TohveliDev
168 views13 days ago
Commander
Size: 100Salt sum: 17.66
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"This deck is a pure Ally tribal through and through. Allies have nice effects, "},{"insert":{"card-link":"Katara, the Fearless"}},{"insert":" doubles them. Double the effects, double the fun.\n\nIn the early game, get Katara out as early as possible. She is a very cheap commander, so it should not be an issue. Try to mulligan for a starting hand with at least two different colours.\n\nAfter you have your "},{"insert":{"card-link":"Katara, the Fearless"}},{"insert":" on the board, these are the main cards you will play around:\n\n"},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":" /"},{"insert":{"card-link":"Hada Freeblade"}},{"insert":"/ "},{"insert":{"card-link":"Oran-Rief Survivalist"}},{"insert":" /"},{"insert":{"card-link":"Kazandu Blademaster"}},{"insert":" /"},{"insert":{"card-link":"Avatar Enthusiasts"}},{"insert":" /"},{"insert":{"card-link":"Earth King's Lieutenant"}},{"insert":" : You scale up these twice as fast, thanks to Katara. These are your main focus and the primary threat factor.\n\n"},{"insert":{"card-link":"Ondu Cleric"}},{"insert":" /"},{"insert":{"card-link":"South Pole Voyager"}},{"insert":" : Katara enables you to gain double the life, meaning you most likely than not will not die to combat damage.\n\n"},{"insert":{"card-link":"The Earth King"}},{"insert":" : You fetch two basic lands instead of one per creature. Helps you ramp up very quickly.\n\nAnything that generates tokens (like "},{"insert":{"card-link":"Forecasting Fortune Teller"}},{"insert":" ): You get double the tokens. Plain and simple.\n\nThis deck does contain an infinite combo, but it is not the most reliable one, as only one of the cards can be tutored with "},{"insert":{"card-link":"Tale of Momo"}},{"insert":" and the combo is very expensive. The combo consists of "},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":" and "},{"insert":{"card-link":"Maskwood Nexus"}},{"insert":". All your creatures are effectively Allies thanks to Maskwood Nexus. When you tap the Nexus, you create a "},{"insert":{"card-link":"Shapeshifter"}},{"insert":" , which counts as an Ally. This triggers "},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":" 's condition, that allows you to create a "},{"insert":{"card-link":"Wolf"}},{"insert":" on top of putting a +1/+1 counter on Turntimber. This Wolf is also an Ally, which means "},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":"'s effect triggers recursively for as long as you want, giving you infinite Wolf tokens, and infinite +1/+1 counters on all creatures that gain them from Allies entering.\n"}]}
Blink
Airbender Ascension
When this enchantment enters, airbend up to one target creature.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.
Whenever a creature you control enters, put a quest counter on this enchantment.
At the beginning of your end step, if this enchantment has four or more quest counters on it, exile up to one target creature you control, then return it to the battlefield under its owner's control.
Enchantment

Appa, Loyal Sky Bison
Flying
Whenever Appa enters or attacks, choose one —
• Target creature you control gains flying until end of turn.
• Airbend another target nonland permanent you control. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Whenever Appa enters or attacks, choose one —
• Target creature you control gains flying until end of turn.
• Airbend another target nonland permanent you control. (Exile it. While it's exiled, its owner may cast it for rather than its mana cost.)
Legendary Creature - Ally Bison

Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Blink
(CTRL to add secondary)
Counters
Earth Kingdom General
When this creature enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you put one or more +1/+1 counters on a creature, you may gain that much life. Do this only once each turn.
Whenever you put one or more +1/+1 counters on a creature, you may gain that much life. Do this only once each turn.
Creature - Human Soldier Ally

Haru, Hidden Talent
Whenever another Ally you control enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Ally Peasant

Toph, the Blind Bandit
When Toph enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Toph's power is equal to the number of +1/+1 counters on lands you control.
Toph's power is equal to the number of +1/+1 counters on lands you control.
Legendary Creature - Human Warrior Ally

Counters
(CTRL to add secondary)
Draw
Aang, at the Crossroads
Flying
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
When Aang enters, look at the top five cards of your library. You may put a creature card with mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
When another creature you control leaves the battlefield, transform Aang at the beginning of the next upkeep.
Legendary Creature - Human Avatar Ally


Descendants' Path
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
Enchantment

Jet, Rebel Leader
Whenever Jet attacks, look at the top five cards of your library. You may put a creature card with mana value 3 or less from among them onto the battlefield tapped and attacking. Put the rest on the bottom of your library in a random order.
Legendary Creature - Human Ally Rebel

Master Piandao
First strike
Whenever Master Piandao attacks, look at the top four cards of your library. You may reveal an Ally, Equipment, or Lesson card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever Master Piandao attacks, look at the top four cards of your library. You may reveal an Ally, Equipment, or Lesson card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature - Human Warrior Ally

Spirit Water Revival
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Sorcery

Water Tribe Rallier
Waterbend : Look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Creature - Human Soldier Ally

Waterbender Ascension
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

Draw
(CTRL to add secondary)
Land
Ba Sing Se
This land enters tapped unless you control a basic land.
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(CTRL to add secondary)
Lifegain
Lifegain
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Earthbender Ascension
When this enchantment enters, earthbend 2. Then search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn.
Enchantment

Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

The Earth King
When The Earth King enters, create a 4/4 green Bear creature token.
Whenever one or more creatures you control with power 4 or greater attack, search your library for up to that many basic land cards, put them onto the battlefield tapped, then shuffle.
Whenever one or more creatures you control with power 4 or greater attack, search your library for up to that many basic land cards, put them onto the battlefield tapped, then shuffle.
Legendary Creature - Human Ally Noble

Ramp
(CTRL to add secondary)
Removal
Crashing Wave
As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery

The Legend of Yangchen
(As this Saga enters and after your draw step, add a lore counter.)
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Starting with you, each player chooses up to one permanent with mana value 3 or greater from among permanents your opponents control. Exile those permanents.
II — You may have target opponent draw three cards. If you do, draw three cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Removal
(CTRL to add secondary)
Tokens
Katara, Water Tribe's Hope
Vigilance
When Katara enters, create a 1/1 white Ally creature token.
Waterbend : Creatures you control have base power and toughness X/X until end of turn. X can't be 0. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
When Katara enters, create a 1/1 white Ally creature token.
Waterbend : Creatures you control have base power and toughness X/X until end of turn. X can't be 0. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Legendary Creature - Human Warrior Ally

Tokens
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This deck is a pure Ally tribal through and through. Allies have nice effects, "},{"insert":{"card-link":"Katara, the Fearless"}},{"insert":" doubles them. Double the effects, double the fun.\n\nIn the early game, get Katara out as early as possible. She is a very cheap commander, so it should not be an issue. Try to mulligan for a starting hand with at least two different colours.\n\nAfter you have your "},{"insert":{"card-link":"Katara, the Fearless"}},{"insert":" on the board, these are the main cards you will play around:\n\n"},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":" /"},{"insert":{"card-link":"Hada Freeblade"}},{"insert":"/ "},{"insert":{"card-link":"Oran-Rief Survivalist"}},{"insert":" /"},{"insert":{"card-link":"Kazandu Blademaster"}},{"insert":" /"},{"insert":{"card-link":"Avatar Enthusiasts"}},{"insert":" /"},{"insert":{"card-link":"Earth King's Lieutenant"}},{"insert":" : You scale up these twice as fast, thanks to Katara. These are your main focus and the primary threat factor.\n\n"},{"insert":{"card-link":"Ondu Cleric"}},{"insert":" /"},{"insert":{"card-link":"South Pole Voyager"}},{"insert":" : Katara enables you to gain double the life, meaning you most likely than not will not die to combat damage.\n\n"},{"insert":{"card-link":"The Earth King"}},{"insert":" : You fetch two basic lands instead of one per creature. Helps you ramp up very quickly.\n\nAnything that generates tokens (like "},{"insert":{"card-link":"Forecasting Fortune Teller"}},{"insert":" ): You get double the tokens. Plain and simple.\n\nThis deck does contain an infinite combo, but it is not the most reliable one, as only one of the cards can be tutored with "},{"insert":{"card-link":"Tale of Momo"}},{"insert":" and the combo is very expensive. The combo consists of "},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":" and "},{"insert":{"card-link":"Maskwood Nexus"}},{"insert":". All your creatures are effectively Allies thanks to Maskwood Nexus. When you tap the Nexus, you create a "},{"insert":{"card-link":"Shapeshifter"}},{"insert":" , which counts as an Ally. This triggers "},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":" 's condition, that allows you to create a "},{"insert":{"card-link":"Wolf"}},{"insert":" on top of putting a +1/+1 counter on Turntimber. This Wolf is also an Ally, which means "},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":"'s effect triggers recursively for as long as you want, giving you infinite Wolf tokens, and infinite +1/+1 counters on all creatures that gain them from Allies entering.\n"}]}



































































