big turn in which numerous allies are played or in which you go infinite.
Hagra Diabolist- This guy eats chunks. Of Life. Like a lot of life.
Harabaz Druid- Part of infinite combo 1. Also is very good at adding lots of mana for ramping fast.
Kalastria Healer- He's kind of like Gray Merchant of Asphodel for allies. Kind of. Sometimes better, sometimes worse, always good.
Mirror Entity- Did someone say Alpha Strike? This guy's got your back.
Murasa Pyromancer- Machine gun their creatures. He has a lot of setup cost, but well worth that cost.
Sea Gate Loremaster- Do you like drawing cards? I like drawing cards. I hear drawing cards is pretty good as well.
Tajuru Warcaller- Recurring Overrun? Yes please. I'll take it.
Tuktuk Scrapper- Ha. Nice artifacts you got there. Oh, you also take face damage? Pretty decent.
The Mediocre:
Agadeem Occultist- The consummate late game card. But it can be very powerful. Easy way to win a long game.
Beastcaller Savant- The mana being only able to cast creatures hurts. But as a two drop ally? Not terrible. Haste is a nice bonus.
Jwari Shapeshifter- He's good, if you have something worth copying. Some allies are not worth copying. So he's okay.
Hero of Goma Fada- Well, this deck does have a Worldslayer in it. So that's pretty sweet. Indestructible ain't bad either.
Kazuul Warlord- This guy can grow out of hand very quickly, however he's a small body and costs 5 mana for this effect. I'd rather have a Warcaller.
Mina and Denn, Wildborn- Sure, it is ramp (occasionally), and it is trample, but why do I have to pay 4 for this effect?
Shapesharer- He's a worse Jwari Shapeshifter, but it is a powerful effect, and can change to different allies as the game goes on, so we will take it.
Turntimber Ranger- Infinite combo #2, see Conspiracy and Xenograft.
Zada, Hedron Grinder- See Zada section below.
Zulaport Cutthroat- This guy's best use is as a wrath deterrent, because the deck does not run sac outlets, so he is worse here than in most decks.
Zada.
Ah Zada. Such fun.
For Zada, we run:
Accelerate to haste a bunch of creatures and draw,
Boros Charm for surprise Double Srike (also wrath protection),
Expedite as a better version of Accelerate,
and Shelter for plenty of protection and draw.
And despite not being tutorable with Sunforger, a kicked Rite of Replication on Zada should not be overlooked.
The last cantrip instant is still good with Zada but unfortunately not Sunforgerable:
Cerulean Wisps
Oh, these are all red and white (Rite of Replication notwithstanding).
Sunforger
For Sunforger, there is:
Master Warcraft to outlaw blocking,
Path to Exile and Swords to Plowshares for removal,
Wear // Tear because versatility is nice,
and Ghostway allows for so many triggers.
Speaking of equipment, there is some nice synergy there.
Sword of the Paruns combos with Harabaz Druid and a bunch of allies.
Worldslayer combos with both Boros Charm and Hero of Goma Fada.
On the topic of combos, there are some fairly simple ones, like Conspiracy/Xenograft and Turntimber Ranger.
Then there is Food Chain, Turntimber Ranger, General Tazri, and Mana Echoes which can basically fetch you any single ally from your deck and put them directly onto the battlefield, given you have a few allies out already for Mana Echoes (this works because the Wolves will also trigger Mana Echoes).
And lastly, there is Conflux.
Here is what you should grab: Turntimber Ranger (G), Conspiracy (B), Dream Halls (U), Mina and Denn, Wildborn (R- disard to Dream Halls to cast Turntimber), and March from the Tomb (W- which then is discarded to cast Conspiracy).
To make this combo kill, depending on what cards you have in hand as you resolve Conflux, you can grab Chasm Guide, Expedite, or Accelerate for hasting, Kalastria Healer and Hagra Diabolist to end the game immediately, and lastly Mirror Entity and Zulaport Cutthroat (while using Mirror Entity's ability for 0) to mass suicide your board creating infinite death triggers.
So this list is sweet. And there's Astral Slide and Life from the Loam to top it all off!!!
La Lista:
1 Agadeem Occultist
1 Bala Ged Thief
1 Beastcaller Savant
1 Chasm Guide
1 Gideon, Ally of Zendikar
1 Goblin Dark-Dwellers
1 Hero of Goma Fada
1 Hagra Diabolist
1 Harabaz Druid
1 Jwari Shapeshifter
1 Kalastria Healer
1 Kazuul Warlord
1 Mina and Denn, Wildborn
1 Munda, Ambush Leader
1 Murasa Pyromancer
1 Sea Gate Loremaster
1 Tajuru Warcaller
1 Tuktuk Scrapper
1 Turntimber Ranger
1 Zada, Hedron Grinder
1 Zulaport Cutthroat
1 Stoneforge Mystic
1 Mirror Entity
1 Shapesharer
1 Trinket Mage
Enchantments:
1 Conspiracy
1 Dream Halls
1 Food Chain
1 Astral Slide
1 Mana Echoes
1 Xenograft
1 Survival of the Fittest
Instants/Sorceries:
1 Expedite
1 Crimson Wisps
1 Cerulean Wisps
1 Swords to Plowshares
1 March from the Tomb
1 Path to Exile
1 Shelter
1 Conflux
1 Demonic Tutor
1 Rite of Replication
1 Wear // Tear
1 Patriarch's Bidding
1 Boros Charm
1 Master Warcraft
1 Cultivate
1 Kodama's Reach
1 Unified Front
1 Life from the Loam
1 Bring to Light
1 Sunforger
1 Blade of Selves
1 Lightning Greaves
1 Sword of the Paruns
1 Worldslayer
1 Urza's Incubator
1 Sol Ring
1 Chromatic Lantern
1 Coalition Relic
Lands:
1 Arcane Sanctum
1 Ally Encampment
1 Barren Moor
1 Blood Crypt
1 Breeding Pool
1 Command Tower
1 Drifting Meadow
1 Forgotten Cave
1 Frontier Bivouac
1 Godless Shrine
1 Jungle Shrine
1 Lonely Sandbar
1 Mystic Monastery
1 Nomad Outpost
1 Overgrown Tomb
1 Polluted Mire
1 Remote Isle
1 Sacred Foundry
1 Sandsteppe Citadel
1 Savage Lands
1 Secluded Steppe
1 Slippery Karst
1 Smoldering Crater
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Tranquil Thicket
3 Forest
2 Swamp
1 Plains
1 Mistveil Plains
2 Mountain
1 Island
1 Blasted Landscape
Changelog:
1/17/2016
-1 Trinket Mage
+1 Deadeye Navigator
1/18/2016
-1 Stone Haven Outfitter
+1 Bring to Light
-1 Plains
+1 Mistveil Plains
-1 Accelerate
+1 Crimson Wisps
-1 Masterwork of Ingenuity
+1 Ghostway
1/30/16
-1 Explosive Vegetation
+1 Command Tower
-1 Skullclamp
+1 Cerulean Wisps
-1 Sword of the Animist
+1 Goblin Dark-Dwellers
Of course its not perfect, but I like to think it is close.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
You have forgotten the Casual player's ability to love sub-par combos and themes.
Most of the shapeshifters actually are pretty bad.
Taurean Mauler is a big dude, and Kazuul Warlord puts a counter on all of your allies. Taurean Mauler only puts the counter on himself. Because the deck is looking to go wide, Kazuul Warlord is a better bet.
Conflux isn't terrible, but it is hilarious and really fun.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
With the release of General T, I am revamping my Karona-allies deck, and will be using some of your tech.
I'm keeping Maelstrom Nexus, though, because I enjoy cascading too much.
Cheers!
Krichaiushii on PucaTrade.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Those blink sources honestly aren't fantastic. Sure, the incremental value is nice, but they are often expensive and I could probably be doing something better (not that I choose to). But the real reason I don't play all of those is that the deck is pretty limited on room.
Mauler and Chameleon are big beaters. This deck doesn't really need big beaters, it is more of a toolbox deck.
Trinket Mage actually isn't as useless as it seems.... getting Skullclamp and Sol Ring are important for the deck....
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Change:
- 1 Trinket Mage
+ 1 Deadeye Navigator
Honestly this change might be reversed very soon because I hate the card Deadeye Navigator, as he accidentally just wins games with very little effort, so expect to see Trinket Mage back soon.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
I am really tempted to take out Deadeye, even though I just put him in. I always thought his time was short-lived anways.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Call me stupid for not including those suggestions, but I posted this deck here to get suggestions, and there are going to be good suggestions and bad ones. I thank you for your opinion, I just don't have to follow it. It's that this is my deck, and I only have to include the cards if I want to, no matter how vehemently people attack my idea. The real loser is the person that takes the time to attack the deck and the deckbuilder, because at the end of the day, they don't get to determine what goes in the deck, I do, because it's my deck.
I do apologize to you fratrus, as you didn't deserve most of that, that was just a rant that got a little out of control. Again I thank you for your suggestions, bit not every suggestion is going to be gold, as it is up to me to either include them or not.
On a more related note, I'm considering adding more multi-colored cards to increase the power of Dream Halls. There aren't many good multi-cored allies, but what good support cards might I include that are multi-colored?
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Again, I thanked you for your suggestions, but I don't have to follow them. That's basically it.
I don't want this deck to be hyper competitive, if I did, I wouldn't be playing allies and I'd probably end up playing Hermit Druid or something of the like.
On another note, I'm liking Bring to Light as it can basically get any card in the deck as the curve basically stops at 5, making it a good replacement for Deadeye.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Astral Slide is cool because it offers a little more utility than most, but maybe it's because I miss being able to play Astral Slide, I'll test out Deadeye. In the meantime, I need t cut something for Bring to Light, and I guess Stone Haven Outfitters makes sense.
Change:
+1 Bring to Light
-1 Stone Haven Outfitters
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
its a political threat ppl don't wanna board wipe if your just gonna evade it
creatures come back at the beginning of next combat to block gaining any effective combat bonuses there's no removing creatures precombat for them.
going for the kill it enables trigger precombat for etb/damage buffs and gives haste so that you can swing. its also another haste enabler since you cant have chasm guide all the time.
Tajuru Warcaller will be the slaughterer of worlds.
3 allies is +6/+6 on all of them
at 4 allies an open swing will kill most ppl
i don't see how ghost away is better since it is less flexible.
your deck seems unfocused to me you say u wanna play combo but Ur running so many packages sunforger package, astral slide, package zada package ur not the mailman bro lighten your load you can fit more stuff in for instance dropping your astral slide package give you fixing in the way of fetch lands making a 5c deck less of a pain in the ass to play it opens a slot for venser, ghost away, restoration angle, aurelia the warleader , combat medic etc your running xenograft and the other one is there any reason zada give you something another support creature can't. your zada package is 4 cards including zada meaning you have used 2 slots devoting to one creature boros charm being the exception its good everywhere the prerequeset for those 2 cards is zada else they realy don't pull their wight. drawing one with out zada is a dead draw it enables 1 creature to haste and draw a card which means its going to be 2-5 more damage on average from that one creature, doesn't exactly scream blowout combo or lock down.
a good toolbox has the tools and organization you need to get the job done; a jumble of screwdrivers ratchet bits and other odds and ends is a waste of space you cant carry around a workshop with you. a toolbox is meant to solve problems with just the amount of tools to tackle problems.
UR Mizzix of the Izmagnus ~~~ Build your own win-condition: Finite Spellslinging
UR Brudiclad, Telchor Engineer ~~~ We are the Borg. We will add your biological and technological distinctiveness to our own.
WUB Oloro, Ageless Ascetic ~~~ A Guide to dying slowly
UBR Marchesa, the Black Rose ~~~ Marchesa's undying Marionettes
RGW Mayael the Anima ~~~ All Hail the Big Chungus
GWU Chulane, Teller of Tales ~~~ Permanents Only ETB Shenanigans
BGU Sidisi, Brood Tyrant ~~~ Sidisi's Restless Servants
WUBRG The Ur-Dragon ~~~ Dragons eat your face
I know it seems like a bunch of janky bits thrown together, but to be honest I don't have the money for fetches to make a perfect mana base, so that explains the mana.
Look, I'm not saying Legion's Initiative is a bad card, just worse than Ghostway. After your playgroup has seen the deck, they will know that Ghostway exists in the deck making it just as political.
I can't run too many blink effects because it is important to retain a critical mass of allies in order to trigger things every turn. There is a balance between blink effects and allies, one I feel that I am close to reaching. The issue is that allies work best together. For a blink effect to be most effective, I need some number of allies out. Blink effects don't work with one ally out, they simply aren't as effective. As of now, I am playing it safe with 2 or 3 blink effects as to not make my hand cluttered with them, as I would rather have 5 allies and no blink effects than 1 Ally and 4 blink effects.
Zada actually gives the deck a good amount of draw if you have one of those cantrips, ensuring that you can usually draw 4 to 5 cards. You are only going to tutor Zada if you have one of those in hand. Once you draw 4 or 5 cards, there is a chance you can draw another cantrip into another 4 or 5 cards.
The Astral Slide package is a very small cost to play. I literally only have lands that cycle, so it only costs me a small portion of my manabase, and considering I can't buy the fetches, this makes sense.
If I have Xenograft or Conspiracy, the deck has an infinite combo. In addition, Conspiracy at least lets Tazri tutor for any creature if you wish.
As regards to playing the deck,it is a blast to see all the different interlocking parts come together, it makes the deck challenging and fun to play.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
WUBRG General Tazri Allies Power Rangers Copy Cat: Blink Force Edition
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
WUBRG General Tazri Allies Power Rangers Copy Cat: Blink Force Edition
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en