WGR Ally

by 0bvi0us on 30 March 2010

Main Deck (56 cards)

Sideboard (11 cards)

Creatures (6)

Instants (3)


Artifacts (2)

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Deck Description

Basically it's just build up allies and keep them pinned down with the smaller spells.
Summon an ally, protection from red, tap harabaz druids for red mana and rip them to pieces with Chain Reaction.
White is more to get the flood started / keep you protected.
Green is for mana / extra cards / keeping artifacts / enchantments down.
Red is for destruction / ally effects

Side deck - coat of arms for enemies decks that aren't very consistent.
whispersilk cloaks for the druids
archers for AA
clerics against heavy health hitter decks
harms way against decks that are picking the allies off with small nukes

Any comments / recommendations are much appreciated !
I want to take out some spells to put in either oran-riefs or Kazandu's..
I'm debating between the two because kazandu takes 2 white and I can foresee that being a problem.

Deck Tags

  • Other...

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

18001114

Card Legality

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

Deck discussion for WGR Ally

i say put in Kazandu's, the vigilance gives them an advantage, and the two white shouldn't pose a problem, I have a WGR ally deck with a battle set of Kazandu's and I haven't had an issue. Decks looks good though

0
Posted 05 April 2010 at 23:44

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I Have been tinkering around with Kazandu's lately, I took out the highland berserkers... I feel dumb now for even considering them ^.^

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Posted 06 April 2010 at 09:50

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