Allies of the Xenograft

by Vigilentfool*** on 29 July 2013

Main Deck (60 cards)

Sideboard (27 cards)

Creatures (8)


Instants (14)


Enchantments (2)

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Deck Description

Honestly, a friend pointed out and explained the Xenograft trick. I've really just wanted a functional ally and mill deck for a while, so why not have both?

How to Play

Here is the big win condition:

Turn 1: Land, Play a crab if you can.
Turn 2: Land, Druid
Turn 3: Land, Druid, possibly another ally
Turn 4: Tap the Druids for 4 Blue Mana and a land for Xenograft. If there is enough mana afterward, play another ally if you can.
Turn 5: Turntimber Ranger. The Ranger's Wolf comes in as an ally which then procs the Ranger again, which then spawns a wolf, which spawns a wolf, and of course more counters. If Halimar is out, then it mills the deck, if it is just the Ranger, then you have an infinite amount of 2/2 tokens and a Ranger with infinite power and toughness. The infininite counters also applies the the Survivalist.
Turn 6: Swing if you have not milled them out.

Deck Tags

  • Ally
  • Mill
  • Wolf
  • Infinite
  • turntimber
  • Ranger
  • Token
  • xenograft

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0320020

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Allies of the Xenograft

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