What's up, players? How are you? We will once more explore the uncharted jungle that is the Pioneer format, so put on your Indiana Jones fedora and let's go, this time, to the graveyard! In today's article I bring you a very versatile deck, using the graveyard and synergy of creature abilities. It's the *Abzan Rallystocrats.* [image](https://cardsrealm.com/images/cartas/en/frf-fate-reforged-rally-the-ancestors-22.jpg) *DECK GOAL* Abzan Rallystocrats is a deck with several ways to win. You can combo or focus on assaulting your opponent with your creatures, using sacrifice to both fill the battlefield with zombie tokens and power some creatures so to close out the game! In a last stand scenario, you can bring back your graveyard creatures to start it all over again. [image](https://cardsrealm.com/images/cartas/en/bfz-battle-for-zendikar-zulaport-cutthroat-126.jpg) *DECK BUILDING* This deck is built entirely around the instant [card](Rally the Ancestors), in which with only 4 lands we can almost bring all of our graveyard creatures into play. With 5 lands, all graveyard creatures return to the game to finish our combo. It also has many creatures with a high level of synergy. Let's talk about them and what their function is. [card](Cartel Aristocrat) is our main sacrifice card, as we can play it for only 2 mana cost, while [card](Nantuko Husk) cost 3. These creatures are important for the deck, as they have a "free" sacrifice effect, and in our combo we need to sacrifice various creatures to bring the opponent's life to 0. We sacrifice our creatures to deal damage and gain life with [card](Zulaport Cutthroat) and [card](Cruel Celebrant). We'll use 4 copies of [card](Zulaport Cutthroat) as it goes well with[card](Xathrid Necromancer), increasing the number of zombie tokens we produce. Another card that deals damage to opponents is [card](Corpse Knight). Each opponent loses 1 life whenever another creature enters the battlefield under our control, so when we bring back creatures from our graveyard with [card](Rally the Ancestors), it will deal a lot of damage. There are 3 cards in our deck that increase the power of [card](Rally the Ancestors) by filling the graveyard with creatures: [card](Stitcher's Supplier) puts 3 cards from the top of the deck into the graveyard when it enters the battlefield or dies, costing only 1 mana. [card](Satyr Wayfinder) cost 2 mana, and when it enters the battlefield, we look at the top 4 cards of the deck, we then may pick a land to put it in our hand and the rest goes into the graveyard. [card](Nyx Weaver) has reach, cost 3 mana and at each upkeep step we put the top 2 cards of our deck into the graveyard. However, its main ability is that if [card](Rally the Ancestors) ends up into the graveyard, we can bring it back by paying 3 mana and exiling [card](Nyx Weaver). As many of our creatures put the top library cards into the graveyard, the chance of doing it so with [card](Rally the Ancestors) is big. We also need to draw a lot - so we can guarantee [card](Rally the Ancestors) is in our hand for the combo - and some cards help us with that. [card](Elvish Visionary) makes us draw a card when entering the battlefield and [card](Grim Haruspex) uses creature sacrifice on our behalf: whenever a nontoken creature we control dies, we draw a card. [card](Grim Haruspex) is great on this list because it is a Human, so it synergizes well with [card](Xathrid Necromancer). [card](Collected Company) increases the number of combo pieces in the game, either to deal damage, have free sacrifices, or to draw cards. With the ban of [card](Veil of Summer), the deck ended up having more difficulty against Control decks, but we have [card](Silence) to protect our combo (or at least, try to). Closing out our list, [card](Catacomb Sifter) allows us to scry 1 every time another creature we control dies, helping us dig the deck for [card](Rally the Ancestors). With that, we have the following deck: [deck](23435) *CARD SUBSTITUTION* To make this deck cheaper, we have to start with the mana base. We reduced the number of Shock lands and put in [card](Isolated Chapel) and [card](Fortified Village) as to build a better mana curve. We put in [card](Dusk Legion Zealot) to have more draws and we swap [card](Collected Company) for [card](Return to the Ranks), helping us bringing back some of our graveyard creatures. Here's the budget version of the deck: [deck](23436) *CONCLUSION* This deck has a lot of synergy, we can get the graveyard creatures back into the game to start our strategy all over again, we can even create an army of zombies! It also has answers to main difficulties on the sideboard. This deck is a lot of fun and I think you will enjoy it. [image](https://cardsrealm.com/images/cartas/en/ktk-khans-of-tarkir-grim-haruspex-73.jpg) That's all for today, I hope you enjoyed the article and that you understood the deck. Please leave your feedback for improvement. See you guys later!
Hello, players! Welcome to our Magic on Budget series, where we take strong decks in the metagame and make them more accessible, but still good! Setting aggro decks aside for a bit, today we'll take a look at a control list: *NON-BUDGET DECK* [deck](20638) *CHANGES* *Let's begin with the control side of the deck, mostly counters and removals:* We will keep 1 copy of the instant [card](Syncopate), which for 1 blue and X generic mana will counter target spell unless its controller pays X, and if the target spell is countered this way it will be exiled instead of going to the graveyard. It's a great option for first turns where the opponent doesn't usually have a mana surplus or even for late game when our opponent plays high-costing spells. We'll keep 3 copies of [card](Absorb), an instant that, in addition to countering target spell, grants us 3 life to keep us alive longer while we try to gain control of the game. [card](Seal Away) is an enchantment with flash that, when entering the battlefield, exiles target tapped creature an opponent controls until this enchantment leaves the field. We'll raise the number of its copies from 1 to 2. We will also increases the number of [card](Cast Out), from 2 to 3. It's another enchantment with flash that, when entering the battlefield, exiles target nonland permanent an opponent controls until this enchantment leaves the field. In addition, we can pay 1 white mana to use cycling, giving us the option to trade it for another card in case we have nothing to exile. We'll keep 2 copies of [card](Blessed Alliance), an instant that allows us to choose one or more of the following effects (and we pay 2 generic mana for each mode chosen beyond the first): - Make the target player gain 4 life (which helps us stay alive longer); - Untap up to two target creatures (which will be useful in the budget version); - Target opponent sacrifices an attacking creature (great for decks that attack with few creatures, like auras). Similarly, we will also keep all 4 copies of [card](Azorius Charm), an instant that allows us to choose 1 from the following effects: - Grant lifelink to our creatures until end of turn (which can be useful against aggressive decks); - Draw a card (when the game is under control or we need to find an answer to their strategies); - Place target attacking or blocking creature on top of its owner's library (greatly delaying the opponent's strategy). Moving on, we'll replace 4 copies of [card](Supreme Verdict) with 4 [card](Cleansing Nova), a sorcery that let us choose between destroying all creatures or destroying all artifacts and enchantments, which will depend on our opponent's threats. *Besides the control side of the deck, we have some Planeswalker that help with maintaining said control, finding answers to other strategies or even granting win conditions:* Unfortunately, [card](Teferi, Time Raveler) and [card](Teferi, Hero of Dominaria) are very expensive cards for a budget deck, so they had to be removed. The static effect of [card](Teferi, Time Raveler) has the function of preventing the opponent from responding to our actions. And as we have no budgets options to supply this, we will instead use [card](Monastery Siege), an enchantment that allows us to choose between Khans or Dragons when entering the battlefield. When choosing Dragons, the spells our opponents cast that target us (or our permanents) cost 2 more to cast, which can be an useful delay as we gain control of the game. Also, if the game is already controlled, we can instead opt for Khans to increase our draws. Because of all that, we'll use 3 copies of [card](Monastery Siege). We will keep 1 copy of [card](Narset, Parter of Veils), a Planeswalker that enters the battlefield with 5 loyalty counters and prevents opponents from drawing more than one card per turn. In addition, we can remove 2 counters to look at the top 4 cards of our library and reveal a noncreature, nonland card to put in our hand. The rest goes to the bottom of our library in a random order. We'll also keep 2 copies of [card](Jace, Architect of Thought), a Planeswalker with 4 loyalty counters that has the following effects: - Adding 1 loyalty counter will make (only until our next turn) an opponent's creature gets -1/-0 until end of turn whenever it attacks (helping to keep the game under control). - Removing 2 loyalty counters will reveal the top 3 cards of our library so that an opponent separates into two piles where we choose one to put in our hand and the other at the bottom of the library in any order (helping us find the answers we need). - Removing 8 counters allows us to look in each player's library for a nonland card and exile it, then that player shuffle his (her) library. We then may cast those exiled cards without paying their mana cost (which in addition to messing with the opponent's strategy can give us a win condition). Likewise, we'll also keep 1 copy of [card](Elspeth, Sun's Champion), a Planeswalker that enters the field with 4 loyalty counters and has the following effects: - By adding 1 counter we will create three 1/1 Soldier creature tokens (which can serve as blockers as well as our victory condition). - By removing 3 counters we can destroy all creatures with power 4 or greater (being a situational global removal). - By removing 7 counters we get an emblem that grants +2/+2 and flying to all our creatures (helping our tokens and other creatures to finish the opponent). *We also have some other supports in the list:* We will keep 4 copies of [card](Opt), an instant with 1 blue mana cost with scry 1 that also allows us to draw a card. We'll keep 2 copies of [card](Dig Through Time), an instant which thanks to its delve ability can be cast for only 2 blue mana in the late game. It also makes us look at the top 7 cards of our library, placing 2 of them in our hand and the rest on the bottom of our library in any order. We will also keep 2 copies of [card](Sphinx's Revelation), an instant which, for 2 blue, 1 white and X generic mana, gives us X life (keeping us alive longer) and makes us draw X cards (replenishing our hand). Furthermore, we'll replace [card](Search for Azcanta) - a very useful enchantment (both early and late game) - with 1 copy of [card](Jace's Sanctum), although this second does not compare with the first one, it decreases the cost of our instants and sorceries (speeding up our strategy and helping to keep control). Also, whenever we play an instant or sorcery, we scry 1, which helps managing the top of the library and finding the cards to keep the game under control. We'll also add a copy of [card](Dragonlord Ojutai), a 5/4 creature with flying that will have hexproof as long as it's untapped (being a difficult card for the opponent to deal with). Also, whenever it deals combat damage to a player, we can look at the top 3 cards of our library and put 1 in our hand and the rest at the bottom of the library in any order (which helps us to find the answers we need). *Proceeding to our mana base:* We will remove all copies of [card](Hallowed Fountain), [card](Glacial Fortress) and [card](Fabled Passage), the latter being replaced by 4 copies of [card](Evolving Wilds), which helps us with the mana base. We'll keep 3 copies of [card](Temple of Enlightenment), which enters the battlefield tapped and with scry 1. It can be tapped to add a white or blue mana. We will also keep a copy of [card](Field of Ruin) to deal with some specific lands. On top of that, we'll keep 2 copies of [card](Castle Vantress), which enters the battlefield tapped unless we control an Island. It can be tapped to add 1 blue mana or tapped at the cost of 2 blue and 2 generic mana to scry 2 (which helps a lot to find what we need to keep the game under control). In similar fashion, we will also keep 1 copy of [card](Castle Ardenvale), which enters the battlefield tapped unless we control a Plains. It can be tapped to add 1 white mana or tapped at the cost of 2 white and 2 generic mana to create a 1/1 white Human creature token. Closing out our list, we have 8 copies of [card](Island) and 5 copies of [card](Plains). *Here's our deck:* [deck](20639) In short, this deck aims to stop our opponents main threats. The few creatures we allow to enter the field (which aren't an immediate problem) will be removed throughout the game. And we also have the ability to create a vast army to be able to finish the game. I hope you enjoyed this deck and see you soon!