I decided that today would not necessarily be another Ally draft. I’ve just changed my mind.
Pack 1 pick 2:
Kor Skyfisher is about as good as the Puma in allies. However as I have passed Umara Raptor and Oran-Rief Survivalist in the first pack I really want to cut as many allies as possible to make players on my left understand it shouldn’t be an option for them.
Not the strongest Ally but still the only option here.
With this pick it now becomes clear that a WG based ally deck should be fine.
One of the best cards in allies but it is not really splashable so I’ll have to focus on fixers as well from now on.
If I hadn’t just picked the Pyromancer I’d probably have gone for Frontier Guide. However if I plan playing on lots of lands and fixers to make my deck work mostly to be able to cast Murasa Pyromancer then I should also be able to find some room for Torch Slinger.
I shouldn’t be running enough White guys for Brave the Elements to be an option. Therefore I can focus on another splash even if I’d like to stick to Naya at the moment. As I’ve said earlier I don’t want to pass any relevant ally creature in this pack so I pick the Diabolist over the dual.
Destroys any UW deck on its own.
Pack 1 pick 10:
I may be running picks 12 13 and 14.
No ally or fixer here but a decent proxy for Ondu Cleric.
With two of these flying decks shouldn’t be much of a problem anymore.
Simply the card I’ve the best chance to play here.
I’m not running anything from this pack and the Net would be useless with 1 Recluse and 2 Archers.
There it is! My deck is becoming really good.
Another double Red card while I still don’t have a Red fixer but it has to be a better first pick than Joraga Bard.
I could have taken the Refuge but I think the only thing my deck needs to be very strong is stability so the Hagra Diablost will stay in my sideboard and I won’t be needing Black mana.
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1 Kazandu Refuge
2 Kabira Crossroads
1 Ondu Cleric
3 Oran-Rief Survivalist
2 Kazandu Blademaster
2 Tajuru Archer
2 Stonework Puma
1 Grazing Gladehart
3 Joraga Bard
1 Mold Shambler
1 Tuktuk Grunts
1 Turntimber Ranger
1 Murasa Pyromancer
1 Hellkite Charger
1 Vines of Vastwood
1 Shieldmate’s Blessing
1 Narrow Escape
1 Seismic Shudder
1 Mold Shambler
1 Quest for the Gemblades
1 Into the Roil
1 Spell Pierce
1 Trailblazer’s Boots
1 Spidersilk Net
1 Hagra Diabolist
1 Crypt Ripper
1 Lethargy Trap
2 Seascape Aerialist
1 Torch Slinger
1 Narrow Escape
1 Sunspring Expedition
1 Oran-Rief Recluse
2 Caravan Hurda
With five Survivalists/Blademasters and a total of 16 ally creatures I think this deck should be really good. Wrong. In the first game I open on the draw:
Kabira Crossroads Mountain Ondu Cleric Oran-Rief Survivalist Stonework Puma Hellkite charger Vines of Vastwood.
I decide to keep as I feel like I should be able to do well for a while. On turn 4 I have fourlands including two Mountain I’m on 24 life with Murasa Pyromancer Tuktuk Grunts Hellkite Charger and Oran-Rief Survivalist ready to go. By the time I draw more lands he’s found Emeria Angel and Shepherd of the Lost.
In the second game I keep:
Forest Forest Plains Mountain Glazing Gladehart Hellkite Charger and Narrow Escape.
The hand doesn’t have an ally but at least it has the three colors and spells. Not only do I die before I could cast one of my 16 allies but he also plays Punishing Fire on my Glazehart annihilating the Narrow Escape I’m holding.
I guess this draft was a very good example of why not to play allies. I mean I did draw poorly but this is one of these formats when you can’t afford to waste any time waiting for your mana. Most decks don’t know those problems in ZZZ but Allies does. From now on I’ll stop forcing allies. That’s enough for this experiment. It’s an archetype I’ll draft once in a while but it seems to be poor andd certainly not an archetype you’d want to force.