Alliance is one of the latest keywords introduced in Magic: The Gathering's new set Streets Of New Capenna. The mechanic is a part of the Cabaretti faction in the White, Green, and Red colors.
Similar to landfall but for creatures, alliance is an ability that triggers whenever a creature enters the battlefield. This includes tokens, allowing decks to trigger multiple instances of alliance during a turn. Since White, Green, and Red are all colors that have access to a plethora of token generation as well as cheap creatures, it makes it even easier to ensure that you're getting the most out of your alliance cards.
10 Witty Roastmaster
Witty Roastmaster can quite quickly get out of hand when it comes to burn damage. When alliance triggers, this card will deal one damage to each opponent. While this seems minimal at first, it isn't once per turn, allowing for devastating amounts of burn damage to take place.
When mixed with low-mana creatures and cards that generate multiple tokens, Witty Roastmaster can do a hefty bit of damage. It has three power itself, allowing it to attack on top of dealing direct burn damage, making for a formidable alliance card.
9 Social Climber
Social Climber is a part of the many cards that give you life when a creature enters the battlefield for its alliance ability. Unlike other cards like it, the statline of Social Climber helps to be a bigger threat, as it can deal a nice bit of damage as well as gain you life.
Green is one of the best colors for lifegain when mixed with White. Social Climber's alliance ability can stack with other lifegain triggers, allowing for massive amounts of life to be gained in just one turn.
8 Elegant Entourage
Elegant Entourage is a fantastic alliance card for making your entire board of creatures a threat. Whenever its alliance effect triggers, another creature gets +1/+1 and trample until the end of the turn.
While it can't target itself, Elegant Entourage works to make the rest of your creatures dangerous thanks to giving them trample. This makes it harder to block weak creatures and forces the opponent to consider throwing their powerful creatures in front of them to protect their life. With how easy it is to flood the field, it can be easy to give every creature you control a boost.
7 Rumor Gatherer
Good card draw in White has also been a bit of a joke, but it's starting to become as strong as the other colors, and Rumor Gatherer is one of the cards that help in giving it a much-needed boost. When its alliance ability triggers, you scry one card from your deck. If it is the second time, however, you get to draw a card.
If you can make creatures during an opponent's turn, Rumor Gatherer can draw you multiple cards, especially true for the Commander format. Rumor Gatherer's scry effect is still great, as being able to control what your next draw will be is a fantastic effect.
6 Celebrity Fencer
Celebrity Fencer can very quickly get out of hand, especially if you have a lot of low-mana creatures to cast or tokens to make. When its alliance ability triggers, it will give itself a +1/+1 counter. This isn't once per turn either, allowing for multiple counters to be put on it in a turn.
It starts off as a 3/2, so when it starts getting counters, it will already have good stats that get progressively better. Celebrity Fencer can quickly become a target for removal, and if the opponent can't answer, it will be able to close out games on its own.
5 Venom Connoisseur
Venom Connoisseur will easily make opponents think twice before blocking your creatures. When Venom Connoisseur's alliance ability triggers the first time, it gives itself deathtouch. If it's the second time, however, all of the creatures you control receive deathtouch.
When you're looking to close out a game or try and clear out some problem cards, its alliance ability gives things deathtouch to deter opponents from throwing their cards in front of attackers. If you can trigger it during an opponent's turn, that makes all your weak creatures a fantastic blocker that can trade with anything they can block.
4 Devilish Valet
Devilish Valet is a fantastic alliance card that can become devastating to the opponent if you have ways to trigger its alliance ability multiple times a turn. Whenever a creature enters the battlefield, Devilish Valet's power is doubled until the end of the turn.
It has both trample and haste, allowing you to make a swing for a lot of damage early. It can be mixed with cards like Fling or Kazuul's Fury. After dealing damage, you can use Devilish Valet's high power to close out the game by making it deal its power to the opponent's life.
3 Rose Room Treasurer
Rose Room Treasurer acts as both a way to ramp you in Red, as well as a way to remove problem creatures or deal burn damage. When its alliance ability triggers the first or second time, Rose Room Treasurer will give you a treasure token. Any time after that, you can pay X mana to do X damage to any target.
With how easy it is to stay low on the mana curve in decks running Red, Rose Room Treasurer will give you access to a lot of ramp to be able to cast your high mana spells thanks to multiple alliance triggers.
2 Boss's Chauffeur
Boss's Chauffeur becomes an immediate threat as soon as it hits the field. It enters the battlefield with +1/+1 counters on it for each creature on the battlefield. Its alliance ability will continue to give it +1/+1 counters each time another creature is put onto the battlefield.
If Boss's Chauffeur ever dies, it creates 1/1 tokens equal to the number of counters on it. If the opponents do not destroy it, Boss's Chauffeur will get extremely powerful thanks to the counter, and if they do, you get a swarm of tokens to attack with and trigger other alliance abilities.
1 Gala Greeters
Gala Greeters is the only card with alliance that has multiple effects you can choose from. Whenever it triggers, you can choose any of them, so long as they have not been chosen that turn. This includes putting a +1/+1 counter on Gala Greeters, making a tapped treasure token, and gaining two life.
This can get out of hand very quickly and early since Gala Greeters only costs two mana to cast. If you can create creatures during your opponents' turn, you can trigger its alliance effects multiple times by the time the turn comes back to you.
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