This is the first EDH deck that I started building a couple of years ago when I first started and it has has evolved into a fairly efficient beast. Some of the restrictions that I put on my self was no non-land tutors as they tend to slow down the games a lot when you have to look through 80+ cards to find just the right one. Though I guess Garruk, Caller of beasts does slightly break the rule, but without a doubling season in the deck, if he hits his ultimate the game is going to be over anyway. Another big restriction is no infinite combos, I've been on the receiving end of some and it just feels bad when someone else comes out of nowhere and combos off to kill the entire table at once. The last thing I am avoiding is infect, poison rules aren't scaled to commander, and my creatures usually are going to hurt enough in the first place.
The deck is very heavily green, with over half of it's creatures being either green or colorless, and of the non-green colored creatures, only 3 have 2 colored mana in their cost. I also tended to avoid creatures that had to much colored mana in their cost in order to use Animar's ability better. The deck used to include a slight proliferation sub-theme to go with all of the +1/+1 counters in the deck, but I didn't use them often enough to be worth it.
I avoid colorless lands in this deck as much as I can because unless the utility is very high, it tends to be a dead land when Animar is reducing my creature costs to just colored mana.
A large number of the removal and utility/buff creatures could also be described as beaters since a few of them are or get large as they do their job, but they also do more than swing for large numbers.
The two Eldrazi are mainly in the deck for their cast abilities, colorless cost, large size, and shuffle effect. I always feel like a jerk when I swing with one, but when I do, the defender would probably die without the triggers anyway.
1 Animar, Soul of Elements
//Lands
1 Alchemist's Refuge
1 Ancient Ziggurat
1 Breeding Pool
1 Cascade Bluffs
1 Command Tower
1 Flooded Grove
1 Fire-Lit Thicket
8 Forest
1 Frontier Bivouac
1 Gruul Turf
1 Hinterland Harbor
1 Island
1 Misty Rainforest
1 Mosswort Bridge
1 Mountain
1 Mountain Valley
1 Reflecting Pool
1 Reliquary Tower
1 Rootbound Crag
1 Scalding Tarn
1 Simic Growth Chamber
1 Steam Vents
1 Stomping Ground
1 Sulfur Falls
1 Taiga
1 Temple of Abandon
1 Temple of Mystery
1 Tropical Island
1 Volcanic Island
1 Wooded Foothills
1 Deadwood Treefolk
1 Edric, Spymaster of Trest
1 Eternal Witness
1 Fathom Mage
1 Garruk's Horde
1 Garruk's Packleader
1 Kozilek, Butcher of Truth
1 Mulldrifter
1 Oracle of Mul Daya
1 Sages of the Anima
1 Shaman of the Great Hunt
1 Solemn Simulacrum
1 Soul of the Harvest
//Removal Creatures
1 Acidic Slime
1 Bane of Progress
1 Duplicant
1 Engulfing Slagwurm
1 Gruul Ragebeast
1 Nullmage Advocate
1 Phyrexian Ingester
1 Reclamation Sage
1 Silklash Spider
1 Terastodon
1 Trygon Predator
1 Ulamog, the Infinite Gyre
1 Woodfall Primus
//Utility/Buff Creatures
1 Archetype of Imagination
1 Bramblewood Paragon
1 Craterhoof Behemoth
1 Dack's Duplicate
1 Forgotten Ancient
1 Maelstrom Wanderer
1 Master Biomancer
1 Nylea, God of the Hunt
1 Ogre Battledriver
1 Prophet of Kruphix
1 Renegade Krasis
1 Ruric Thar, the Unbowed
1 Scavenging Ooze
1 Surrak Dragonclaw
1 Thunderfoot Baloth
1 Urabrask the Hidden
1 Vigor
1 Chasm Skulker
1 Cosi's Trickster
1 Darksteel Colossus
1 Experiment One
1 Hamletback Goliath
1 Kalonian Hydra
1 Kavu Predator
1 Lorescale Coatl
1 Scute Mob
1 Slumbering Dragon
1 Taurean Mauler
1 Worldspine Wurm
1 Xenagos, God of Revels
//Enchantments
1 Hardened Scales
1 Lurking Predators
1 Mirri's Guile
1 Sylvan Library
//Planeswalkers
1 Domri Rade
1 Garruk, Caller of Beasts
The deck is very heavily green, with over half of it's creatures being either green or colorless, and of the non-green colored creatures, only 3 have 2 colored mana in their cost. I also tended to avoid creatures that had to much colored mana in their cost in order to use Animar's ability better. The deck used to include a slight proliferation sub-theme to go with all of the +1/+1 counters in the deck, but I didn't use them often enough to be worth it.
I avoid colorless lands in this deck as much as I can because unless the utility is very high, it tends to be a dead land when Animar is reducing my creature costs to just colored mana.
A large number of the removal and utility/buff creatures could also be described as beaters since a few of them are or get large as they do their job, but they also do more than swing for large numbers.
The two Eldrazi are mainly in the deck for their cast abilities, colorless cost, large size, and shuffle effect. I always feel like a jerk when I swing with one, but when I do, the defender would probably die without the triggers anyway.
A fun thing I found recently with the deck is to have Dack's Duplicate copy Kalonian Hydra. Things get big very fast.
GRUAnimar, Soul of CreaturesGRU
GWGW Tokens: Rhys,Tolsimir, or Trostani GW
BMarrow-GnawerB
BGSkullbriar, All's fun in the GraveBG
RWBAlesha, Who Smiles at DeathRWB