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COMMANDER(S)
General Tazri
QR Code
B G R U W
- Five-Color
Bracket
5.0 - 5.5
Bracket 3
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ANALYSIS

Overview:

This General Tazri Ally tribal deck focuses on overwhelming opponents through Rally-triggered combat buffs and incremental value. While lacking infinite combos, it leverages redundancy in Ally synergies, recursion, and anthem effects to create explosive turns. Key strengths include tribal consistency and protection, but it struggles against heavy interaction and lacks alternate win conditions.

Primer:

Core Strategy: Deploy Allies to trigger Rally effects (first strike, trample, +2/+2, etc.) while building a wide board. Use General Tazri as a tutor and late-game pump. Win through combat with keywords/size from Roaming Throne (doubling triggers) and Tajuru Warcaller. Secondary value comes from equipment (Sword of Feast and Famine) and recursion (March from the Tomb).

Mulligan Priorities:

  • 3 lands (prioritize rainbow sources)
  • 1-2 early Allies (Hada Freeblade, Kalastria Healer)
  • Ramp (Bloom Tender, Harabaz Druid) Avoid hands without colored mana or late-game payoffs.

Key Tips:

  • Sequence Allies to maximize Rally triggers (e.g., play Firemantle Mage before combat)
  • Use Panharmonicon/Roaming Throne to amplify ETBs
  • Protect key turns with Heroic Intervention/Teferi's Protection
  • Rebuild with Patriarch's Bidding after wipes

Avoid Traps:

  • Overextending into board wipes without protection
  • Wasting tutors on non-critical Allies early
  • Holding back equipment instead of applying pressure

Weaknesses:

Critical:

  • Relies entirely on combat with no alt-win cons
  • Vulnerable to Humility/Cursed Totem-style effects

Moderate:

  • Slow recovery from repeated wipes
  • Limited card advantage outside Ally chains

Minor:

  • Mana base handles 5C well (triomes, The World Tree)

Most Important Cards:

  • Roaming Throne
  • Harabaz Druid
  • March from the Tomb
  • Rhythm of the Wild
  • Panharmonicon
  • Herald's Horn
  • Tajuru Warcaller
  • Patriarch's Bidding
  • Sea Gate Loremaster
  • Munda's Vanguard

Attribute Ratings:

Speed: 6/10
Can threaten lethal via combat around T8-9 with ideal draws. The World Tree enables 5C by T6, but lacks explosive early plays.

Resilience: 6/10
Moderate recursion (March from the Tomb) and protection (Heroic Intervention), but folds to back-to-back wipes.

Consistency: 7/10
12 tutors/recursion effects for Allies, 30+ Ally creatures, and Command Tower/triomes smooth 5C demands.

Interaction: 6/10
Runs efficient removal (Assassin's Trophy, Void Rend) and counters (An Offer You Can't Refuse), but light on stack interaction.

Rating Justification:

This deck sits between "Optimized Casual" (5.0) and "High-Power Casual" (5.5) on the rubric. It exceeds precons via tribal synergy density and protection but lacks the speed (T8 vs T6-7) and combo threat of higher tiers. Compared to 6.0 decks, it lacks early stax/combos and has slower mana.

Power level: 5.0 - 5.5

DECK LIST
General Tazri
Planeswalker: 1
($0.69)
1
Gideon, Ally of Zendikar
2 W W
Creature: 31
($55.7)
1
Beastcaller Savant
1 G
1
Bloom Tender
1 G
1
Bruse Tarl, Boorish Herder
2 R W
1
Chasm Guide
3 R
1
Drana, Liberator of Malakir
1 B B
1
Faeburrow Elder
1 G W
1
Firemantle Mage
2 R
1
Hada Freeblade
W
1
Halimar Excavator
1 U
1
Harabaz Druid
1 G
1
Hero of Goma Fada
4 W
1
Jwari Shapeshifter
1 U
1
Kabira Evangel
2 W
1
Kalastria Healer
1 B
1
Kor Bladewhirl
1 W
1
Kor Entanglers
4 W
1
Lantern Scout
2 W
1
Makindi Patrol
2 W
1
Mina and Denn, Wildborn
2 R G
1
Munda's Vanguard
4 W
1
Munda, Ambush Leader
2 R W
1
Murasa Pyromancer
4 R R
1
Ondu Champion
2 R R
1
Ondu Cleric
1 W
1
Resolute Blademaster
3 R W
1
Roaming Throne
4
1
Sea Gate Loremaster
4 U
1
Seascape Aerialist
4 U
1
Senu, Keen-Eyed Protector
1 W
1
Tajuru Warcaller
3 G G
1
Talus Paladin
3 W
Artifact: 5
($39.95)
1
Herald's Horn
3
1
Panharmonicon
4
1
Sol Ring
1
1
Sword of Feast and Famine
3
1
Sword of Light and Shadow
3
Enchantment: 8
($88.67)
1
Aggravated Assault
2 R
1
Coastal Piracy
2 U U
1
Cover of Darkness
1 B
1
Reconnaissance
W
1
Rhystic Study
2 U
1
Rhythm of the Wild
1 R G
1
Spelunking
2 G
1
Teleportation Circle
3 W
Instant: 10
($131.92)
1
An Offer You Can't Refuse
U
1
Anguished Unmaking
1 W B
1
Assassin's Trophy
B G
1
Counterspell
U U
1
Cyclonic Rift
1 U
1
Deflecting Swat
2 R
1
Heroic Intervention
1 G
1
Inevitable Defeat
1 R W B
1
Teferi's Protection
2 W
1
Void Rend
W U B
Sorcery: 9
($68.15)
1
Blasphemous Act
8 R
1
Demonic Tutor
1 B
1
Farseek
1 G
1
Kindred Dominance
5 B B
1
Kodama's Reach
2 G
1
March from the Tomb
3 W B
1
Nature's Lore
1 G
1
Patriarch's Bidding
3 B B
1
Three Visits
1 G
Land: 35
($310.0)
1
Ally Encampment
1
Blood Crypt
1
Breeding Pool
1
Cavern of Souls
1
Command Tower
1
Forest
1
Godless Shrine
1
Hallowed Fountain
1
Indatha Triome
1
Island
1
Jetmir's Garden
1
Ketria Triome
1
Mountain
1
Overgrown Tomb
1
Path of Ancestry
1
Plains
1
Raffine's Tower
1
Raugrin Triome
1
Reliquary Tower
1
Rogue's Passage
1
Sacred Foundry
1
Savai Triome
1
Secluded Courtyard
1
Spara's Headquarters
1
Steam Vents
1
Stomping Ground
3
Swamp
1
Temple Garden
1
The World Tree
1
Watery Grave
1
Xander's Lounge
1
Zagoth Triome
1
Ziatora's Proving Ground

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