So Alesha, she's pretty great. She can make creatures come back from the 'yard to the field, and you know what archetype loves to see creatures hitting the field? Soul sisters does! Of course we need ways to force those cards into the 'yard in the first place, so we've got plenty of sac outlets for value.
Some notable interactions of the deck include:
- Norin the Wary blinks himself in and out nearly every turn and hits the lifegain triggers on our sisters.
- Mogg War Marshal provides three bodies over the course of one turn cycle and he sacs himself to be easily recurred with Alesha.
- Fiend Hunter is in the graveyard. We swing with Alesha, use her trigger to bring him back. While his 'exile target creature' trigger is on the stack, we sacrifice him to something and avoid his second trigger to perma-exile once per turn.
- Kathari Bomber is a lot like Mogg War Marshal in that it provides three bodies and can be repeated.
- Generator Servant comes down turn 2, sacs off for Alesha turn 3 for an immediate swing with two open mana to recur the Servant right back.
- Ajani's Pridemate gets disgusting with a couple sisters on the field.
- Wall of Blood is a win con. If we get it into the graveyard and recur it with Alesha, we'll put it into play already attacking, which dodges its Defender restriction. If the Wall goes unblocked and we've got more life than our opponent (we should, being a Soul Sisters build), we can dump X amount of life into the Wall for the win.
- Fallen Ideal provides evasion and possibly a game-winning swing.
- Obsidian Battle-Axe is in the sideboard for if I just really want to go aggro with Alesha.
Also, does anyone know if Command Tower is a legal and viable card?
I can kill someone by hitting them with a wall? Awesome! Teysa, Orzhov Scion might have a place in the deck, just as an insurance policy. Same goes for Athreos, God of Passage. Unruly Mob won't grow as fast as Ajani's buddies, but they will increase in size over the course of the game. Deathgreeter gets you life off of your opponent's guys dying Ghostfire to get around protection
I can kill someone by hitting them with a wall? Awesome! Teysa, Orzhov Scion might have a place in the deck, just as an insurance policy. Same goes for Athreos, God of Passage. Unruly Mob won't grow as fast as Ajani's buddies, but they will increase in size over the course of the game. Deathgreeter gets you life off of your opponent's guys dying Ghostfire to get around protection
Teysa will be worth consideration if the deck ever gets more controlly or opts for a spirit tribal theme. I reeeeally wanted to have Athreos work well in the deck and he was originally included, but alas, just not enough synergy. We want things in our graveyard, but Athreos wants them back in your hand. Let's say we set up a good loop (like Kathari Bomber or Mogg War Marshal) where we just reap value, one Athreos trigger decision from our opponent halts it.
Unruly Mob is something I'll be looking into as I play the deck. If I say huge amounts of creatures hitting the 'yard like I want, it's a very solid possibility.
Deathgreeter's actually in my Maybeboard right now. If I need another sister, he's the next on deck.
Ghostfire's great tech. With DTK and the whole Ugin thing happening in two months, I'm hoping for that ability on a stick that happens to be 3cmc or less.
Thank you! Feldon is a card I considered briefly. The thing is, his home is Commander where you can durdle around and come out with something awesome, but in this format, he's slow and expensive. Plus, Feldon ideally hits big things like Spawn of Thraxes or Wurmcoil Engine, the best value we can get off of him here is a few tokens.
I like your list. Mom is very powerful in this format, especially versus monocolored decks. I run a Slobad deck that got stopped in its tracks thanks to her. Fulminator Mage would be a dream, if only it wasn't $50. His synergy with Alesha is ridiculous. Xathrid Necromancer is something I'm considering. If the deck skews towards more humans in the future (like 15-20), I'll include without a doubt. Fiend Hunter, I just realized, is exceptionally brutal in this deck. Swing, recur before blockers, exile something and sacrifice Fiend Hunter while the exile's on the stack to perma-exile the best blocker, then wash, rinse and repeat. Excuse me while I go find my foil copy...
What do you think about the sac outlets? Not enough or too many?
If you would like to take advantage of a machine gun like effect, bumping it up to 5 wouldn't be bad. However it can be fruitless to have multiple sac outlets on the field.
If you would like to take advantage of a machine gun like effect, bumping it up to 5 wouldn't be bad. However it can be fruitless to have multiple sac outlets on the field.
Innocent Blood makes me really wish that Fleshbag Marauder (and his new functional reprint) had a power of 2 rather than 3. However, it's a piece of tech I'll probably end up jamming. I played a Jenara deck once and got completely wrecked by Slippery Boggle, I need a way around that. I'm also leaning toward cutting Fallen Ideal for Carrion Feeder, it's a ton more relevant being cheaper and a creature.
Immortal Servitude is useable in this format, hilariously enough. It could save your board state should someone use a drown in sorrow or other crowd control spells.
Immortal Servitude is useable in this format, hilariously enough. It could save your board state should someone use a drown in sorrow or other crowd control spells.
The thing is, I'm not purposefully stocking up my graveyard, and especially not with creatures of any one converted mana cost (granted, they're much more regular with their costs than in CMDR). Also, I don't want to use a spot for a sorcery that puts some bodies on the field when I can use it for a creature that is recurrable and can put more creatures on the field. Plus, we have our commander to bring our board back, and it'll come back way faster than most other decks. Speaking of board wipes, I need to get a Toxic Deluge for the sideboard.
Genesis Chamber is a must in any Norin deck. And this *is* Norin deck Spirit Bonds might also be considered.
Is Serra Ascendant banned? Or sisters don't happen too consistently and you don't gain that much life?
I've really been considering Genesis Chamber, it's on the short list for sure. Spirit Bonds is something I've played around with a bit, but it ends up being too mana intensive when we're on the Alesha recursion plan.
Serra Ascendant isn't banned, at least not that I know of, but I haven't found any trades for it, nor have I worked up the courage to drop $12 for it. That one's on the short list too.
So i've done some play testing with some friends.
Cards that shined during my matches, Basilisk Collar (being able to be tutored with Stoneforge Mystic, make any creature trade-able, and attaching to Alesha allowed me to be comfortable swinging every turn to get my triggers) Pack Rat (stole a lot of my games and allowed me to put key cards into my yard while developing my board. As well was hard to deal with.) Fiend Hunter (Was just great getting rid of specific creatures. Once a sac outlet was online, he was a nightmare for a opponent) Mogg War Marshal (This guy was just awesome allowing me to play defensively early game and became overwhelming for my opponent late game.) Goblin Bombardment (In the games this was on the field. I was almost assured victory.) Mother of Runes (made things way more difficult for my opponent.) Grenzo, Dungeon Warden (I loved this guy every time I saw him, he blends in perfectly with what we're trying to do.)
Things I had trouble with, were artifacts and enchantments. Thinking about adding Buried Alive, Duergar Hedge-Mage, and Nighthowler. (I run a heavy removal package and can see this guy being huge a lot of my games.)
Question to readers - Hanweir Watchkeep/Bane of Hanweir. Do you think it's worth running here? It's recurrable with Alesha and it punishes the opponent hard for running out of gas in the late game. Also, considering my profile picture, I feel almost obligated to run it somewhere. Thoughts?
So i've done some play testing with some friends.
Cards that shined during my matches, Basilisk Collar (being able to be tutored with Stoneforge Mystic, make any creature trade-able, and attaching to Alesha allowed me to be comfortable swinging every turn to get my triggers) Pack Rat (stole a lot of my games and allowed me to put key cards into my yard while developing my board. As well was hard to deal with.) Fiend Hunter (Was just great getting rid of specific creatures. Once a sac outlet was online, he was a nightmare for a opponent) Mogg War Marshal (This guy was just awesome allowing me to play defensively early game and became overwhelming for my opponent late game.) Goblin Bombardment (In the games this was on the field. I was almost assured victory.) Mother of Runes (made things way more difficult for my opponent.) Grenzo, Dungeon Warden (I loved this guy every time I saw him, he blends in perfectly with what we're trying to do.)
Things I had trouble with, were artifacts and enchantments. Thinking about adding Buried Alive, Duergar Hedge-Mage, and Nighthowler. (I run a heavy removal package and can see this guy being huge a lot of my games.)
I'm staying away from any equipment plan with Alesha (That Obsidian Battle-Axe in the sideboard will be getting cut soon), but Basilisk Collar sounds dynamite if I were going that route.
I've given some thought into Pack Rat. I may jam him. We'll see.
I'm pretty sure Mother of Runes is just OP in this format. I'll be picking up a copy of Mom soon too.
I was worried about artifacts/enchantments too, I'm packing some hate for that in the sideboard. Specifically what sort of decks used those, what did they use, and how was it difficult to play against?
My friend was piloting a burn deck. Zo-Zu the Punisher. He was using cards like Sulfuric Vortex, Pyrostatic Pillar, Blood Moon and some other enchantments like Zo-Zu. Mainly would of like to see any artifact/enchantment removal to just have some breathing room. Without them I held my lands pitched them to things like Liliana of the Veil, Pack Rat, Faithless Looting, and Lightning Axe. Avoided casting spells as much as I could and taking advantage of abilities like Grenzo, Alesha, and again Pack Rat. Blood Moon was just a harsh card. We aren't completely Shafted by it (I've considered Magus of the Moon, but it makes us begging for the other color basics.
Liked your deck so much I finally created an account so I could learn more! Do you still play it? How has the deck list evolved?
Did/does cost keeping bitterblossom off the list?
What about Vizkopa Guildmage?
I know you want to maximize creatures but wouldn't Launch the Fleet and Secure the Wastes work well here?
Do you get enough creatures on the board for Harsh Sustenance to be good?
Thanks!
Liked your deck so much I finally created an account so I could learn more! Do you still play it? How has the deck list evolved?
Did/does cost keeping bitterblossom off the list?
What about Vizkopa Guildmage?
I know you want to maximize creatures but wouldn't Launch the Fleet and Secure the Wastes work well here?
Do you get enough creatures on the board for Harsh Sustenance to be good?
Thanks!
Excellent, welcome! I do still play it, it's one of my very favorite decks to run, but I haven't gotten a good chance to run it for about two months. After playing a Marath Zoo deck during which one game of our match legitimately took two hours to play, I realized the deck needs some more control to it, so there's more of that which you'll see in the deck list. Also, I'm going to be experimenting with Scab-Clan Berserker and Graveblade Marauder once I get a chance to play it again.
Here's the current list (August 2, 2015):
Bitterblossom is something I'd love to include, but yes, the cost is prohibitive. It's dropped to $25 now though, so if I come across a good trade at my LGS or something of that sort, I might go for it. It's much easier to get now after being reprinted in MM2, so maybe soon. Vizkopa Guildmage looks like it'd be fun working in this build, but I'm worried about the mana expenditure. Unless we're A. mana-flooded, or B. in the late-game, we'll have to make a decision between using those abilities or developing our board state. I'm of the mind that we want a greater board state.
They would! I believe that Launch the Fleet would be too conditional (you can only play it while attacking and you're limited to making a number of creatures equal to the number of attackers you have, if you've got the mana open for it) but adding Secure the Wastes is something I've been thinking about since DTK came out. I've also been really thinking about adding Impact Tremors, which can speed the game up significantly. Harsh Sustenance suffers from the same problem as Launch the Fleet - it's too conditional. If we're holding it for a good target and end up having our board wiped while waiting, it goes from being good to being terrible.
A couple tips if you're building an Alesha deck like this - Mentor of the Meek is the nuts. If you can keep him on board for a few turns, he can throw your game plan into overdrive. Norin the Wary is fantastic too, the synergy between him and one or two other cards that trigger off of him ETBing all of the time have single-handedly won me many games. You also want to put a premium on creatures with 2 or less power that have good ETB effects to work with Alesha. A couple sacrifice outlets are good too, so you can reuse creatures with Alesha whenever you attack (example: the Fiend Hunter perma-exile combo). Also, you want good mana fixing that ETBs untapped, so if you don't care about budget, Fetches, Shocks and Revised Dual lands would be great, and the Buddy lands too.
Hopefully I'll be getting a few games in with the deck in a week or two and I can test out those two Origins cards I put in. Graveblade seems like he should be generically good here as he'll nearly-always create a bad blocking scenario for the defending player and he'll only get better as the game goes on. Scab-Clan Berserker's probably more of personal preference for me though as I'm a red player at heart and I love seeing triggers go off that do damage, especially when it's attached to a Hasty body.
1 Alesha, Who Smiles at Death
Lands
2 Swamp
2 Plains
1 Mountain
1 Command Tower
1 Nomad Outpost
1 Sacred Foundry
1 Godless Shrine
1 Clifftop Retreat
1 Isolated Chapel
1 Temple of Triumph
1 Temple of Silence
1 Temple of Malice
1 Battlefield Forge
1 Caves of Koilos
1 Bloodstained Mire
1 Vault of the Archangel
1 Soul Warden
1 Soul's Attendant
1 Auriok Champion
1 Suture Priest
1 Blood Artist
Extra ETB Triggers
1 Doomed Traveler
1 Dragonmaster Outcast
1 Norin the Wary
1 Mogg War Marshal
1 Grenzo, Dungeon Warden
1 Tuktuk the Explorer
1 Kathari Bomber
1 Mardu Ascendancy
Sac Outlets
1 Viscera Seer
1 Tymaret, the Murder King
1 Goblin Bombardment
1 Fallen Ideal
1 Generator Servant
1 Pain Seer
1 Pyreheart Wolf
1 Mentor of the Meek
1 Fiend Hunter
Beatsticks
1 Ajani's Pridemate
1 Fiendslayer Paladin
1 Mirror Entity
1 Wall of Blood
Additionally, the current sideboard
1 Monk Realist
1 Vampire Hexmage
1 Rune-Tail, Kitsune Ascendant
1 Manic Vandal
1 Anathemancer
1 Martyr's Cause
1 Obsidian Battle-Axe
1 Slagstorm
1 Rootborn Defenses
Some notable interactions of the deck include:
- Norin the Wary blinks himself in and out nearly every turn and hits the lifegain triggers on our sisters.
- Mogg War Marshal provides three bodies over the course of one turn cycle and he sacs himself to be easily recurred with Alesha.
- Fiend Hunter is in the graveyard. We swing with Alesha, use her trigger to bring him back. While his 'exile target creature' trigger is on the stack, we sacrifice him to something and avoid his second trigger to perma-exile once per turn.
- Kathari Bomber is a lot like Mogg War Marshal in that it provides three bodies and can be repeated.
- Generator Servant comes down turn 2, sacs off for Alesha turn 3 for an immediate swing with two open mana to recur the Servant right back.
- Ajani's Pridemate gets disgusting with a couple sisters on the field.
- Wall of Blood is a win con. If we get it into the graveyard and recur it with Alesha, we'll put it into play already attacking, which dodges its Defender restriction. If the Wall goes unblocked and we've got more life than our opponent (we should, being a Soul Sisters build), we can dump X amount of life into the Wall for the win.
- Fallen Ideal provides evasion and possibly a game-winning swing.
- Obsidian Battle-Axe is in the sideboard for if I just really want to go aggro with Alesha.
Also, does anyone know if Command Tower is a legal and viable card?
1 Vampire Nighthawk
1 Big Game Hunter
1 Skirsdag High Priest
1 Twilight Drover
1 God-Favored General
1 Gatekeeper of Malakir
1 Reckless Reveler
1 Silverchase Fox
1 Legion Loyalist
1 Teysa, Orzhov Scion
1 Deathgreeter
1 Duergar Hedge-Mage
1 Bone Shredder
1 Faerie Macabre
1 Inner-Flame Acolyte
1 Lieutenant Kirtar
1 Disciple of Griselbrand
1 High Priest of Penance
1 Fulminator Mage
1 Mother of Runes
1 Altar of the Brood
1 Genesis Chamber
1 Spirit Bonds
1 Rise of the Hobgoblins
1 Chainer's Edict
1 Path to Exile
1 Return to the Ranks
1 Dynacharge
I hope you liked the deck, I'm open to and appreciate any suggestions for it that you may have.
Teysa, Orzhov Scion might have a place in the deck, just as an insurance policy. Same goes for Athreos, God of Passage.
Unruly Mob won't grow as fast as Ajani's buddies, but they will increase in size over the course of the game.
Deathgreeter gets you life off of your opponent's guys dying
Ghostfire to get around protection
One question, where is Feldon of the Third Path?
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Teysa will be worth consideration if the deck ever gets more controlly or opts for a spirit tribal theme. I reeeeally wanted to have Athreos work well in the deck and he was originally included, but alas, just not enough synergy. We want things in our graveyard, but Athreos wants them back in your hand. Let's say we set up a good loop (like Kathari Bomber or Mogg War Marshal) where we just reap value, one Athreos trigger decision from our opponent halts it.
Unruly Mob is something I'll be looking into as I play the deck. If I say huge amounts of creatures hitting the 'yard like I want, it's a very solid possibility.
Deathgreeter's actually in my Maybeboard right now. If I need another sister, he's the next on deck.
Ghostfire's great tech. With DTK and the whole Ugin thing happening in two months, I'm hoping for that ability on a stick that happens to be 3cmc or less.
Thank you! Feldon is a card I considered briefly. The thing is, his home is Commander where you can durdle around and come out with something awesome, but in this format, he's slow and expensive. Plus, Feldon ideally hits big things like Spawn of Thraxes or Wurmcoil Engine, the best value we can get off of him here is a few tokens.
Mother of Runes (Protecting your leader)
Carrion Feeder (Sac Outlet)
Stoneforge Mystic (w/ equipment package)
Knight of the White Orchid (possible land ramp to stay on par)
Fulminator Mage (sac's itself and can be a mean card)
Blade Splicer (3/3 golems every turn)
Fiend Hunter (sudo removal)
Xathrid Necromancer (with a sac outlet, can get out of hand. Plus most of our cards are humans.)
I like your list. Mom is very powerful in this format, especially versus monocolored decks. I run a Slobad deck that got stopped in its tracks thanks to her. Fulminator Mage would be a dream, if only it wasn't $50. His synergy with Alesha is ridiculous. Xathrid Necromancer is something I'm considering. If the deck skews towards more humans in the future (like 15-20), I'll include without a doubt. Fiend Hunter, I just realized, is exceptionally brutal in this deck. Swing, recur before blockers, exile something and sacrifice Fiend Hunter while the exile's on the stack to perma-exile the best blocker, then wash, rinse and repeat. Excuse me while I go find my foil copy...
What do you think about the sac outlets? Not enough or too many?
Possible suggestions.
Carrion Feeder (love this card with Gravecrawler.)
Altar of Dementia (allows you to slowly build a graveyard tool box.)
Cartel Aristocrat (if you're leaning towards a heavy human build.)
Innocent Blood (A one time use, however powerful removal if used correctly.)
Attrition (Oh man, this is another one of those mean cards. Against the right deck of course.)
Ashnod's Altar (sudo ramp, can help cast Alesha when she's hit the bin several times.)
Blasting Station (for a second Goblin Bombardment effect.)
Add: Fiend Hunter with Alesha and a sac outlet, we can perma-exile a creature per turn.
Innocent Blood makes me really wish that Fleshbag Marauder (and his new functional reprint) had a power of 2 rather than 3. However, it's a piece of tech I'll probably end up jamming. I played a Jenara deck once and got completely wrecked by Slippery Boggle, I need a way around that. I'm also leaning toward cutting Fallen Ideal for Carrion Feeder, it's a ton more relevant being cheaper and a creature.
You know, I think I'll jam Teysa anyway. She's a whole package of removal, sac outlet, and token-maker.
The thing is, I'm not purposefully stocking up my graveyard, and especially not with creatures of any one converted mana cost (granted, they're much more regular with their costs than in CMDR). Also, I don't want to use a spot for a sorcery that puts some bodies on the field when I can use it for a creature that is recurrable and can put more creatures on the field. Plus, we have our commander to bring our board back, and it'll come back way faster than most other decks. Speaking of board wipes, I need to get a Toxic Deluge for the sideboard.
Probably. I don't want to lose any necessary land-drops to him.
I've really been considering Genesis Chamber, it's on the short list for sure. Spirit Bonds is something I've played around with a bit, but it ends up being too mana intensive when we're on the Alesha recursion plan.
Serra Ascendant isn't banned, at least not that I know of, but I haven't found any trades for it, nor have I worked up the courage to drop $12 for it. That one's on the short list too.
Cards that shined during my matches,
Basilisk Collar (being able to be tutored with Stoneforge Mystic, make any creature trade-able, and attaching to Alesha allowed me to be comfortable swinging every turn to get my triggers)
Pack Rat (stole a lot of my games and allowed me to put key cards into my yard while developing my board. As well was hard to deal with.)
Fiend Hunter (Was just great getting rid of specific creatures. Once a sac outlet was online, he was a nightmare for a opponent)
Mogg War Marshal (This guy was just awesome allowing me to play defensively early game and became overwhelming for my opponent late game.)
Goblin Bombardment (In the games this was on the field. I was almost assured victory.)
Mother of Runes (made things way more difficult for my opponent.)
Grenzo, Dungeon Warden (I loved this guy every time I saw him, he blends in perfectly with what we're trying to do.)
Things I had trouble with, were artifacts and enchantments. Thinking about adding Buried Alive, Duergar Hedge-Mage, and Nighthowler. (I run a heavy removal package and can see this guy being huge a lot of my games.)
I'm staying away from any equipment plan with Alesha (That Obsidian Battle-Axe in the sideboard will be getting cut soon), but Basilisk Collar sounds dynamite if I were going that route.
I've given some thought into Pack Rat. I may jam him. We'll see.
I'm pretty sure Mother of Runes is just OP in this format. I'll be picking up a copy of Mom soon too.
I was worried about artifacts/enchantments too, I'm packing some hate for that in the sideboard. Specifically what sort of decks used those, what did they use, and how was it difficult to play against?
EDIT: Looking through cards, Keening Apparition may just be better, as it can block before putting itself in the yard.
Cloudstone Curio might be a thought, though it's a little awkward. I would definitely suggest running Phyrexian Altar...
Keening Apparition has two brothers in Ronom Unicorn and Kami of Ancient Law
For artifacts, there's Torch Fiend, Reckless Reveler, and Hearth Kami.
Currently Playing:
Legacy: Something U/W Controlish
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Did/does cost keeping bitterblossom off the list?
What about Vizkopa Guildmage?
I know you want to maximize creatures but wouldn't Launch the Fleet and Secure the Wastes work well here?
Do you get enough creatures on the board for Harsh Sustenance to be good?
Thanks!
Excellent, welcome! I do still play it, it's one of my very favorite decks to run, but I haven't gotten a good chance to run it for about two months. After playing a Marath Zoo deck during which one game of our match legitimately took two hours to play, I realized the deck needs some more control to it, so there's more of that which you'll see in the deck list. Also, I'm going to be experimenting with Scab-Clan Berserker and Graveblade Marauder once I get a chance to play it again.
Here's the current list (August 2, 2015):
1 Alesha, Who Smiles at Death
Lands
2 Mountain
2 Plains
2 Swamp
1 Command Tower
1 Nomad Outpost
1 Bloodstained Mire
1 Sacred Foundry
1 Godless Shrine
1 Blood Crypt
1 Clifftop Retreat
1 Isolated Chapel
1 Dragonskull Summit
1 Battlefield Forge
1 Caves of Koilos
1 Vault of the Archangel
1 Soul Warden
1 Soul's Attendant
1 Serra Ascendant
1 Norin the Wary
1 Mother of Runes
1 Carrion Feeder
1 Auriok Champion
1 Suture Priest
1 Blood Artist
1 Ajani's Pridemate
1 Grenzo, Dungeon Warden
1 Generator Servant
1 Mogg War Marshal
1 Mentor of the Meek
1 Mirror Entity
1 Tuktuk the Explorer
1 Graveblade Marauder
1 Wall of Blood
1 Fiend Hunter
1 Scab-Clan Berserker
1 Genesis Chamber
1 Goblin Bombardment
1 Mardu Ascendancy
Instants & Soceries
1 Toxic Deluge
1 Crackling Doom
Bitterblossom is something I'd love to include, but yes, the cost is prohibitive. It's dropped to $25 now though, so if I come across a good trade at my LGS or something of that sort, I might go for it. It's much easier to get now after being reprinted in MM2, so maybe soon.
Vizkopa Guildmage looks like it'd be fun working in this build, but I'm worried about the mana expenditure. Unless we're A. mana-flooded, or B. in the late-game, we'll have to make a decision between using those abilities or developing our board state. I'm of the mind that we want a greater board state.
They would! I believe that Launch the Fleet would be too conditional (you can only play it while attacking and you're limited to making a number of creatures equal to the number of attackers you have, if you've got the mana open for it) but adding Secure the Wastes is something I've been thinking about since DTK came out. I've also been really thinking about adding Impact Tremors, which can speed the game up significantly.
Harsh Sustenance suffers from the same problem as Launch the Fleet - it's too conditional. If we're holding it for a good target and end up having our board wiped while waiting, it goes from being good to being terrible.
A couple tips if you're building an Alesha deck like this - Mentor of the Meek is the nuts. If you can keep him on board for a few turns, he can throw your game plan into overdrive. Norin the Wary is fantastic too, the synergy between him and one or two other cards that trigger off of him ETBing all of the time have single-handedly won me many games. You also want to put a premium on creatures with 2 or less power that have good ETB effects to work with Alesha. A couple sacrifice outlets are good too, so you can reuse creatures with Alesha whenever you attack (example: the Fiend Hunter perma-exile combo). Also, you want good mana fixing that ETBs untapped, so if you don't care about budget, Fetches, Shocks and Revised Dual lands would be great, and the Buddy lands too.
Hopefully I'll be getting a few games in with the deck in a week or two and I can test out those two Origins cards I put in. Graveblade seems like he should be generically good here as he'll nearly-always create a bad blocking scenario for the defending player and he'll only get better as the game goes on. Scab-Clan Berserker's probably more of personal preference for me though as I'm a red player at heart and I love seeing triggers go off that do damage, especially when it's attached to a Hasty body.