This is a build that Ive been toying around for some time, I dont have a big playtesting group, but I think it should be somewhat competitive.
Overall, its super fun to play.
The lands are not set, the ones posted here are not even the last iteration, Im using shocklands and overall its running pretty well, I can always generate the 3 colored mana for Animar.
Things to work on:
* complete sideboard.
* replace morph for more utility-morph/ counter-wizards?
* protect Animar.
What Ive found when playing with Animar is basically the only thing you have to do, is replenish your hand, this build works on that and MUCH MORE!!
I think a good way to build animar is to have enough 1 CMC acceleration to drop animar on turn 2. So I'd cut 2 CMC mana elves and make room for Green Sun's Zenith and Dryad Arbor. You might also want to consider Tinder Wall for a more explosive turn 2.
Then I'd include at least a few 0-drops to combo out the turn you drop animar. Not only is this fast, but since animar is already pro W and pro B, all you need is to get it up to about 4 toughness, and you'll pretty much have built in protection. Ornithopter and Memnite seem like must includes. T1 Tinder Wall will let you play 1-drops too. Secondly, I'd play about 6-7 colorless 1-2 CMC creatures (mostly 1 CMC) that you can continue the free creature chain with. Signal Pest comes to mind - there are many others. Phyrexian mana is cool too - look around. That way, you can drop all your morphs for free on the same turn that you drop animar.
In addition to X-creatures, I'd also look into the best Bestow dudes, since they benefit from cost reduction and the alt cost bypasses the 3 CMC restriction of the format - more power to animar. You'll be casting those and flipping morphs on turn 3-4.
So basically, I'd make an animar deck of mostly lands and creatures that aims to play its hand by turn 2, or turn 3 at the latest. Animar should be a 4/4+ on turn 2-3. Dunno if you like this idea, but I think it could be powerful and really make the most of animar.
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Urdjur, I already played that deck, it was incredible, you could empty your hand by turn 2! Animar might end up being 4/4 and have a couple of underwhelming artifacts to acompany him. Dont get me wrong, some times it was INCREDIBLE, by turn 3 I could play half my library, but normally I would end up casting the following:
* Master of etherium 4/4
* Phyrexian Soulgorger 8/8 no evasion
* Ornithopter 0/2
* Signal Pest 0/1
* Animar 5/5
This is not bad, it was a pretty standard hand, BUT:
- Master doesnt have evasion and the phyrexian kill him slowly.
- ornithoper doesnt do much.
- I can sustain the soulgorger maybe for two turns?
We have 25 lifes in this format and although droping this by turn 2/3 might be really good, its really hard to get from here to 25 damages. Most of my stuff can be blocked easily and dont get me to the situation where Animar is killed (playing against red). For these reasons, I created this second deck, a little bit slower, but much more consistent... even so Ill think about your suggestions, I do like Tinder Wall and I was thinking on putting tutors
When I have a little more time Ill post my second deck with Animar, is tribal Myr, its crazy
What you NEED is card draw. Seems to me the eventual aim of this deck is to cast multiple creature spells in a single turn. Doing that while hitting land drops WILL run you out of cards PDQ.
As I said, you have two ways of playing animar, one would be to drop lots of artifact creatures and hope that this is enough. Im trying to target the alternative, which is a little slower, where you drop Animar, protect it and next turn you can start popping interesting creatures (Hydras + utility creatures). If you protect him, there is no reason to put 0 cost creatures and try to "combo".
Now, which would be the best ways to protect him, while keeping the creature theme here?
I though about:
Overall, its super fun to play.
General:Animar, Soul of Elements
Creatures:
Spells:
Lands:
Sideboard:
Sylvan Safekeeper
Skirk Marauder
The lands are not set, the ones posted here are not even the last iteration, Im using shocklands and overall its running pretty well, I can always generate the 3 colored mana for Animar.
Things to work on:
* complete sideboard.
* replace morph for more utility-morph/ counter-wizards?
* protect Animar.
What Ive found when playing with Animar is basically the only thing you have to do, is replenish your hand, this build works on that and MUCH MORE!!
Every input is welcomed
Then I'd include at least a few 0-drops to combo out the turn you drop animar. Not only is this fast, but since animar is already pro W and pro B, all you need is to get it up to about 4 toughness, and you'll pretty much have built in protection. Ornithopter and Memnite seem like must includes. T1 Tinder Wall will let you play 1-drops too. Secondly, I'd play about 6-7 colorless 1-2 CMC creatures (mostly 1 CMC) that you can continue the free creature chain with. Signal Pest comes to mind - there are many others. Phyrexian mana is cool too - look around. That way, you can drop all your morphs for free on the same turn that you drop animar.
In addition to X-creatures, I'd also look into the best Bestow dudes, since they benefit from cost reduction and the alt cost bypasses the 3 CMC restriction of the format - more power to animar. You'll be casting those and flipping morphs on turn 3-4.
So basically, I'd make an animar deck of mostly lands and creatures that aims to play its hand by turn 2, or turn 3 at the latest. Animar should be a 4/4+ on turn 2-3. Dunno if you like this idea, but I think it could be powerful and really make the most of animar.
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
* Master of etherium 4/4
* Phyrexian Soulgorger 8/8 no evasion
* Ornithopter 0/2
* Signal Pest 0/1
* Animar 5/5
This is not bad, it was a pretty standard hand, BUT:
- Master doesnt have evasion and the phyrexian kill him slowly.
- ornithoper doesnt do much.
- I can sustain the soulgorger maybe for two turns?
We have 25 lifes in this format and although droping this by turn 2/3 might be really good, its really hard to get from here to 25 damages. Most of my stuff can be blocked easily and dont get me to the situation where Animar is killed (playing against red). For these reasons, I created this second deck, a little bit slower, but much more consistent... even so Ill think about your suggestions, I do like Tinder Wall and I was thinking on putting tutors
When I have a little more time Ill post my second deck with Animar, is tribal Myr, its crazy
Sylvan Safekeeper
But cant think of many other, besides boots, I need things like: saffi eriksdotter but in color range
As I said, you have two ways of playing animar, one would be to drop lots of artifact creatures and hope that this is enough. Im trying to target the alternative, which is a little slower, where you drop Animar, protect it and next turn you can start popping interesting creatures (Hydras + utility creatures). If you protect him, there is no reason to put 0 cost creatures and try to "combo".
Now, which would be the best ways to protect him, while keeping the creature theme here?
I though about:
I do intend to keep this in two mana range (Kira may be too much) and will try to put some stuff in and some other in sideboard.
Thanks!