For the Fun of the Game #7 – Horde of Allies?!
The other night Sally and I disassembled [c]Doran, the Siege Tower[/c], and [c]Ashling the Pilgrim[/c] to build some new decks. I previously stated that I’d write up those decklists to submit but the Doran deck just got too boring to play, and very inconsistent, and cards from the Ashling deck were needed for the other decks we build. Now, our EDH collection is:
• [c]Sen Triplets[/c]
• [c]Wort, the Raidmother[/c] (Yay! She’s back!)
• [c]Nath of the Glit-Leaf[/c]
• [c]Thada Adel, Acquisitor[/c]
• [c]Horde of Notions[/c], Five color allies!
The last deck on that list stands out, rather obnoxiously as a matter of fact, as well it should. The Horde deck really reminded me why EDH is my favorite format. In the first few games of testing this deck (against Wort) the allies all worked wonders and the synergy between them was potent. Granted, a deck like this has a tendency to over-extend but there are ways to work around that, plus, while over-extending there is little worry since the deck is simply so fun to pilot.
[c]Jwar Isle Refuge[/c]
[c]Simic Growth Chamber[/c]
[c] Lavaclaw Reaches[/c]
The above is not the most conventional EDH five color mana base, and that is simply because this is a rather budget deck. The Vivids and Refuges are great for that, and while most of the lands come into play tapped, there are work-arounds for that. With the artifact and spell fixing, this deck really doesn’t falter on mana as it would first appear. Granted, this deck is weak to [c]Blood Moon[/c] type effects, but I have yet to even see griefer cards like that in the groups that I play in. Above all else, this base is meant to be relatively budget while remaining consistent, but if you have the old duals, other man-duals from Worldwake, fetchlands, etc. feel free to improve however you see fit.
[c]Rakdos Signet [/c]
[c]Amulet of Vigor[/c]
[c]Door of Destinies[/c]
[c]Coat of Arms[/c]
The Signets here are a ton of help in terms of consistency, though the main card I want to speak of is [c]Blood Clock[/c]. A rare from Saviors of Kamigawa which reads, “at the beginning of each player’s upkeep, that player returns a permanent he or she controls to its owner’s hand unless he or she pay 2 life.” This card feeds the ally engine of the deck. While other plays may see it as a nuisance at worst, few attempt to destroy it. Opponents can abuse [c]Mulldrifter[/c] or get constant landfall triggers, and even if they don’t, 2 life payment rarely worries anyone at the table. The tricks the ally player can do with this, though, are insane. Returning [c]Ondu Cleric[/c] means tons of life, resetting [c]Jwari Shapeshifter[/c] is always nice if you had to drop it too early. Overall, it ensures that you will get an ally trigger every turn which is unspeakably important.
[c]Rush of Knowledge[/c]
[c]Rite of Replication[/c]
[c]Join the Ranks[/c]
Starting from the top (with the cards worth mentioning at least), [c]Doubling Season[/c], this is my first time using it ever, first time I have ever had one – it’s nuts. So much fun with any of the counter allies (not to mention [c]Kazuul Warlord[/c]), also, it makes the [c]Blood Clock[/c] engines that much better. Next up would have to be the Nameless and Crib Swap, keep in mind the general is Horde, and while he is great for simply beating face, his ability is abuse-able with these changeling instants. [c]Distant Melody[/c] and [c]Rush of Knowledge[/c] are mediocre card draw I had on hand when I built the deck (and Rush was a lot better when [c]Reaper King[/c] was the general. I enjoy drawing ten cards for five mana). Finally, the final three, the coup de grace – this cards simply win games. Skipping Rite just briefly, [c]Join the Ranks[/c] is instant ally craziness (that just gets crazier if it’s Doubling Season), and while [c]Pyrrhic Revival[/c] will cause many allies to die when they come back in, all of the triggers still go on the stack, so prepare for some infuriating math. Speaking of crazy math, back to [c]Rite of Replication[/c], if you kick this on an ally (hopefully Excavator or Diabolist) you generally win, the triggers go wacky and you may want to have a judge around, but there are few plays as much fun as kicking a Rite with a bunch of allies out.
Other spells to include if you have them on hand are [c]Conspiracy[/c] and [c]Patriarch’s Bidding[/c]. [c]Conspiracy[/c] makes infinity tokens with [c]Turntimber Ranger[/c] and Bidding is just all around great for any tribal EDH deck.
[c]Sea Gate Loremaster[/c]
[c]Bala Ged Thief[/c]
[c]Kazuul Warlord [/c]
That’s correct ladies and gentleman, all thirty ally creatures and five of their closest friends (two of which happen to also be allies). The [c]Elvish Soultiller[/c] helps get back all the allies and reset your deck after mass removal. [c]Mirror Entity[/c] and Changeling Baby Feet ([c]Chameleon Colossus[/c], thanks for that nickname Bryan), are just good and both of them, along with Mr.[c]Mulldrifter[/c] can be replayed with Horde’s ability. The last non-ally to speak of his [c]Galepowder Mage[/c], this guy is simply another way to abuse allies’ come-into-play abilities.
Well, there’s the deck breakdown, hopefully soon I’ll have a write up of a game using this deck just to illustrate the madness that can occur. Any suggestions, feedback, comments, or concerns feel free to E-mail, tweet, or comment.