Fixed links to my set reviews on the first page, so now they should all work. There may be other links that need fixing, if you find any, please let me know.
@Marquisd - Gamekeeper does enjoy a reasonable cost reduction, and replaces himself when he dies, so he's not bad even if it is only a random creature into play. I don't like that he exiles himself (I'm a fan of recursion engines) and without a reliable way of sacrificing Gamekeeper, it's probably not worth running. If I had to choose between Jalira and Gamekeeper, I'd take Gamekeeper every time. It's essentially a free effect and can happen the turn you cast him (assuming he dies that turn). Jalira needs to tap to activate, has an activation mana cost and can't hit legendary creatures, which makes her too weak in my opinion.
Had a question to ask you. While playing a group EDH game and letting someone use my Rhys the Redeemed deck I realized I had no way of stopping Humility. So I was wondering what you would recommenced as non creature based enchantment removal. Naturally in animar you want to use as many creatures as possible so that leaves me not quite sure what to run.
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Firstly, Ulamog, the Infinite Gyre works as creature based removal for Humility but he is very slow against Humility if it comes out early.
With sufficient mana Kozilek, Butcher of Truth combined with Words of Wind might be able to get you out of a Humility lock, but it's very board dependent (and I imagine Rhys wouldn't blink an eye at bouncing several tokens).
If you have to run non-creature answers I would be inclined to use the most flexible/powerful available. Beast Within, Chaos Warp and Cyclonic Rift are good places to start. All give versatile options. If counter magic is an issue, Krosan Grip works. Chaos Warp prevents recursion, as does Deglamer and Unravel the Æther, although they are more limited in what they can target. If you specifically want enchantment and artifact removal and don't worry about counters or tuck, Nature's Claim is probably the most efficient answer. Also Back to Nature can crush Pillowfort style decks, and Animar is unlikely to lose much at all.
If Humility is a common tutor target in your meta, you might want to increase the number of counterspells (and Mystic Snakes) in the deck to stop it entering play in the first place. Stifle can stop an Academy Rector trigger. To be really pre-emptive you might include Extract or Rootwater Thief. In fact Extract is possibly the perfect answer, as it can be played turn 1, and remove the only card you're worried about from the game all together as long as you have it in hand at the right time (and they don't have Humility in hand). Food for thought at any rate.
Another option depending on your situation is to play the political game. Hold onto your resources and see if someone else will destroy humility for you. This might work if Rhys is pushing ahead in terms of board presence and all the other players are more worried about him than you, although canny players will recognise the threat of a well built Animar deck and will take the opportunity to knock you out before dealing with Rhys. It's a risk an 'all-in' deck like this faces.
In all honesty I have very little experience playing against Humility, so my advice is purely theoretical. No one in my meta runs the card and I think the last time I played against it was in 2001, back when I was building a deck around Wall of Glare and Inviolability, with Horseshoe Crab enchanted by Hermetic Study as a win condition.
If anyone has more recent experience I'd welcome their input about playing against and around Humility.
Against Humility (or similar cards such as Torpor Orb), I run Hull Breach and Ancient Grudge. Naturalize is a solid, often overlooked, card. Krosan Grip is a bit too expensive for my taste (yes 3 is too expensive), and Beast Within is more of a meta decision (since it deals with scary creatures and Planeswalkers as well). If it costs 2 or less, can destroy 1-2 artifacts/enchantments, it's probably worth it in Animar.
I think it's probably time I take out Psychosis Crawler. He has had a great run as a win condition, but since Purphorus, God of the Forge came along, the Crawler has been out-classed.
What else can go to make room for these cards? Making cuts is very hard these days...
I like the suggestion of replacing Bloodbraid Elf with Genesis Hydra. They play a similar card advantage role with Genesis Hydra being much better in the later game than the Elf (but also worse in the early game). Also having Bloodbraid Elf cascade into Genesis Hydra is a bit of a non-bo so it makes sense not to run both together.
I'm less keen on cutting Primordial Sage. Card draw is always valuable, even if it doesn't outright life-drain opponents. I suppose if I was cutting a card draw creature I'd be more inclined to remove Fathom Mage who give more situational draw, but I don't think cutting card draw is the right thing to do here.
Thanks for the suggestions Seravol, I think Bloodbraid will make way for the Hydra. Psychosis Crawler can be cut for Chief Engineer.
I really want to test Mercurial Pretender. It may not stay in the deck; it does come with quite a lot of conditions, but I think it's worth testing. Also Generator Servant, does it do enough? What sort of role would it play and so what could be cut for it?
Thanks for the suggestions Seravol, I think Bloodbraid will make way for the Hydra. Psychosis Crawler can be cut for Chief Engineer.
You're welcome: it's always a pleasure to find together a way to test some new card.
Quote from gelf » »
I really want to test Mercurial Pretender. It may not stay in the deck; it does come with quite a lot of conditions, but I think it's worth testing. Also Generator Servant, does it do enough? What sort of role would it play and so what could be cut for it?
Generator Servant seems very useful in early game, when Animar isn't on the battlefield or has few counters on it. But in the middle or late game I don't think that you can sacrifice it to use it in the casting cost of a creature if Animar has enough counters...
Hey everyone, I just started playing with this commander and I was wondering where Grinning Ignus is in your deck lists. It seems like a combo card with Animar just by itself unless I am missing something. Thanks!
Hey everyone, I just started playing with this commander and I was wondering where Grinning Ignus is in your deck lists. It seems like a combo card with Animar just by itself unless I am missing something. Thanks!
Grinning Ignus plus a Mountain and Earthcraft can generate a self-bouncing creature loop. If you have Animar out it also generates infinite colourless mana. The problem is that colourless mana doesn't do anything for this deck once Animar is out and loaded. Man-o'-War does the same thing with Animar and Earthcraft, while also giving options for interacting with other creatures both you and opponents control. There are many options for self bouncing creatures, and the deck already has several ways to do it infinitely, at some stage you have to look at which ones bring the most utility and I don't think Grinning Ignus meets the grade, which is why it is not in my deck.
What does everyone think of slotting in a Force of Will? I have an extra and never considered it before. The only concern I have is cascading into it with Maelstrom Wanderer or Etherium-Horn Sorcerer. It is mainly for protection while you combo or to save Animar from something silly.
If you are looking for a single counterspell to add as combo protection I personally would put Pact of Negation ahead of Force of Will, as it avoids the card disadvantage. If you win the turn you are comboing off you never even have to pay for the Pact.
I would struggle to find space for Force of Will (and even Pact of Negation) because it doesn't directly contribute to your combo, it doesn't have synergy with other cards in the deck, it's 1 card in 99 (so having it at the right time is far from certain) and you can't tutor for it easily even if you know you need it. There are several creature based counterspells (Mystic Snake, Draining Whelk) which are easily tutored in the deck and have synergy with the combos in the deck, even if they do have a higher mana cost.
If you can make a cut and want to try it out, please let me know how it performs for you. It is a powerful card and just knowing it is in your deck will make some players change their plays, which might be enough in itself to combo for the victory.
I put it in for testing and it actually saved Animar from being tucked at an inopportune time. It really did surprise my opponent. I am running the standard Amimar creature counter suite (Whelk, Snake, Glen, Voidmage, Willbend, Venser, and Nullstone).
Something else I have been testing is Plasm Capture when you need a little more mana to finish the game. It can be really explosive especially after the obligatory wrath into playing big threat. It has made late game wins easy, especially after losing Animar, which is when you can afford to leave mana open. I look at it more as a super ramp spell/ Amimar replacement than a counterspell.
I have tested some of the cards you have wondered about:
Kruphix, the god has been invaluable to the deck. When I have lost Animar and didn't want to put an engine together to get him out and fill him with counters, Kruphix fills his role. Especially with his Prophet out.
Bane of progress has been a blow-out every time I play him. It can easily get 10 counters and wreck peoples boards. It is better than Steel Hellkite in a pinch. Admittedly there are no Topor orbs or griffs in either of my metas.
Mercurial Pretender wasn't very good. His activation cost was just too much sometimes and I had something better to do with the mana. Best case scenario he cost 2UUU to bounce and cast. There are definitely better options for a clone and that is actually where I am testing FoW right now. He is just too conditional and costly to make effective.
Have you tested out Treasonous Ogre? I am really curious about him, but the R only is making me hesitant. He has been a monster in my mono R Purphros deck.
In my meta I have been reducing the number of counterspell effects, which admittedly makes the deck worse but makes my friends feel better about playing against the deck, which means I get to play the deck more often
I keep hearing good things about Kruphix, God of Horizons, so maybe I will have to make room for him.
Bane of Progress hasn't done much for me personally, perhaps I've never had it at the right time or against the right decks? I've gone back to Steel Hellkite for now, but maybe will switch it up again in the future. They are an easy swap back and forth, filling the same niche in the deck with the same casting cost.
I'm disappointed to hear about Mercurial Pretender, I think I may still try it out myself, but being limited to copying my own creatures is possibly the worst thing about it. I haven't got one yet, so I'm in no rush to add it to the deck for now.
Treasonous Ogre! I haven't tested it and actually forgot I wanted to find room for it in the deck! So many sets in so little time... I have one (picked it in draft specifically to put in Animar too) so I'll mess around with the deck this weekend and make some changes.
What about cutting Fathom Mage? There are other draw outlets in the deck and she is very busy as far as drawing off of her. How is Garruk's Horde doing in your 7 drop spot? Phyrexian Ingester has been great weather I pod for it or cast it as a U PtE. The horde never worked for me.
I disagree with Jaxck about some of these creatures not pulling their weight, but it does depend how you want to win and your meta. His suggestion of using Craterhoof Behemoth is good, although not played in this deck, I have played with it in Cube and Legacy and it outright wins games.
Cheap utility creatures such as Bloomtender, Elvish Visionary, Birds of Paradise, Arbor Elf, or Pestermite are just better than anything over four mana. Animar is extremely vulnerable being just a 1/1, which means you want to grow him as fast as possible. Every single piece of removal that can be thrown his way will be thrown his way, so it's unreasonable to expect to get up to five or six counters and stay there.
I will also disagree. As long as the curve looks good, you will get to those bigger creatures. Animar just ramps you there faster. I don't have a problem getting and keeping at least 10 counters on animar. My build is very similar to his, except I have more permanent ramp (no mana-facts), no mana dorks, more counterspells, and my mana base is optimized (no cipt).
Do any of your regular opponents run Red Elemental Blast? Pyroblast? There's a lot of green, blue, and red cheap removal that shuts down Animar. Without Animar, your deck is suddenly slower than everyone elses' at the table, especially artifact and green based decks. I often find I need to either win before my opponent's sixth turn or I need to have the cheap creatures and mana acceleration to cast Animar for seven and still win.
Kruphix the god is an amazing second string quarterback for the deck for those reasons. He plays the role of Animar after Animar has been hosed. He is also hard to remove. My meta uses more mass removal than anything so more often than not I am fighting board wipes (which I will save counters for) or bounce.
I don't currently play Kruphix, but I would like to try him out. My meta is full of very aggressive decks, with fast win cons and lots of point removal. Board wipes I find to be generally ineffective against Animar compared to point removal. The sorcery speed and high mana cost makes them too slow to reliably deal with the huge amount of mana Animar provides. Plus the natural weakness of board wipes being that they can slow you down almost as much as they slow down your opponent. Some board wipes can even help Animar; Evacuation more often than not taps for 10+ mana and 5-6 cards my way. The large numbers of cheap creatures and lower number of mana sinks in my interpretation of the deck is reason why.
Kruphix is surprisingly strong. When Animar is online he's almost always active (altough it's a shame that he has such a low power) and the no-max-handsize part is often relevant and when Animar is removed he, as already stated, is amazing backup.
Also Genesis Hydra is very powerful. Getting a ~10/10 body and the best of the top 10 cards of your library out around countermagic is quite potent.
@Marquisd - Gamekeeper does enjoy a reasonable cost reduction, and replaces himself when he dies, so he's not bad even if it is only a random creature into play. I don't like that he exiles himself (I'm a fan of recursion engines) and without a reliable way of sacrificing Gamekeeper, it's probably not worth running. If I had to choose between Jalira and Gamekeeper, I'd take Gamekeeper every time. It's essentially a free effect and can happen the turn you cast him (assuming he dies that turn). Jalira needs to tap to activate, has an activation mana cost and can't hit legendary creatures, which makes her too weak in my opinion.
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WBRAlesha, Who Smiles at Death EDH
Firstly, Ulamog, the Infinite Gyre works as creature based removal for Humility but he is very slow against Humility if it comes out early.
With sufficient mana Kozilek, Butcher of Truth combined with Words of Wind might be able to get you out of a Humility lock, but it's very board dependent (and I imagine Rhys wouldn't blink an eye at bouncing several tokens).
If you have to run non-creature answers I would be inclined to use the most flexible/powerful available. Beast Within, Chaos Warp and Cyclonic Rift are good places to start. All give versatile options. If counter magic is an issue, Krosan Grip works. Chaos Warp prevents recursion, as does Deglamer and Unravel the Æther, although they are more limited in what they can target. If you specifically want enchantment and artifact removal and don't worry about counters or tuck, Nature's Claim is probably the most efficient answer. Also Back to Nature can crush Pillowfort style decks, and Animar is unlikely to lose much at all.
If Humility is a common tutor target in your meta, you might want to increase the number of counterspells (and Mystic Snakes) in the deck to stop it entering play in the first place. Stifle can stop an Academy Rector trigger. To be really pre-emptive you might include Extract or Rootwater Thief. In fact Extract is possibly the perfect answer, as it can be played turn 1, and remove the only card you're worried about from the game all together as long as you have it in hand at the right time (and they don't have Humility in hand). Food for thought at any rate.
Another option depending on your situation is to play the political game. Hold onto your resources and see if someone else will destroy humility for you. This might work if Rhys is pushing ahead in terms of board presence and all the other players are more worried about him than you, although canny players will recognise the threat of a well built Animar deck and will take the opportunity to knock you out before dealing with Rhys. It's a risk an 'all-in' deck like this faces.
In all honesty I have very little experience playing against Humility, so my advice is purely theoretical. No one in my meta runs the card and I think the last time I played against it was in 2001, back when I was building a deck around Wall of Glare and Inviolability, with Horseshoe Crab enchanted by Hermetic Study as a win condition.
If anyone has more recent experience I'd welcome their input about playing against and around Humility.
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What should I cut?
I think it's probably time I take out Psychosis Crawler. He has had a great run as a win condition, but since Purphorus, God of the Forge came along, the Crawler has been out-classed.
What else can go to make room for these cards? Making cuts is very hard these days...
Maybe you could also take out Primordial Sage (there's already the Soul of the Harvest, and without Psychosis Crawler drawing becomes less prioritized) and Bloodbraid Elf (cascade is too random IMHO).
I'm not a big fan of Mercurial Pretender because there already are Phyrexian Metamorph, Vesuvan Shapeshifter and Duplicant
... and yes, cuts are always a pain.
Tiny - Yasova
I'm less keen on cutting Primordial Sage. Card draw is always valuable, even if it doesn't outright life-drain opponents. I suppose if I was cutting a card draw creature I'd be more inclined to remove Fathom Mage who give more situational draw, but I don't think cutting card draw is the right thing to do here.
Thanks for the suggestions Seravol, I think Bloodbraid will make way for the Hydra. Psychosis Crawler can be cut for Chief Engineer.
I really want to test Mercurial Pretender. It may not stay in the deck; it does come with quite a lot of conditions, but I think it's worth testing. Also Generator Servant, does it do enough? What sort of role would it play and so what could be cut for it?
You're welcome: it's always a pleasure to find together a way to test some new card.
To find a place for Mercurial Pretender maybe you could remove Ondu Giant: there's already the Solemn Simulacrum, which make you draw a card when it leaves. And there are also other cards for land ramping (Sakura-Tribe Elder, Wood Elves, ...).
Generator Servant seems very useful in early game, when Animar isn't on the battlefield or has few counters on it. But in the middle or late game I don't think that you can sacrifice it to use it in the casting cost of a creature if Animar has enough counters...
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I would struggle to find space for Force of Will (and even Pact of Negation) because it doesn't directly contribute to your combo, it doesn't have synergy with other cards in the deck, it's 1 card in 99 (so having it at the right time is far from certain) and you can't tutor for it easily even if you know you need it. There are several creature based counterspells (Mystic Snake, Draining Whelk) which are easily tutored in the deck and have synergy with the combos in the deck, even if they do have a higher mana cost.
If you can make a cut and want to try it out, please let me know how it performs for you. It is a powerful card and just knowing it is in your deck will make some players change their plays, which might be enough in itself to combo for the victory.
Something else I have been testing is Plasm Capture when you need a little more mana to finish the game. It can be really explosive especially after the obligatory wrath into playing big threat. It has made late game wins easy, especially after losing Animar, which is when you can afford to leave mana open. I look at it more as a super ramp spell/ Amimar replacement than a counterspell.
I have tested some of the cards you have wondered about:
Kruphix, the god has been invaluable to the deck. When I have lost Animar and didn't want to put an engine together to get him out and fill him with counters, Kruphix fills his role. Especially with his Prophet out.
Bane of progress has been a blow-out every time I play him. It can easily get 10 counters and wreck peoples boards. It is better than Steel Hellkite in a pinch. Admittedly there are no Topor orbs or griffs in either of my metas.
Mercurial Pretender wasn't very good. His activation cost was just too much sometimes and I had something better to do with the mana. Best case scenario he cost 2UUU to bounce and cast. There are definitely better options for a clone and that is actually where I am testing FoW right now. He is just too conditional and costly to make effective.
Have you tested out Treasonous Ogre? I am really curious about him, but the R only is making me hesitant. He has been a monster in my mono R Purphros deck.
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In my meta I have been reducing the number of counterspell effects, which admittedly makes the deck worse but makes my friends feel better about playing against the deck, which means I get to play the deck more often
I keep hearing good things about Kruphix, God of Horizons, so maybe I will have to make room for him.
Bane of Progress hasn't done much for me personally, perhaps I've never had it at the right time or against the right decks? I've gone back to Steel Hellkite for now, but maybe will switch it up again in the future. They are an easy swap back and forth, filling the same niche in the deck with the same casting cost.
I'm disappointed to hear about Mercurial Pretender, I think I may still try it out myself, but being limited to copying my own creatures is possibly the worst thing about it. I haven't got one yet, so I'm in no rush to add it to the deck for now.
Treasonous Ogre! I haven't tested it and actually forgot I wanted to find room for it in the deck! So many sets in so little time... I have one (picked it in draft specifically to put in Animar too) so I'll mess around with the deck this weekend and make some changes.
My thoughts so far:
Cards which are definitely going in: Chief Engineer, Genesis Hydra, Treasonous Ogre.
Maybe going in: Kruphix, God of Horizons (but what to cut?)
Cards coming out: Psychosis Crawler (so long my artifact horror), Bloodbraid Elf, Ondu Giant.
Will make actual updates on the weekend.
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3 Animar, Soul of Elements
Creatures (53)
1 Birds of Paradise
1 Shrieking Drake
2 Bloom Tender
2 Cloud of Faeries
2 Dream Stalker
2 Fauna Shaman
2 Gilded Drake
2 Merfolk Looter
2 Phantasmal Image
2 Sakura-Tribe Elder
2 Sylvan Caryatid
2 Sylvan Ranger
2 Willbender
3 Eternal Witness
3 Farhaven Elf
3 Fierce Empath
3 Man-o'-War
3 Pestermite
3 Treasure Mage
3 Wood Elves
4 Flametongue Kavu
4 Glen Elendra Archmage
4 Oracle of Mul Daya
4 Phyrexian Metamorph
4 Purphoros, God of the Forge
4 Venser, Shaper Savant
4 Voidmage Husher
4 Wickerbough Elder
5 Acidic Slime
5 Kiki-Jiki, Mirror Breaker
5 Mulldrifter
5 Peregrine Drake
5 Prophet of Kruphix
5 Urabrask the Hidden
5 Vesuvan Shapeshifter
5 Xenagos, God of Revels
5 Zealous Conscripts
6 Consecrated Sphinx
6 Draining Whelk
6 Duplicant
6 Etherium-Horn Sorcerer
6 Prime Speaker Zegana
6 Soul of the Harvest
6 Steel Hellkite
6 Wurmcoil Engine
7 Palinchron
7 Phyrexian Ingester
7 Sphinx of Uthuun
8 Terastodon
8 Vorinclex, Voice of Hunger
9 Artisan of Kozilek
9 Nullstone Gargoyle
2x Genesis Hydra
1 Sol Ring
3 Chromatic Lantern
3 Cloudstone Curio
4 Birthing Pod
Enchantments (1)
2 Sylvan Library
Instants (1)
1 Worldly Tutor
Sorcery (2)
7 Tooth and Nail
1x Green Sun's Zenith
Land (38)
1 Breeding Pool
1 Command Tower
1 Dryad Arbor
7 Forest
10 Island
1 Izzet Guildgate
1 Karplusan Forest
6 Mountain
1 Opal Palace
1 Rootbound Crag
1 Shivan Reef
1 Simic Guildgate
1 Steam Vents
1 Stomping Ground
1 Taiga
1 Terramorphic Expanse
1 Wooded Foothills
1 Yavimaya Coast
I think that it's very similar to the primer deck. Maybe some difference can be of some interest... maybe not.
P.S.: every hint & suggestion would be a nice gift.
EDIT: the actual version of the deck is in this thread.
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GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.
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
GWU Rafiq
RWB Zurgo
WBG Ghave
WUB Oloro
WBR Kaalia (Archived)
My Blog, currently working on series about my custom set Cazia.
Steam Trades - I play Dota 2, CS:GO, TF2, and trade cards heavily. Add me if you like.
Also Genesis Hydra is very powerful. Getting a ~10/10 body and the best of the top 10 cards of your library out around countermagic is quite potent.
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Retired: Karador, Ghost Chieftain | Rafiq of the Many | Animar, Soul of Elements | Maelstrom Wanderer