T2 Ally Mill

by Nuada_vouk on 07 June 2010

Main Deck (65 cards)

Sideboard (10 cards)

Creatures (3)

Sorceries (4)


Artifacts (3)

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Deck Description

I made this deck after seeing Halimar Excavator. Took a fairly short time to put it together. Wanted to know opinions. After testing it, I have successfully milled someone after 5 turns. It can range on the amount of turns, but 5 has been the fastest and has happened three times. This is my current deck. It has currently gone undefeated one on one. If I do not get the correct milling cards. I have won by using Aerialist and attacking from flying.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

17
Likes

This deck has been viewed 6,674 times.

Mana Curve

Mana Symbol Occurrence

2322007

Card Legality

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

Deck discussion for T2 Ally Mill

I would suggest switching two aerialists for the sea gate loremaster. keeping your hand full of these low costing allies should help you win sooner, or keep the pressure on if the opponent is somehow lasting.

great deck, love the setup, very clean.

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Posted 07 June 2010 at 21:24

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is it really worth the splash of green just for the druid? i feel like you could keep mana consistency better without it and just replace naturalize with disenchant. i would say replace the druid with some Unsummons so you can call back the cheap allies and replay them for the milling.

but if it works for you then keep doing what your doing :) please check out my gettin down in the graveyard deck and leave suggestions.

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Posted 07 June 2010 at 22:47

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The splash of green for the druid is why i like it. Since I mainly have white creatures with a the main blue, it is useful to pull out a bunch of allies at once. I won on turn five three times in one day with the help of the druid. I had 3 Halimars and Two Jwari with one druid. Only had a seaside citadel and a glacial fortress(for some reason.) Used the druid to use Join The Ranks. thats 8 cards, 10 times(I can explain if need be)

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Posted 07 June 2010 at 23:32

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I agree with Sticky. I'd drop green in THIS build. Runs more like weenie. Also, the Aerialist is a sub-optimal card. I'd replace it w/ pretty much anything. Too expensive for what it does. Include some creature removal instead for it. I really like Harm's Way to flip things around and ruin their battle plans.

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Posted 08 June 2010 at 08:40

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I agree with the Harabaz Druid. One of my friends has a deck like this and the extra mana makes things so much easier. Also i agree with rintintin, the sea gate loremaster makes it possible to keep a constant flow of allies especially with the Harabaz Druid for extra mana. Once he starts drawing extra cards each turn and has all that mana the decking goes really quick. Another pretty good card he uses is Kazuul Warlord. It costs a lot to play but with the extra mana from Harabaz it shouldnt be a problem. It makes all your allies stronger when one comes out and makes allies like Hada Freeblade twice as strong for each ally that comes out.

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Posted 08 June 2010 at 11:46

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the harabaz druid/loremaster duo is amazing, especially since all other allies after the druid are blue or white.
tap loremaster to fill your hand, tap the druid to empty it, rinse and repeat. beauty of allies is most of the card cost is colorless, if you arent tapping the druid for the right color for the card, chances are you can just tap the land to cover it.

when you can (theoretically) play 4 allies on turn 3, its worth it to keep what makes that work in the deck.
(ps. t1-land & freeblade, t2- land-druid, t3-land 2 freeblades and any two 2-drops)

also, if those two 2-drops are excavators, you just milled the guy 17. thats not a bad start in my book

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Posted 08 June 2010 at 12:38

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rintintin has deleted this comment.

Posted 08 June 2010 at 12:44

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that also gives you a ability to play up to 3 join the ranks on turn 4...absolute overkill ( yopu only need 2 to mill the guy 60+ cards

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Posted 08 June 2010 at 12:54

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insnebob1889 has deleted this comment.

Posted 19 December 2010 at 06:10

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Screw Join the Ranks; I want Rite of Replication! That would be 385. With 2 excavators (and/or a clone) thats (Triggers)5x(excavator's)7x(allies)11=385

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Posted 19 December 2010 at 06:16

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here's my bant allies...in case of a longer game, I added a personal favorite, Lurking predators

http://www.mtgvault.com/ViewDeck.aspx?DeckID=63698

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Posted 08 June 2010 at 13:01

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I have another Ally deck on my profile. It is my one with Kazuul. I am going to get the Loremaster tomorrow. I do like my green not only for my druid, but for naturalize. It is very common to find enchantments or artifacts that can screw me over. Example - Journey to Nowhere, Oblivion Ring, etc.

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Posted 08 June 2010 at 14:39

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nevermind what i said earlier, i didnt really see how helpful the druid was, you should keep him. but as stated above you should drop the aerialists for the loremasters so your not top-decking too soon. and i still think unsummon works great in ally decks.

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Posted 08 June 2010 at 17:14

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Read my article in the Forum about Secondary Fetch lands where you posted your deck.
Your lands make no sense!! You have no islands - maybe you meant to add Islands, but did Forest twice. I like an alternative win condition besides milling. of course you have lots of allys to attack with, hopefully. Have you tried an alternative color besides white?
Red has two 2 casting cost allys and then you could add your own creature removal like Lightning Bolts to slow down an opponent with. A Heat Ray, charged up by the Druids extra mana, can help against larger creatures also. Just in case your Mill can't turn anymore, a Rolling Thunder is nice finisher and can eliminate pesky land creatures.
But if you prefer blue/green/white here are my suggestions;
Green Spells: (16)
4x Harabaz druids, 2x Oran Rief survivialist, 4 x Tarjuru Archer 3x Vines of Vastwood
3x Nature's Claim,
Blue spells: (11)
4x Halimar Excavator, 2x Jwari shapeshifter, 3x Call to Heel( or 3x Unsummon), 2x Rite of Replication
White Spells: (9)
2x Hada Freeblade, 2x Ondu Cleric, 3x Path to Exile or (3x Oblivion Ring) 2x Join the Ranks
36 Spells
Lands:
4x Misty Rain Forest
4x Sun Petal Grove
4x glacial Fortress
5x Forest
5x islands
2x Plains
Side Board
3x Howling MInes
2x Naturalize
3x Rampant Growth
3x Negate
1x Vines of Vastwood
1x Nature'sw claim
1x Call to Heel or (Unsummon)
1x Path to Exile or (Oblivion Ring)

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Posted 08 June 2010 at 21:23

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Need Rite of Replication, game ender in this type of deck. Can get out by 4th turn if everything falls correctly.

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Posted 15 June 2010 at 11:26

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maybe adding renegade doppleganger would help. A few of those would speed up the milling process.

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Posted 30 October 2010 at 20:55

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Mimic Vat! Removal is the biggest problem for Ally decks, and Mimic Vat turns that into actually a HUGE advantage! Imagine being able to put a new excavator into play every single turn! Ally triggers out the wazoo!

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Posted 18 February 2011 at 22:40

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harabaz is epic an can get rite of rep kicked turn four aswell if u get the right hand

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Posted 09 April 2012 at 11:34

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Vapor Snag over unsummon?

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Posted 10 April 2012 at 02:40

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you should run genesis wave with lots of low mana cost allies and haribaz you can genesis wave for
lots with a chance of hitting halimars to effectively mill that way as well

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Posted 18 April 2012 at 01:46

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http://www.mtgvault.com/ViewDeck.aspx?DeckID=320682 i also may run an asceticism

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Posted 18 April 2012 at 01:49

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Oh, how I would love to see Cloudstone Curio in here.

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Posted 18 April 2012 at 06:01

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check out my heartless summoning birthing pod combo deck
Undefeated in fnm twice out of two times
http://www.mtgvault.com/ViewDeck.aspx?DeckID=308660

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Posted 18 April 2012 at 22:13

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I think Urza's incubator would be great in this deck. It can power out a lot of ally's. You also might want to consider call to kindred, since it almost guarantees a ally a turn, and can help find your halimar excavator

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Posted 19 April 2012 at 01:27

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Nothing personal but I HATE allies. very well put together deck though. I have seen a similar deck, minus the green. from what I remember it took at least a four on one to kill it most games. anything less than that had no chance at all.

but, I digress. nice mill deck.

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Posted 19 April 2012 at 04:19

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However... I Did think it strange to not see ant counter cards. Seeing as how you have lots of blue, and allies have a problem with removal. One sever the bloodlines and your mill is toast.

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Posted 19 April 2012 at 05:41

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wheres genesis wave it works awesome with harabaz and halimar
harabaz for the land and halimars for the mass mill

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Posted 19 April 2012 at 23:25

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Yes and no, because allies benefit the most from putting them out individually.

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Posted 27 September 2012 at 22:13

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looks very strong, I always did love allies! Try oblivion rings for main deck or side board. They work wonders!


BIRDS
http://www.mtgvault.com/ViewDeck.aspx?DeckID=277507

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Posted 20 April 2012 at 03:20

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Been running a similar deck for about a year now, and I was pleased. love mixing halimar excavators with Jwari shapeshifters.

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Posted 20 April 2012 at 19:05

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great ally to put in here. Tallus palladin. Gets huge, and gives your allies lifelink. Another might be Kabira evangel. allies get protection from a color until end of turn.

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Posted 21 April 2012 at 22:39

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also, since you wil be drawing a lot with the loremaster, perhaps jace's erasure would be good.

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Posted 22 April 2012 at 03:37

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clean ally set up. Not very many ally mills that I have seen. really like the flow here. I might recommend Jace's Erasure for sure.
if you can, check out my Sorin influenced token deck!
http://www.mtgvault.com/ViewDeck.aspx?DeckID=325504

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Posted 22 April 2012 at 04:32

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mcflyguy has deleted this comment.

Posted 23 April 2012 at 17:39

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Turn to Mist/Unsummon...perfect for reactivating Excavators.

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Posted 23 April 2012 at 17:45

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or some of the cards in the new set. They have an ability called flicker. something gets exiled, and then comes back. also good for activating the allies. the excavator in particular.

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Posted 23 April 2012 at 18:47

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I have had several ally decks, and one very close to this one. I would recoment vines of vastwood to protect some of your key guys early game, the 2 cast green ally is also amazing. he is fast(the deck needs) and can be a very serious threat if not delt with. lastly. I had a version with malakar blood witch splashed in. with the mana this deck is capable of producing, you can get him out arround turn 3/4 and kick right of replication turn 4/5 for 30 damage. just another win condition. allies were one of my favirote tribals.
Please check out my decks and let me know what you think. Ive got a few ive brought to FNM and done very well with and am currently playing now.
TYTY

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Posted 24 April 2012 at 15:50

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