I been interested in making a 5-coloured commander deck for sometime now, but I have had trouble figuring what kind of deck to build. Having this kind of deck is more challenging. I chose allies to kind of went into an easy mode if you will. It also played a large role of what Ally cards I choose to play. The reason why I choose this commander was because of how easy it is to play. It's a cheap mana cost that provides all 5-colours needed.
The hope of the deck is outrace opponents and use the Allies abilities to stack on each other for fast wins. I also choose a method of abusing the commander in order to quickly gain the cards I need in order to make sure it is a fast win. There is an attempt in stopping all hate towards this deck with other methods of triggering the Allies abilities and mass graveyard retrieval.
The card is also easily abused with other aspects of the deck. There is an added bonus of being able to buff all the Allies in the deck as well.
Cohort : I don't like the Cohort ability. I find most of the Ally cards with this ability are horrible. Not worth tapping two creatures to do something minor. However, I find Munda's Vanguard well worth the cost. Tapping two creatures to add a counter on all my creatures is well worth the cost.
Rally : As you can probably tell I love the Rally ability. Being able to make huge boosts to Ally creatures whenever it or another Ally enters the battlefield. Works well with the Flash abilities I been working with on General Tazri.
I took out all the "selfish" Allies in the deck. If the Ally cannot boost all Allies then there is no reason to have it in the deck. However, there are some exceptions the boost game play like Agadeem Occultist or Harabaz Druid.
This commander is perfect for a little flashing and copying. The goal is to get as many Enter the Battlefield Effects as possible since the second ability does not require General Tazri to be cured of summoning sickness.
Deadeye Navigator : Attach to General Tazri. Flashing the commander for the extra tutor. Can also be used on allies for their triggered abilities.
Galepowder Mage : I like this card because all I need to do is declare tho card as an attacker to use the flash ability. For what I am looking for I find it much stronger compared to Brago, King Eternal. Also the card is much more on budget both price and mana cost. Added bonus is that I do not need to target my own creature. That may come in handy.
Splinter Twin : Can be placed on another Ally for the triggers but also works on General Tazri. Place it on the commander, tap to create a copy which the legendary rule applies, but before the copy is killed off the commander hits the field tigers the tutor ability. Works well with Strionic Resonator if the 2 mana cost is triggered when the tutor is placed on the stack.
Venser, the Sojourner : Used to bounce General Tazri. Granted the -2 ability is very handy as well. Not sure what I think of the final ability, especially in this deck.
Just like the commander. The Allies can also be used to create large problems. After all, the More Allies you get, the stronger your Allies are.
Adaptive Automaton : A little boost to the Allies that also triggers the Allies abilities.
Cavern of Souls : I have owned a few of these lands since they were released. Never had the chance to use it before. Perfect for this kind of deck.
Progenitor Mimic : Copy an Ally to have trigger the Ally abilities and make some abilities multi-stack. More Allies mean stronger Allies.
Rite of Replication : Copy an Ally, kick if possible. More Allies mean stronger Allies.
Urza's Incubator : Reduces the cost of Allies. Very helpful since the tutor from General Tazri places the card in your hand rather then the battlefield. Probably a good thing since it would broken.
The Allies can win the game alone. They need some help depending on the board state. Need some sources to assist in the win process. It might be easier to use spells of mono-colours but I decided to go with multi-colours spells, or more being multi-coloured, to add a little spice to the deck.
Anguished Unmaking : Kill of nearly any kind of threat. The lose of 3-life is nothing.
Boros Charm : The 4-damage to a player could be handy. The main reason why I have it is to protect my board from a wipe.
Destructive Revelry and Hull Breach : Some of the people in my play group like to play with pillow forts. I decent way to take care of them or any other possible threats.
Manamorphose : Helps with minor mana fixing with the added benefit of drawing a card to replace it.
March from the Tomb : Can be a fast win after a board wipe. Will be a very good way to place the battlefield back in your favour.
More then just spells are needed to win games. Not sure what else to say.
Chromatic Lantern : Must have in any 5-colour deck. Awesome for mana fixing and being able to spam out Allies.
Lurking Predators : When the opponents play a spell I have a chance of playing Allies. At the very least being able to choose what card stays on top. One of my favourite cards.
Marshal's Anthem : Able to bring lost creatures back to the battlefield. The more Allies the stronger are the Allies. Added bonus of a minor boost.
Rhystic Study : One of my favourite cards. I love watching people realize they either cannot play all the cards they wanted to because they don't want me to draw or hope that they do not give me the game by allowing me draw.
Here is a list of reasons for my maybe board. Most of it is here and I'm just not sure what to remove to add these cards in.
Brago, King Eternal : decided against the card at the moment but not sure on it's complete useless. Since combat damage is dealt at the same time it would allow me to attack with all the Allies but a lot of the triggers would not do anything to advance the game.
Door of Destinies : A nice buff card. Can work well with General Tazri placing cards in my hand rather the battlefield. Not added because of the extra threat and not sure what to remove.
Riptide Replicator : Can leave x at 0 if you wanted just so the Ally triggers can happen. A decent method in creating Ally tokens. Not added to the deck because I am unsure of how much it is needed. Also, what to remove.
Please feel free to make any suggestions to the deck.
Thank you for reading
Lightning Helix and Prophetic Bolt seem a bit out of place concerning the amount of damage dealt by them. I am sure there are better costed cards to meet your needs in the areas you are looking for.
Patriarch's Bidding and Bring to Light served me well in my Ally deck, especially when Bring to Light was digging out Allied Strategies, Patriarch's Bidding, or Collective Restraint. Except Bring to Light cannot fetch enchantments, so I don't know why I suggested you use it to do so.
Psychic Spiral - you're not a self-mill deck, so this probably won't be killing people. I think a simple Regrowth is much better.
Ghostly Flicker is also a good option, since you can play it precombat and get your ally boosts
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My Cubes - The Busted Cube. A fully functional, almost 100% custom cube. The project started out by asking "What if other colors got cards on the power level of Mana Drain,Ancestral Recall, and Time Walk?" Draft and enjoy!
Thank you for all the suggestions. I will be adding them the next chance I get to update the deck. I know some cards may seem out of place but it based around my play group. Some fast removal is needed most of the time. I will agree that swords to plowshares will probably be a better card to add into the deck.
The reason I never added ghostly flicker was because I was looking for cards that was able to flash which had a little more use compared to a one time deal. But that may change. Probably should change since it is a major theme within the deck.
I have also avoided a lot of the mass bounces because I find they do not advance the board state.
Before the deck came apart, Munda, Ambush Leader was one of my first cuts, because I always got burned by his ability. The deck played better for me with him gone. Door of Destinies was cut, as well, because - for me, at least - I would hold back playing allies until I had the Door in play.
Maybe add Path to Exile, as well, so you can zap one of your own in an emergency to fetch a needed land color.
Cards I play in my Tazri deck that do some serious work:
Eerie Interlude - As stated earlier, it does some crazy crazy stuff since all the Allies enter and trigger off seeing each other enter. I would play Ghostway too, but I'm cheap.
Living Death - Same reasoning as Eerie Interlude, and a great way to bounce back from a board wipe or a one-sided board wipe.
Captain's Claws - Creates more allies and pretty cheap. The downside is having to attack to get it.
Cathars' Crusade - With all the creature blinking this just gets nuts.
Just some of my all-stars. I only play 24 allies in my deck (27 creatures total), so I go a bit more control-y. I also run a decent tutor package as well as some ramp spells for fixing.
I hate to say this but I never thought of 5-colour cards. I try to be a budget player by not playing cards over $10. May need to make an expectation with Prismatic Omen. Door to Nothingness would be a nice troll card, but I try to play for fun and knocking out a single player in a multiplayer game. I was going to add it to troll a player who likes to use the card himself.
Legion's Initiative - Another mass blink effect and removal dodge. Captain's Claws - Creates more allies and pretty cheap. The downside is having to attack to get it. Cathars' Crusade - With all the creature blinking this just gets nuts.
Legion's Initiative is an awesome card. I love how it is before combat. A much better way to boost my creatures up. Most admit I'm slightly worried of the one time use however. Captain's Claws I avoided this card because it triggers after the attack phase. Cathars' Crusade I love this card. Much better then Door of Destinies for the idea of deck I am trying to run.
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Been Playing Magic Since Late 2010. My Play Group is Commander Only.
After a bit of tuning with my playgroup (the first night I played it, I got rocked; the second night I played it and ever since, it's a major threat ), I'm liking how my Allies turned out.
For the most part, I tried to limit it to JUST allies as far as creatures go. But after a few sessions, I relented and added some flicker creatures.
Deadeye Navigator and Restoration Angel were two that were added quick. Thematically, I wanted to leave Eldrazi out, but I also faced the utility, and added My Pet Eldrazi, an Eldrazi Displacer. All of them (Well especially Deadeye) have proven their worth many fold.
I hadn't considered Splinter Twin, but I'm sure I'll try and fit it into my deck.
For my decks, boots and greaves are mandatory includes. In a recent session, the lightning greaves won me the game, between the card draw of the Sea Gate Loremaster and mana of the Harabaz Druid
I also run an Eerie interlude, though it hasn't really come into play much yet. Still its dodge effect and all the retriggers make me want to keep it in.
I went heavy flicker on this attempt. My goal was to try to use the general as much as possible while trying not to make a broken game. the reason I choose not to use Restoration Angel was because of the one time use. I also found the most of the flicker may be used better on the attached to the commander rather then a secondary creature.
I think Eldrazi Displacer has to be added to the deck. I love the idea of the multiple use as long as I have a white and 2 colourless.
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Been Playing Magic Since Late 2010. My Play Group is Commander Only.
In my deck I run Eldrazi Displacer along with Mana Echoes. With three allies you can end the game you can end the game as soon as turn 3 to 4 with the deck I am running.
I have also changed Riptide Replicator from the maybe board to the deck. I have added tainted lands to the deck to help with the mana curve. I will be fixing the card descriptions soonish.
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Been Playing Magic Since Late 2010. My Play Group is Commander Only.
The hope of the deck is outrace opponents and use the Allies abilities to stack on each other for fast wins. I also choose a method of abusing the commander in order to quickly gain the cards I need in order to make sure it is a fast win. There is an attempt in stopping all hate towards this deck with other methods of triggering the Allies abilities and mass graveyard retrieval.
The card is also easily abused with other aspects of the deck. There is an added bonus of being able to buff all the Allies in the deck as well.
1x Adaptive Automaton
1x Agadeem Occultist
1x Akoum Battlesinger
1x Bala Ged Thief
1x Beastcaller Savant
1x Birds of Paradise
1x Chasm Guide
1x Deadeye Navigator
1x Drana, Liberator of Malakir
1x Firemantle Mage
1x Galepowder Mage
1x Halimar Excavator
1x Harabaz Druid
1x Hero of Goma Fada
1x Highland Berserker
1x Joraga Bard
1x Jwari Shapeshifter
1x Kabira Evangel
1x Kazuul Warlord
1x Kor Bladewhirl
1x Kor Entanglers
1x Lantern Scout
1x Makindi Patrol
1x Munda, Ambush Leader
1x Munda's Vanguard
1x Murasa Pyromancer
1x Ondu Champion
1x Progenitor Mimic
1x Resolute Blademaster
1x Sea Gate Loremaster
1x Seascape Aerialist
1x Tajuru Archer
1x Tajuru Beastmaster
1x Tajuru Warcaller
1x Talus Paladin
1x Tuktuk Scrapper
1x Turntimber Ranger
1x Utopia Tree
1x Ally Encampment
1x Ancient Ziggurat
1x Arcane Sanctum
1x Cavern of Souls
1x City of Brass
1x Command Tower
1x Crumbling Necropolis
1x Forbidden Orchard
6x Forest
4x Island
1x Jungle Shrine
5x Mountain
6x Plains
1x Reliquary Tower
1x Seaside Citadel
4x Swamp
1x Temple of the False God
1x Thespian's Stage
Sorcery (5)
1x Dreadbore
1x Hull Breach
1x March from the Tomb
1x Praetor's Counsel
1x Rite of Replication
Artifact (4)
1x Chromatic Lantern
1x Conjurer's Closet
1x Strionic Resonator
1x Urza's Incubator
1x Anguished Unmaking
1x Boros Charm
1x Destructive Revelry
1x Lightning Helix
1x Manamorphose
1x Prophetic Bolt
1x Psychic Spiral
1x Terminate
1x Unmake
Enchantment (4)
1x Lurking Predators
1x Marshal's Anthem
1x Rhystic Study
1x Splinter Twin
Planeswalker (1)
1x Venser, the Sojourner
Maybeboard (3)
1x Brago, King Eternal
1x Door of Destinies
Please feel free to make any suggestions to the deck.
Thank you for reading
| WBAthreos God of Passage | WUDaxos of Meletis | WUBRG General Tazri | B Kalitast Traitor of Ghet | GPatron of the Orochi |
BURWGSliver Hivelord's alt wincon deck at Maze's EndBURWG
GWBSidar Kondo and Ikra Shidiq likes big butts
RUMizzix of the Izmagnus Super ThiefRU
BURWGGeneral Tazri, The Megazord AllyBURWG
BURJeleva Mill and Kill BUR
BRGrenzo's get out from under that deck!BR
WUG Roon's Enchanted Evening (enchantment deck) WUG
BUG The Undersea World of Tasigur CousteauBUG
BWGAnafenza, Counter QueenBWG
Ghostway and Eerie Interlude for some mass blink were good, too.
Cheers!
Krichaiushii on PucaTrade.
Lightning Helix - Not a huge fan of burn in EDH. If you're looking for some more removal, I'd play Swords to Plowshares, or even better, Beast Within.
Manamorphose - I think you should probably just play a signet or Darksteel Ingot over this
Psychic Spiral - you're not a self-mill deck, so this probably won't be killing people. I think a simple Regrowth is much better.
Ghostly Flicker is also a good option, since you can play it precombat and get your ally boosts
Regular 450 unpowered cube (with some custom cards) - 450 Unpowered
The reason I never added ghostly flicker was because I was looking for cards that was able to flash which had a little more use compared to a one time deal. But that may change. Probably should change since it is a major theme within the deck.
I have also avoided a lot of the mass bounces because I find they do not advance the board state.
| WBAthreos God of Passage | WUDaxos of Meletis | WUBRG General Tazri | B Kalitast Traitor of Ghet | GPatron of the Orochi |
Maybe add Path to Exile, as well, so you can zap one of your own in an emergency to fetch a needed land color.
Since my Allies was five color, I made room for Maelstrom Nexus, Legacy Weapon, and Door to Nothingness. Fun, but unnecessary. Necessary was Prismatic Omen.
Cheers!
Krichaiushii on PucaTrade.
Eerie Interlude - As stated earlier, it does some crazy crazy stuff since all the Allies enter and trigger off seeing each other enter. I would play Ghostway too, but I'm cheap.
Living Death - Same reasoning as Eerie Interlude, and a great way to bounce back from a board wipe or a one-sided board wipe.
Legion's Initiative - Another mass blink effect and removal dodge.
Captain's Claws - Creates more allies and pretty cheap. The downside is having to attack to get it.
Cathars' Crusade - With all the creature blinking this just gets nuts.
Just some of my all-stars. I only play 24 allies in my deck (27 creatures total), so I go a bit more control-y. I also run a decent tutor package as well as some ramp spells for fixing.
I hate to say this but I never thought of 5-colour cards. I try to be a budget player by not playing cards over $10. May need to make an expectation with Prismatic Omen. Door to Nothingness would be a nice troll card, but I try to play for fun and knocking out a single player in a multiplayer game. I was going to add it to troll a player who likes to use the card himself.
Legion's Initiative is an awesome card. I love how it is before combat. A much better way to boost my creatures up. Most admit I'm slightly worried of the one time use however. Captain's Claws I avoided this card because it triggers after the attack phase. Cathars' Crusade I love this card. Much better then Door of Destinies for the idea of deck I am trying to run.
| WBAthreos God of Passage | WUDaxos of Meletis | WUBRG General Tazri | B Kalitast Traitor of Ghet | GPatron of the Orochi |
For the most part, I tried to limit it to JUST allies as far as creatures go. But after a few sessions, I relented and added some flicker creatures.
Deadeye Navigator and Restoration Angel were two that were added quick. Thematically, I wanted to leave Eldrazi out, but I also faced the utility, and added My Pet Eldrazi, an Eldrazi Displacer. All of them (Well especially Deadeye) have proven their worth many fold.
I hadn't considered Splinter Twin, but I'm sure I'll try and fit it into my deck.
For my decks, boots and greaves are mandatory includes. In a recent session, the lightning greaves won me the game, between the card draw of the Sea Gate Loremaster and mana of the Harabaz Druid
I also run an Eerie interlude, though it hasn't really come into play much yet. Still its dodge effect and all the retriggers make me want to keep it in.
I think Eldrazi Displacer has to be added to the deck. I love the idea of the multiple use as long as I have a white and 2 colourless.
| WBAthreos God of Passage | WUDaxos of Meletis | WUBRG General Tazri | B Kalitast Traitor of Ghet | GPatron of the Orochi |
| WBAthreos God of Passage | WUDaxos of Meletis | WUBRG General Tazri | B Kalitast Traitor of Ghet | GPatron of the Orochi |
March from the Tomb
Munda, Ambush Leader
March from the Tomb
Manamorphose
Prophetic Bolt
Psychic Spiral
Eldrazi Displacer
Ghostly Flicker
Mana Echoes
Prismatic Omen
I have also changed Riptide Replicator from the maybe board to the deck. I have added tainted lands to the deck to help with the mana curve. I will be fixing the card descriptions soonish.
| WBAthreos God of Passage | WUDaxos of Meletis | WUBRG General Tazri | B Kalitast Traitor of Ghet | GPatron of the Orochi |