Having some issues updating the primer... anyone else seeing all the [center] and [bold] tags? Investigating solutions.
Edit: Seems to be getting worse. It's late here. Going to bed and hope something fixes it over night...
Oh yeah its real messed up. If I had ideas why id offer them but....
Anyways has anyone tried out Impact Tremors. Im going to be testing it out as a second purphoros.
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SonofaBith - Wizards was so excited about making the packaging for Modern Masters 2 recyclable, they decided to make most of the rares and all but 1 of the UC's recycle-bin ready too. Convenient!
I'm building around Animar for the first time and using your list as a jumping off point. Thank you for the time you've put into sharing it with us! Question (one of many): Alchemist's Refuge seems like a straight upgrade over Winding Canyons, did you consider it and if so why did you chose winding canyons?
Alchemist's Refuge seems like a straight upgrade over Winding Canyons, did you consider it and if so why did you chose winding canyons?
Well partly it's because I own a few Winding Canyons but no Alchemist's Refuge. Secondly you will almost always only be casting creatures, so the option to cast other card types at instant speed is less relevant than it may seem. Finally, being able to spend red mana to activate Winding Canyons saves the valuable blue and green mana to cast spells. Coloured mana is so often the bottleneck, don't underestimate the value of that GU you would use to activate Alchemist's Refuge.
In most cases they are probably completely interchangeable
In other news, I have updated the front page! Lists are up to date and I've worked on the strategy sections a bit and finally added discussion about Planeswalkers (under the Why Don't You Play this? section). I do need to finish up my DTK review in the next few days.
Since this is a primer it might be a good idea to include what you think is the ideal decklist. I'm not commenting on the Winding Canyons vs Alchemist's Refuge thing here, because they're both viable options. But if there are decisions you've made due to budget or something arbitrary (I happen to have this card, I happen to dislike this card's artwork, etc.), it might be a good idea to mention that but still include what you think is the ideal decklist up front. That's just my thought.
For me, I've been focusing on Nin and Omnath decks lately, but I'm looking forward to getting into Animar again
Since this is a primer it might be a good idea to include what you think is the ideal decklist.
A good idea in theory, but pretty hard to achieve objectively. I already talk about excluding powerful cards for arbitrary reasons (Defence of the Heart, Tooth and Nail, Survival of the Fittest, etc.), so I acknowledge my bias to a degree. Personally I feel my list is the 'ideal list', within the context of my preferences and the metagame where I play. I don't feel I can build an ideal list outside of my context. Your ideal list will have different influences and you may have different goals, quirks and insights into deckbuilding and playing. How close should the 'ideal list' be to a 'cutthroat' list?
For the most part in deck building there is redundancy of effects but with slight variations. For example, choosing Raven Familiar or Sea Gate Oracle depends on whether you value digging 3 deep more than having to deal with echo costs, or perhaps you feel the Wizard creature type is more relevant in conjuction with Voidmage Prodigy, so you're content to only dig 2 deep? There are a multitude of factors which favours one over the other, but often you can use the one you have on hand and the deck will function.
All I can offer in my primer is my thoughts and choices. They won't and can't suit everyone. There is no perfect combination of cards to build the ideal Animar deck, because any deck does not exist in a vacuum, but instead exists alongside other players and other decks.
Any reason u don't run both Winding Canyons and Alchemist's Refuge? it doesnt seem like u run a lot of colorless lands, and both these cards are great.
Colourless lands often become liabilities once Animar has enough counters. This deck needs coloured mana, so utility lands that don't produce coloured mana need to be kept to an absolute minimum. The deck can't afford to run both (I'm already being greedy running both Winding Canyons and Kessig Wolf Run).
In other news, here is the planeswalker discussion section of my primer, found here in the main post:
Why don't you use planeswalkers? - The biggest problem with Planeswalkers in this deck is the limit of one use per turn. Once this deck gets going you can do a lot during your turn, by extending your mana through untap effects, getting extra uses out of enter the battlefield effects and drawing cards by getting creatures onto the field. When effects are once per turn or require your opponents to have their turns (such as Consecrated Sphinx, Lurking Predators, Erratic Portal) they really end up being sub par compared to things that can be used many times per turn. Once we consider Animar's cost reduction ability too, we often have a situation where there is a choice between casting a six casting cost enchant or planeswalker for six, or multiple six cost creatures for one or two each. In that case the powerful enchant/planeswalker will probably just sit in your hand. The planeswalkers with the most synergy are those ones that untap lands or permanents to essentially reduce their own cost (untapping Gaea's cradle is a powerful play) but you still won't get true value until the next turn, which I consider too slow.
A brief evaluation of relevent planeswalkers you may consider:
What's the score?
1/5 Not playable due to anti-synergy with Animar. Basically to make the walker useful, means you’re not supporting Animar.
2/5 Has at least one useful or synergistic ability. Niche, requiring a very specific build, which maybe playable with Animar.
3/5 Has more than one useful ability and/or a very powerful ability that could support an unusual Animar build.
4/5 Excellent synergy with Animar, if you don’t mind the limitations of one activation a turn.
5/5 Must include in the deck! One activation is all you need!
Chandra Ablaze - Chandra would require running a lot of red cards to use the +1 ability, and limits to instant and sorcery spells if you want to ultimate her (complete anti-synergy with Animar). The -2 ability is decent for hand disruption/draw but not worth six mana.
Score: 1
Chandra Nalaar - Not very exciting abilities and doesn’t have any synergy with Animar.
Score: 1
Chandra, Pyromaster - Can clear away a blocker to allow Animar through and lets you 'draw' cards. The ultimate requires instant and sorcery spells (anti-synergy!). In blue and green we don’t need to stoop to the level of red ‘card draw’ but she is the best of the Chandras.
Score: 2
You are a Planeswalker.
You know of the countless worlds beyond your own.
You have laid eyes upon the Blind Eternities.
You are iconoclast and sorcerer.
Test your limits to forge your destiny!
Chandra, the Firebrand - More anti-synergy and weak burn. At least the ultimate does something, but it’s not enough.
Score: 1
Dack Fayden - His first ability would be the reason to play him. His -2 is situational ("Why yes, I will have your Blighsteel Collossus! Thank you") and anti-synergy with the ultimate.
Score: 2
Daretti, Scrap Savant - He could do some decent work in an Animar Artifacts build, letting you draw cards and recur from your graveyard. It would require a specific build to work, but in that build Daretti might be useful enough to include. Otherwise his +2 ability is almost as good as Dack Fayden's ability, even if you haven’t built around him.
Score: 3
Domri Rade - Decent synergy. Half the time his +1 will draw us a card. His -2 acts as creature removal and his emblem turns every creature into a massive threat. We probably don’t need him, but he really is the best fit for the usual creature heavy Animar deck. He requires the least help to be good in the normal build.
Score: 4
Freyalise, Llanowar’s Fury - She's not terrible, but nor is she very exciting. Her -2 gives her decent utility and her ultimate should draw us some cards, but it’s slow for card draw.
Score: 2
Garruk Wildspeaker - Garruk has decent synergy, as he untaps Gaea's cradle and can offer an overrun if you need it. Unlikely to need the -1 beast generation.
Score: 3
Garruk, Caller of Beasts - His +1 ability should draw us 2 to 3 creatures each turn. We’re unlikely to use the -3 as Animar already discounts creature casts and this is limited to green creatures. His emblem could quickly have all the creatures in the deck on the battlefield (but only ready to attack in Maelstrom Wanderer is around). For six mana he is good, but for that mana cost he has to be amazing, so not quite there? Still one of the most synergistic planeswalkers with an usual Animar build.
Score: 4
Garruk, Primal Hunter - The token generation doesn’t really lend itself to Animar deck, so this will almost always be a 5 mana 'sorcery' to draw cards (-3 loyalty and he leaves you). With the right set up, this could net a lot of cards, but heavy on the green mana cost and frankly I think there are better draw engines that are more repeatable.
Score: 3
Jace Beleren - He has an affordable mana cost and lets you draw extra cards. Not particularly unique, but card draw is king! His ultimate is bad in EDH, so it’s his other abilities and his low mana cost that are keeping him playable.
Score: 3
Jace, Architect of Thought - Maybe useful if you face a lot of token decks that don’t run anthems? Only the -2 ability okay and you’re unlikely to get to use it twice.
Score: 2
Jace, Memory Adept - Is it worth investing five mana to draw one extra card each turn? Not when you could pay three mana instead. The 0 ability is bad in EDH (amazing in limited!) and the ultimate is ok, but I feel there are better ways to draw 20 cards.
Score: 2
Jace, the Living Guildpact - Anyone else sick of seeing Jace? By far the worst Jace as he doesn’t even draw you cards. I like his ultimate, but hate to use his +1 ability for 3 turns to get there. There are more efficient ways to bounce permanents. Fail Jace.
Score: 1
Jace, the Mind Sculptor - Thank god it’s the last one! No one denies the power of this planeswalker. He offers cheap bounce, card selection and library manipulation, plus an ultimate that likely wins the game, but he’s not the best walker in an Animar deck. Domri Rade and Garruk, Caller of Beasts are better in my opinion.
Score: 3
Karn Liberated - If you’re desperate for targeted exile, Karn provides. I struggle to imagine a situation where he is the silver bullet you’re looking for, but if you're really keen on Animar Planeswalkers, he deals with a lot of problem permanents and he might just restart the world for you while he's at it.
Score: 2
Kiora, the Crashing Wave - Her +1 ability is useful against voltron strategies. She can reach her ultimate quickly and while it isn’t particularly synergistic, it does give a lot of sweet Kraken beef turn after turn. The real winner is her -1 Explore ability.
Score: 3
Koth of the Hammer - If you were running a Red Deck Wins version of Animar, Koth gets pretty interesting. You have to skew the land base heavily towards Mountains to make this work. Very very niche.
Score: 1
Nissa Revane - Animar Elf tribal! Not a lot of synergy with Animar. If only Animar were an Elf! … but even then, she has no real synergy with anything my deck is trying to do and we probably don't want situational life gain.
Score: 1
Nissa, Worldwaker - Slightly more interesting for the “Untap four Forests” ability. Not being able to untap Gaea’s Cradle however is a serious downside.
Score: 2
Ral Zarek - He can untap Gaea's Cradle or Birthing Pod and it’s his +1 ability. For -2 Lightning Bolt is a decent removal spell. His ultimate would probably win the game if you got two additional turns. All three abilities are surprisingly useful in EDH, but maybe not specifically for Animar.
Score: 3
Sarkhan Unbroken - The most colourful of planeswalkers, having dabbled with everything except white mana. He draws cards which is good, but his other abilities don’t do much for us, he suffers from ‘tribal synergy’ much like Nissa Revane.
Score: 2
Sarkhan Vol - His +1 ability is a good Aggro enabler, granting haste and an anthem to your creatures. The -2 ability might also be useful. His ultimate has no real synergy with Animar.
Score: 3
Sarkhan, the Dragonspeaker - He would have more synergy if he were just a legendary 4/4 red Dragon creature with flying, indestructible, and haste. We don’t really need 4/4 attackers for five mana. His -3 ability is Flametongue Kavu, which hits and kills a lot of relevant creatures, but I’d prefer just to have the Kavu if I wanted the effect. The ultimate does provide card draw, but not being able to keep cards in hand means it’s rarely worth it. There is so many better options for draw even among planeswalkers. Mono red planeswalkers were not destined to walk with Animar it seems.
Score: 1
Tamiyo, the Moon Sage - Her second ability is a winner that could draw you a lot of cards straight away, as Animar is happy to have a large number of tapped creatures from attacking or just doing Earthcraft. While not particularly synergistic, her ultimate and +1 abilities are also solid and likely to aid any game plan.
Score: 3
Teferi, Temporal Archmage - Card draw with a bit of selection for a +1 ability and can untap four permanents (essentially reducing his cost to UU or less if you control Gaea’s Cradle). His ultimate is unlikely to ever benefit us (maybe if you’re playing Animar Planeswalkers for some bizarre reason).
Score: 3
Tezzeret the Seeker - If you’re playing an Animar Artifact deck this could have some serious impact. The ultimate is unlikely to be used, but being able to untap Birthing Pod and tutor artifacts directly to the field. Niche but Animar has synergy with artifact creatures which boosts his useability.
Score: 3
Tibalt, the Fiend-Blooded - I had completely forgotten this guy existed. Would it have been too powerful if he drew a card and then you discarded a card on your choice?Or if you discarded at random first and then drew a card to reward keeping your hand empty? His ‘ultimates’ are strong if not that useful for us, but that random discard to get there? No thanks.
Score: 1
Ugin, the Spirit Dragon - Because his -X ability is likely to exile things we would prefer to keep, essentially we would only use him for his +2 Lightning bolt ability and his ultimate. Is that worth 8 mana? Probably not in my opinion. Maybe more playable if you focus on colourless creatures, but to reliably use him as a sweeper warps the deck considerably.
Score: 2
Xenagos, the Reveler - He has a decent synergy, acting as a Gaea’s Cradle substitute of sorts and his ultimate is powerful card advantage given that 88% of my deck is creatures and lands. A hasty 2/2 can sometimes win games if it is otherwise hard to keep creatures on the board.
Score: 3
Going Infinite with planeswalkers
Cloudstone Curio is interesting in that it can bounce any nonartifact permanent, so with two planeswalkers and sufficient mana you can have multiple planeswalker activations in the same turn.
Activate Xenagos’ +1 to gain four mana: lets say pool = RRGG + G left over from before.
Cast Garruk, triggering Cloudstone Curio to return Xenagos to your hand: pool = RG
Use Garruk’s +1 ability to untap Gaea's Cradle and a mountain: pool = RG
Return to step one with RG in your pool. Repeat until you have infinite mana!
Now you have infinite mana, instead of using Xenagos to generate mana, use his 0 ability to produce a 2/2 hasty token. Repeat loop until you have infinite 2/2 hasty tokens.
Lol thats great ;P Played quite a few games last night and the increase of morph is amazing. Didnt get to test out the Impact tremors yet.
As for Sakashima's Student hmmmmm I think id rather play Mercurial Pretender instead.
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SonofaBith - Wizards was so excited about making the packaging for Modern Masters 2 recyclable, they decided to make most of the rares and all but 1 of the UC's recycle-bin ready too. Convenient!
Is Temur Sabertooth still being deemed a worthwhile addition? I see it's not run in the list above but I just got one and wanted to hear if it's fallen out of favor.
I'm concerned about the activation cost, but I can see the comparison with Wirewood Symbiote, especially as Temur Sabertooth itself is also difficult to remove.
But making cuts these days... it hurts, it hurts so bad
I've been using Temur Sabertooth ever since it was released. I've never been sad to draw it, and even once was able to win me the game by turning itself indestructible through a Day of Judgment then swinging in for the last points of damage. Opponents forgot that part of his ability all the time.
The kitty goes for infinite etb's/mana with a counter'd-up Animar and the untap creatures. It's also an insane value engine that doesn't scream KILL ME NOW for you as compared to having Cloudstone Curio in play.
But making cuts these days... it hurts, it hurts so bad
It's been really rough figuring out what to cut haha. I used to have all these fun bombs but now the cards are just so good and work so fluidly the monetary value of the deck has plummeted while its ability to run like a machine has increased.
Been using Temur Sabertooth for awhile now, and was always happy to see it. Doubled up as an indestructible blocker against some of my opponent's fatties a few times.
Besides the obvious interactions with most of the deck....it's good to note how well it interacts with flash creatures like Mystic Snake and especially Prophet of Kruphix.
Also given the build here, isn't Weird Harvest just game over?
Wow, that could definitely work. You'd just need to ensure you could win the turn you cast it. I'm thinking Weird Harvest for 2, searching for Ancestral Statue and Purphoros. Can you think of any other combinations that would win? Ones that don't rely on Cloudstone or anything...
You'd also have to be careful about flash creatures, like Mystic Snake, or Snapcaster Mage with removal/counterspell in graveyard.
Here is my land base. I run a total of 37 lands. With the Dragons update, I find the area of red, lacking in numbers. I want to cut Grove of the Burnwillows for something GU. I often find myself getting color screwed out of R though so maybe I should leave it as is. The other thing may be cutting a land and adding in something cool in the spell department.
weird harvest is definatly always an instant win for me, ive cast it on turn 3 before for a pestermite and still cast kiki jiki for the win. i play it over chord of calling or tooth and nail.
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URGANIMARURG In the folklore of its plane, the Animar is the ultimate source of all life—the seed from which all creation grows. In the presence of Animar, crops blossom and herds thrive, and the wake of its wanderings determines the course of the seasons.
weird harvest is definatly always an instant win for me, ive cast it on turn 3 before for a pestermite and still cast kiki jiki for the win. i play it over chord of calling or tooth and nail.
I don't like giving my opponents anything that could potentially help them. I'd rather have to pay a little more to use a more one sided effect.
but if the spell wins you the game right then and there what does it matter if they search there library for 1 or 2 creatures? if you play any creatures that 2 card combo for a win con then you should at least play test weird harvest
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URGANIMARURG In the folklore of its plane, the Animar is the ultimate source of all life—the seed from which all creation grows. In the presence of Animar, crops blossom and herds thrive, and the wake of its wanderings determines the course of the seasons.
Here is my land base. I run a total of 37 lands. With the Dragons update, I find the area of red, lacking in numbers. I want to cut Grove of the Burnwillows for something GU. I often find myself getting color screwed out of R though so maybe I should leave it as is. The other thing may be cutting a land and adding in something cool in the spell department.
The thing that really stands out is that you are currently only running three fetch lands; I would heavily recommend going up to the full complement of nine. Additionally, since your life total is relatively unimportant, Mana Confluence and the pain duals (Yavimaya Coast, Shivan Reef, Karplusan Forest are options if you want more untapped color sources. Your basics count is very high, so unless there is a specific reason for that, I'd go down to two forest, two islands, zero or one mountain.
but if the spell wins you the game right then and there what does it matter if they search there library for 1 or 2 creatures? if you play any creatures that 2 card combo for a win con then you should at least play test weird harvest
I have tested Weird Harvest, and the first time I cast it I got blown out by an opponent grabbing Snapcaster Mage and using it to Chain of Vapor Animar. The downside is definitely not negligible. Additionally, if your combo gets disrupted, you almost certainly lose before getting another chance. It can be good, but only in very specific scenarios, and usually not in a competitive metagame.
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Edit: Seems to be getting worse. It's late here. Going to bed and hope something fixes it over night...
Oh yeah its real messed up. If I had ideas why id offer them but....
Anyways has anyone tried out Impact Tremors. Im going to be testing it out as a second purphoros.
GW Rhys the Redeemed EDH
RUGAnimar, Soul of Elements EDH
WBRAlesha, Who Smiles at Death EDH
URGAnimar, Soul of Elements
WBRKaalia of the Vast
GGGFreyalise, Llanowar's Fury
WUBSharuum the Hegemon
RGWHazezon Tamar
RUWNarset, Enlightened Master
BGBVarolz, the Scar-Striped
BWBAthreos, God of Passage
RRRDaretti, Scrap Savant
My 450 Unpowered Cube
My cube on CubeTutor
In most cases they are probably completely interchangeable
In other news, I have updated the front page! Lists are up to date and I've worked on the strategy sections a bit and finally added discussion about Planeswalkers (under the Why Don't You Play this? section). I do need to finish up my DTK review in the next few days.
For me, I've been focusing on Nin and Omnath decks lately, but I'm looking forward to getting into Animar again
I second the ideal/dream decklist
For the most part in deck building there is redundancy of effects but with slight variations. For example, choosing Raven Familiar or Sea Gate Oracle depends on whether you value digging 3 deep more than having to deal with echo costs, or perhaps you feel the Wizard creature type is more relevant in conjuction with Voidmage Prodigy, so you're content to only dig 2 deep? There are a multitude of factors which favours one over the other, but often you can use the one you have on hand and the deck will function.
All I can offer in my primer is my thoughts and choices. They won't and can't suit everyone. There is no perfect combination of cards to build the ideal Animar deck, because any deck does not exist in a vacuum, but instead exists alongside other players and other decks.
Colourless lands often become liabilities once Animar has enough counters. This deck needs coloured mana, so utility lands that don't produce coloured mana need to be kept to an absolute minimum. The deck can't afford to run both (I'm already being greedy running both Winding Canyons and Kessig Wolf Run).
In other news, here is the planeswalker discussion section of my primer, found here in the main post:
Why don't you use planeswalkers? - The biggest problem with Planeswalkers in this deck is the limit of one use per turn. Once this deck gets going you can do a lot during your turn, by extending your mana through untap effects, getting extra uses out of enter the battlefield effects and drawing cards by getting creatures onto the field. When effects are once per turn or require your opponents to have their turns (such as Consecrated Sphinx, Lurking Predators, Erratic Portal) they really end up being sub par compared to things that can be used many times per turn. Once we consider Animar's cost reduction ability too, we often have a situation where there is a choice between casting a six casting cost enchant or planeswalker for six, or multiple six cost creatures for one or two each. In that case the powerful enchant/planeswalker will probably just sit in your hand. The planeswalkers with the most synergy are those ones that untap lands or permanents to essentially reduce their own cost (untapping Gaea's cradle is a powerful play) but you still won't get true value until the next turn, which I consider too slow.
Cloudstone Curio is interesting in that it can bounce any nonartifact permanent, so with two planeswalkers and sufficient mana you can have multiple planeswalker activations in the same turn.
Here is how it works:
You have a battlefield with Garruk Wildspeaker, 4 creatures, Gaea’s cradle, a mountain and Cloudstone Curio. You have Xenagos, the Reveler in your hand (yes this is a nine card combo! BEWARE!). Let’s say we’ve already used Garruk Wildspeaker this turn to generate a 3/3 beast.
On a quite unrelated note: to celebrate the (imho) best addition of Dragons of Tarkir:
WB Ayli, Eternal Recursion WB - GUPir and Toothy GU - WBR Mathas, Fiend SeekerWBR
As for Sakashima's Student hmmmmm I think id rather play Mercurial Pretender instead.
GW Rhys the Redeemed EDH
RUGAnimar, Soul of Elements EDH
WBRAlesha, Who Smiles at Death EDH
WB Ayli, Eternal Recursion WB - GUPir and Toothy GU - WBR Mathas, Fiend SeekerWBR
BWGJunkBWG
BRGJundBRG
B1Eldrazi ShopsB1
UAzami, Lady of ScrollsU
BGMeren of Clan Nel TothBG
BUWJenara, Asura of WarBUW
GURAnimar, Soul of ElementsGUR
But making cuts these days... it hurts, it hurts so bad
The kitty goes for infinite etb's/mana with a counter'd-up Animar and the untap creatures. It's also an insane value engine that doesn't scream KILL ME NOW for you as compared to having Cloudstone Curio in play.
It's been really rough figuring out what to cut haha. I used to have all these fun bombs but now the cards are just so good and work so fluidly the monetary value of the deck has plummeted while its ability to run like a machine has increased.
BWGJunkBWG
BRGJundBRG
B1Eldrazi ShopsB1
UAzami, Lady of ScrollsU
BGMeren of Clan Nel TothBG
BUWJenara, Asura of WarBUW
GURAnimar, Soul of ElementsGUR
I used to run Furious Assault, and the Tremors are just way better.
Also given the build here, isn't Weird Harvest just game over?
Besides the obvious interactions with most of the deck....it's good to note how well it interacts with flash creatures like Mystic Snake and especially Prophet of Kruphix.
Wow, that could definitely work. You'd just need to ensure you could win the turn you cast it. I'm thinking Weird Harvest for 2, searching for Ancestral Statue and Purphoros. Can you think of any other combinations that would win? Ones that don't rely on Cloudstone or anything...
You'd also have to be careful about flash creatures, like Mystic Snake, or Snapcaster Mage with removal/counterspell in graveyard.
EDIT: Forgot to quote.
Here is my land base. I run a total of 37 lands. With the Dragons update, I find the area of red, lacking in numbers. I want to cut Grove of the Burnwillows for something GU. I often find myself getting color screwed out of R though so maybe I should leave it as is. The other thing may be cutting a land and adding in something cool in the spell department.
1x Breeding Pool
1x Cascade Bluffs
1x City of Brass
1x Command Tower
1x Fire-Lit Thicket
1x Flooded Grove
5x Forest
1x Gaea's Cradle
1x Grove of the Burnwillows
1x Hinterland Harbor
5x Island
1x Kessig Wolf Run
1x Misty Rainforest
1x Mosswort Bridge
1x Mountain
1x Reflecting Pool
1x Reliquary Tower
1x Rootbound Crag
1x Scalding Tarn
1x Steam Vents
1x Stomping Ground
1x Sulfur Falls
1x Taiga
1x Temple of Mystery
1x Tropical Island
1x Volcanic Island
1x Winding Canyons
1x Wooded Foothills
E: The full deck might help.
1x Ainok Survivalist
1x Artisan of Kozilek
1x Bane of Progress
1x Bloom Tender
1x Clever Impersonator
1x Coiling Oracle
1x Craterhoof Behemoth
1x Den Protector
1x Draining Whelk
1x Duplicant
1x Elvish Visionary
1x Eternal Witness
1x Etherium-Horn Sorcerer
1x Farhaven Elf
1x Fierce Empath
1x Genesis Hydra
1x Glen Elendra Archmage
1x Imperial Recruiter
1x Kiki-Jiki, Mirror Breaker
1x Kozilek, Butcher of Truth
1x Kruphix, God of Horizons
1x Maelstrom Wanderer
1x Man-o'-War
1x Momir Vig, Simic Visionary
1x Mulldrifter
1x Mystic Snake
1x Nullstone Gargoyle
1x Oracle of Mul Daya
1x Palinchron
1x Phyrexian Ingester
1x Phyrexian Metamorph
1x Prime Speaker Zegana
1x Prophet of Kruphix
1x Purphoros, God of the Forge
1x Rattleclaw Mystic
1x Reclamation Sage
1x Sakura-Tribe Elder
1x Shaman of Forgotten Ways
1x Silumgar Sorcerer
1x Solemn Simulacrum
1x Soul of the Harvest
1x Stratus Dancer
1x Trygon Predator
1x Ulamog, the Infinite Gyre
1x Venser, Shaper Savant
1x Vesuvan Shapeshifter
1x Vexing Shusher
1x Voidmage Husher
1x Willbender
1x Wood Elves
1x Xenagos, God of Revels
1x Zealous Conscripts
1x Time Spiral
1x Time Warp
1x Tooth and Nail
1x Hardened Scales
1x Survival of the Fittest
1x Sylvan Library
1x Chord of Calling
1x Cyclonic Rift
1x Birthing Pod
1x Cloudstone Curio
URGAnimar, Soul of Elements
WBRKaalia of the Vast
GGGFreyalise, Llanowar's Fury
WUBSharuum the Hegemon
RGWHazezon Tamar
RUWNarset, Enlightened Master
BGBVarolz, the Scar-Striped
BWBAthreos, God of Passage
RRRDaretti, Scrap Savant
My 450 Unpowered Cube
My cube on CubeTutor
In the folklore of its plane, the Animar is the ultimate source of all life—the seed from which all creation grows. In the presence of Animar, crops blossom and herds thrive, and the wake of its wanderings determines the course of the seasons.
I don't like giving my opponents anything that could potentially help them. I'd rather have to pay a little more to use a more one sided effect.
URGAnimar, Soul of Elements
WBRKaalia of the Vast
GGGFreyalise, Llanowar's Fury
WUBSharuum the Hegemon
RGWHazezon Tamar
RUWNarset, Enlightened Master
BGBVarolz, the Scar-Striped
BWBAthreos, God of Passage
RRRDaretti, Scrap Savant
My 450 Unpowered Cube
My cube on CubeTutor
In the folklore of its plane, the Animar is the ultimate source of all life—the seed from which all creation grows. In the presence of Animar, crops blossom and herds thrive, and the wake of its wanderings determines the course of the seasons.
URGAnimar, Soul of Elements
WBRKaalia of the Vast
GGGFreyalise, Llanowar's Fury
WUBSharuum the Hegemon
RGWHazezon Tamar
RUWNarset, Enlightened Master
BGBVarolz, the Scar-Striped
BWBAthreos, God of Passage
RRRDaretti, Scrap Savant
My 450 Unpowered Cube
My cube on CubeTutor
The thing that really stands out is that you are currently only running three fetch lands; I would heavily recommend going up to the full complement of nine. Additionally, since your life total is relatively unimportant, Mana Confluence and the pain duals (Yavimaya Coast, Shivan Reef, Karplusan Forest are options if you want more untapped color sources. Your basics count is very high, so unless there is a specific reason for that, I'd go down to two forest, two islands, zero or one mountain.
I have tested Weird Harvest, and the first time I cast it I got blown out by an opponent grabbing Snapcaster Mage and using it to Chain of Vapor Animar. The downside is definitely not negligible. Additionally, if your combo gets disrupted, you almost certainly lose before getting another chance. It can be good, but only in very specific scenarios, and usually not in a competitive metagame.