I mean, it's strictly worse than Remove Soul unless you care about the exile thing...
Also, we aren't as afraid of creatures as we are instants/sorceries. Something like Flusterstorm is much better.
Well, I've seen that many creature combo cards cost 4 or less mana.
I thought it could have a place in the sideboard or in a meta full of tiny combo cards, that's it.
I admit that in tiny leader format it would be much more useful.
Irroan, since scuttlemutt, nylea, and thassa are your only cards that target creatures you control, have you considered Kira, Great Glass-spinner? It seems to fit your build well and most Animar pilots can't fit it in.
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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.
I like it very much, because it can start the Ancestral Statue loop one turn faster... and even if your opponent strips away one of your lands, if you're lucky with your hand (e.g. Wild Cantor, Beastcaller Expert, one 3 cc creature and Ancestral Statue)!
I like it very much, because it can start the Ancestral Statue loop one turn faster... and even if your opponent strips away one of your lands, if you're lucky with your hand (e.g. Wild Cantor, Beastcaller Expert, one 3 cc creature and Ancestral Statue)!
Yea I suppose it does in a number of scenarios.
Wow that would be an epic play. Though in my case, it would be more likely to simply not hit the T4 land drop.
Irroan, since scuttlemutt, nylea, and thassa are your only cards that target creatures you control, have you considered Kira, Great Glass-spinner? It seems to fit your build well and most Animar pilots can't fit it in.
I have considered it in a previous incarnation when I was running a few enchantment such as Runes of Deus and more target spells but what would I slot out for it?
well you have lots of ways to push Animar through, maybe nylea. Avenger of zendikar stands out to me as a bit off the game plan
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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.
Don't you have something better to do with those 7 Mana you need to flip Brine Elemental? Animar doens't effect flipping costs.
Same thing goes for Kheru Spellsnatcher, you know that there is a morph that lets you counter for ?
Kick all the non creature ramp spells, put in at least 37 lands (that dont CIPT), keep 1-2 disentchants to get rid of Torpor Orb.
Kick Borderland Ranger, get Farhaven Elf
Don't you have something better to do with those 7 Mana you need to flip Brine Elemental? Animar doens't effect flipping costs.
Same thing goes for Kheru Spellsnatcher, you know that there is a morph that lets you counter for ?
Kick all the non creature ramp spells, put in at least 37 lands (that dont CIPT), keep 1-2 disentchants to get rid of Torpor Orb.
Kick Borderland Ranger, get Farhaven Elf
Brine elemental may combo with vesuvan shapeshifter but so does venser or mystic snake. It's not as"I win" as the pickles lock. But it is a good counter lock and you don't have to play a bad card
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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.
Brine elemental may combo with vesuvan shapeshifter but so does venser or mystic snake. It's not as"I win" as the pickles lock. But it is a good counter lock and you don't have to play a bad card
Pickles lock is almost certain to win the game, although it's a slower more controlling path to victory or effectively infinite turns. Unless you're super attached to the combo, I think there are more powerful combos in the deck, so Brine Elemental will almost always be a safe cut.
Gelf and all of you, I have to thank you very much because with the great inspiration of this primer and all the useful subsequent hints I've come to my actual Animar deck.
You may find it here in this thread.
Any further help will be very appreciated and welcome.
Hmm... not actually sure when Greater Good came out or what went in its place! I guess it was probably around 2012 when I made the first big lot of changes.
I have never run Momir Vig, Simic Visionary in my deck. I don't own one, otherwise I might have tested it. If you were to run Momir, I'd also recommend Glamerdye or Whim of Volrath, to improve the combo potential and make Animar unblockable and protected from any colour you like. It would shape the deck in a different direction where you would want mostly blue or green creatures and doesn't really have synergy with colourless/morph shenanigans.
Six weakest cards? That's a hard ask, and one that makes me agonise over changes everytime new cards are released. I like to try and keep my curve, card type and card function distribution the same, so I look for cuts usually from the same converted mana cost first and then type and function (e.g. replace one three drop with another three drop, preferably a card draw creature with another card draw creature): Evolutionary Leap or Sylvan Library would be the easiest cuts for Survival of the Fittest; same mana cost, permanent type and similar function (finding creatures to cast!). Artisan of Kozilek, Maelstrom Wanderer or Kiki-Jiki, Mirror Breaker would be reasonable cuts for Craterhoof Behemoth; The Behemoth is an 'I win' creature similar to what Kiki-Jiki or Wanderer can do. Artisan is a utility creature at the top end of the curve, so it may be fine to replace with a win condition card instead. Sage of Fables, Farhaven Elf or maybeEternal Witness could go for Imperial Recruiter; Farhaven Elf is the most likely cut, as Recruiter can find another ramp creature if necessary (Solemn Simulacrum or Wood Elves), but if you weren't interested in the synergy and card draw from Sage of Fables or you were in a meta where graveyards were constantly being exiled, the other two could be reasonable cuts.
If some madness made me consider Consecrated Sphinx, I'd cut Sphinx of Uthuun; one card draw creature for another (but given the way combo Animar functions the reusability of an ETB creature is way better than having to allow your opponents to have their turns to refill your hand!)
For Greater Good, maybe Birthing Pod or Fathom Mage? Greater Good was cut (whenever that was), because most of my creatures are less than three power and it doesn't get a discount on cast. It is still an amazing draw ability with upside as a response to exile removal, mind controls and board sweepers.
Frank a good list to look at that includes Craterhoof and plays a more straightforward version of Animar than Gelf's list (which has a lot of tutors and non-creatures relatively speaking) have a look at my list. I've run Survival and Recruiter, both were too good for my meta but if you are going to absolute power are very good options, Recruiter much more so than Survival. Consecrated Sphinx and Craterhoof I run as they are both awesomely powerful cards, the former as a way to quickly get back in the game and the later as one of the best creature based win-cons in EDH. Greater Good is frankly not good enough for Animar. You want to be starting your engine on turn 4, not dropping an enchantment that does nothing (remember turn 3 or 2 should ALWAYS be Animar). I've run Momir-Vig and I can tell you he's very underwhelming. There's a lot of good red creatures for Animar (more in recent years) which means its even harder to activate him consistently than when Animar first came out. Vig just doesn't get there in EDH, as a commander or in the 99.
Bolster - +1/+1 mechanic which limits where you can put the counters. Might be useful for Animar (who does love +1/+1 counters) but he quickly gets too big to be a valid target most of the time.
Rebound – only on spells, not likely to have any synergy here… (Oh for a rebound Glimpse of Nature).
Exploit – sac a creature to get an ETB effect. Animar loves ETB effects mostly because they are so easily re-used. Exploit limits that reusability somewhat unless you go a reanimator route (which is possible with Artisan of Kozilek and green’s regrowtheffects). That said, some Exploit creatures are probably fine to simply activate a couple of times and there are usually spare creatures sitting on the board that aren’t doing anything better (like Solemn Simulacrum). It’s important to note that you can use a creature which is about to be Exploited to activate Earthcraft or Convoke before the sacrifice is made, so there is a bit of upside, even if the exploiter exploits itself.
Dash – Encourages aggro game plan. Creature mechanic, enjoys Animar’s discount, self bouncing. Has potential if any creatures have interesting abilities.
Formidable – Easily switched on most of the time and on creatures. Has potential.
Megamorph – more +1/+1 counter shenanigans packaged in the convenience of Morph. Designed to please Animar!
Cards for Animar:
UBlueU
Gurmag Drowner – Exploit makes it tricky to reuse this for massive card advantage, but he does dig hard.
Profaner of the Dead – sacrifice something big enough and you’ll wipe away any opposing army. Good for getting rid of chumpers that just want to sit in front of Animar and with such a massive effect you’ll rarely need to Exploit more than once.
Sidisi's Faithful – has the Man-o'-War ability but at a hefty cost with Exploit. That said it’s cheap enough to put early counters on Animar and it can always sacrifice itself to let you reuse a more valuable effect.
Silumgar Sorcerer – I rarely care enough about opposing creature spells to want a dedicated Remove Soul stuck on a psudo Mystic Snake, but some people like to play a more control game and look, there are some creatures you never want to reach the battlefield, if they’re in your meta, this chappy is a decent creature.
Stratus Dancer – This is the Djinn Monk that Animar needs. Morph is awesome, and this one is likely to be turned face up for its low flip cost AND it has a relevant effect – stopping Wrath of God.
Youthful Scholar – It’s not a Mulldrifter, but if you’re already Exploiting creatures it’s an okay draw card.
RRedR
Impact Tremors – If you can’t afford Purphoros or simply want redundancy on an infinite bounce trigger kill. Personally I’d play a creature tutor that can find Purphoros (or any other creature combo piece) than play this as redundancy.
Ire Shaman – Morph is good. Cheap pseudo draw isn’t bad, especially for R. Often it may be better to simply play a green or blue creature that actually draws you a card rather than exiling it.
Inspiring Call – if you’re playing heavily with +1/+1 counter shenanigans, this could simultaneously draw you a lot of cards and blow out a board wipe. At worst it should cantrip and keep Animar alive for a relatively cheap cost. Depending on how widespread your +1/+1 counters are it may be better just to play counterspell.
Shaman of Forgotten Ways – Biorhythm is given a new look by making it more expensive and hard to activate. This may well win a game once in a blue moon and what a story to tell if you get it to work! At worst this is an okay mana dork for casting creatures. Also pretty easily replaced if you don't care about the Formidable ability.
Surrak, the Hunt Caller – It’s a way of granting haste in green and it’s a free trigger each combat (on your turn). Red has better haste granting creatures.
Sarkhan Unbroken – Temur planeswalker! Decent card draw, if you’re planning on having a lot of turns. Suffers the planeswalker problem… one activation a turn… so … slow…
Savage Ventmaw – turns RG into RRRGGG. Interesting effect.
XArtifacts/Colourless/LandsX
Ancestral Statue – perfect for an infinite Animar or infinite ETB triggers. Pure Joy!
Renown - +1/+1 counter creature mechanics are all the rage (and why not? They are a great way to improve a creature). Renown requires an aggro game plan, and can usually only be triggered once, but has potential.
Spell mastery – Nothing to see here, not a mechanic with Animar in mind.
Menace – New evergreen, unlikely to make it into the deck on its own merits.
Prowess – New evergreen, not designed for creature heavy decks. Yawn.
Scry – A cool mechanic if it’s on a good enough creature (or land).
Cards for Animar:
UBlueU
Mizzium Meddler – A trickier Spellskite effect. Could well save Animar from tragic spot removal, being able to redirect abilities as well makes a big difference.
Whirler Rogue – Animar is not really the deck that cares about 1/1 thopter tokens, but the added effect of making a creature unblockable is pretty strong. We already play a few artifact creatures, so don’t necessary need to keep the thopters alive to push Animar through the red zone.
Willbreaker – You have to build around this card, but if you do it is pretty splashy to steal all your opponent’s creatures.
RRedR
Enthralling Victor – Meta choice for stealing small creatures. Or simply include so you can gaze longingly at those amazing abs…
Flameshadow Conjuring – Minion Reflector always had potential to abuse ETB effects. Flameshadow Conjuring lets you use R for the same effect. Could work in the right build?
GGreenG
Caustic Caterpillar – Invest in a cheap creature now to be able to destroy Torpor Orb later. Not a bad little critter.
Elemental Bond – Garruk's Packleader is probably more on theme and offers more synergy, but Elemental Bond is harder to remove. If you have enough power 3 creatures (Ancestral Statue), may well be worth a spot as a draw engine.
Elvish Visionary – Yep! It’s a reprint and still as good as ever.
Evolutionary Leap – Had plenty of discussion about this card. It’s not Survival of the Fittest; it behaves quite differently. I like that it puts creatures into your hand after a board wipe and offers a sacrifice mechanic when people are trying to exile or steal your stuff.
Honored Hierarch – Not a terrible first turn drop if you can trigger Renown with its attack turn two. Sadly doesn’t let you cast a turn two Animar like Birds of Paradise can.
Llanowar Empath – potentially a cantrip creature that gives you a creature. Not bad all things considered.
Bounding Krasis – doesn’t do quite as much as Zealous Conscripts. Nor does it enjoy the cost reduction that Pestermite does. But this is a green (so easily tutored) combo piece with Kiki-Jiki.
XArtifacts/Colourless/LandsX
Hangarback Walker – Can be cast for 0 and still get many +1/+1 counters if Animar is doing its job. Not otherwise as synergistic as some other similar creatures (Hooded Hydra), but leaves flyers behind so it can act as a board wipe deterrent.
Orbs of Warding – Meta choice, but it’s nice to gain more redundancy on top of Witchbane Orb if you’re desperate to gain hexproof in Temur colours.
Well, I've seen that many creature combo cards cost 4 or less mana.
I thought it could have a place in the sideboard or in a meta full of tiny combo cards, that's it.
I admit that in tiny leader format it would be much more useful.
Tiny - Yasova
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.
Pros:
Cons:
Anything else? I think it's worth a shot. I wouldn't be surprised if it ends up staying in for good. I just can't tell yet.
I like it very much, because it can start the Ancestral Statue loop one turn faster... and even if your opponent strips away one of your lands, if you're lucky with your hand (e.g. Wild Cantor, Beastcaller Expert, one 3 cc creature and Ancestral Statue)!
Tiny - Yasova
Yea I suppose it does in a number of scenarios.
Wow that would be an epic play. Though in my case, it would be more likely to simply not hit the T4 land drop.
I have considered it in a previous incarnation when I was running a few enchantment such as Runes of Deus and more target spells but what would I slot out for it?
well you have lots of ways to push Animar through, maybe nylea. Avenger of zendikar stands out to me as a bit off the game plan
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.
Don't you have something better to do with those 7 Mana you need to flip Brine Elemental? Animar doens't effect flipping costs.
Same thing goes for Kheru Spellsnatcher, you know that there is a morph that lets you counter for ?
Kick all the non creature ramp spells, put in at least 37 lands (that dont CIPT), keep 1-2 disentchants to get rid of Torpor Orb.
Kick Borderland Ranger, get Farhaven Elf
Already cut Cultivate and Kodama's Reach for Wood Elves and Farhaven Elf. The Brine Elemental combos with Vesuvan Shapeshifter.
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.
Pickles lock is almost certain to win the game, although it's a slower more controlling path to victory or effectively infinite turns. Unless you're super attached to the combo, I think there are more powerful combos in the deck, so Brine Elemental will almost always be a safe cut.
Yea or if you dont have the time, a simple cards that have potential would be great
If one were inclined to add Survival of the Fittest, Craterhoof Behemoth, Imperial Recruiter, Consecrated Sphinx, and Greater Good what would you remove? Another way to ask is what are the six weakest cards?
You may find it here in this thread.
Any further help will be very appreciated and welcome.
Tiny - Yasova
I have never run Momir Vig, Simic Visionary in my deck. I don't own one, otherwise I might have tested it. If you were to run Momir, I'd also recommend Glamerdye or Whim of Volrath, to improve the combo potential and make Animar unblockable and protected from any colour you like. It would shape the deck in a different direction where you would want mostly blue or green creatures and doesn't really have synergy with colourless/morph shenanigans.
Six weakest cards? That's a hard ask, and one that makes me agonise over changes everytime new cards are released. I like to try and keep my curve, card type and card function distribution the same, so I look for cuts usually from the same converted mana cost first and then type and function (e.g. replace one three drop with another three drop, preferably a card draw creature with another card draw creature):
Evolutionary Leap or Sylvan Library would be the easiest cuts for Survival of the Fittest; same mana cost, permanent type and similar function (finding creatures to cast!).
Artisan of Kozilek, Maelstrom Wanderer or Kiki-Jiki, Mirror Breaker would be reasonable cuts for Craterhoof Behemoth; The Behemoth is an 'I win' creature similar to what Kiki-Jiki or Wanderer can do. Artisan is a utility creature at the top end of the curve, so it may be fine to replace with a win condition card instead.
Sage of Fables, Farhaven Elf or maybe Eternal Witness could go for Imperial Recruiter; Farhaven Elf is the most likely cut, as Recruiter can find another ramp creature if necessary (Solemn Simulacrum or Wood Elves), but if you weren't interested in the synergy and card draw from Sage of Fables or you were in a meta where graveyards were constantly being exiled, the other two could be reasonable cuts.
If some madness made me consider Consecrated Sphinx, I'd cut Sphinx of Uthuun; one card draw creature for another (but given the way combo Animar functions the reusability of an ETB creature is way better than having to allow your opponents to have their turns to refill your hand!)
For Greater Good, maybe Birthing Pod or Fathom Mage? Greater Good was cut (whenever that was), because most of my creatures are less than three power and it doesn't get a discount on cast. It is still an amazing draw ability with upside as a response to exile removal, mind controls and board sweepers.
Hope you find this helpful.
GWU Rafiq
RWB Zurgo
WBG Ghave
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WBR Kaalia (Archived)
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Dragons of Tarkir Review
Mechanics: Officially found here
Cards for Animar:
U Blue U
R Red R
Note no good dash creatures
G Green G
Note no good bolster effects
GRU Multicoloured URG
X Artifacts/Colourless/Lands X
Nothing else to see here…
Quite a few good additions from Dragons of Tarkir: Megamorph offers Stratus Dancer, Ainok Survivalist and Den Protector (all easy includes). Exploit gives Sidisi's Faithful as a great early play and Profaner of the Dead to clear the path to aggro victory. Impact Tremors is a consideration if you’re certain you want to pursue Purphoros like burn. Ancestral Statue offers one card to make Animar infinite all on its own. Happy additions!
Magic Origins Review
Mechanics: Officially found here
Cards for Animar:
U Blue U
R Red R
G Green G
X Artifacts/Colourless/Lands X
Two cards really jump out at me, Evolutionary Leap and Woodland Bellower – pretty sure I removed Fauna Shaman and Primordial Sage to fit them in.
Battle for Zendikar
Mechanics: Officially found here
I'll have this all up within 24 hours, but I really need to sleep now Will also update front page with deck changes by the weekend.
Willbender combos with cloudstone and can be used to bend more abilities like extra turns opposed to creature targeted abilities.
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
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