so now i am thinking about UG fastland
To tell the truth- i miss exploration very much =((( and probe obv too. But evolution and Foul are too good not to play them
Maybe looking to my list- somebody can suggest what to cut? To play exploration and|or Probe
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Team Akkuschrauber & River Boa Crew
byes are for girls!
Jitte tilts games from time to time, sure, but generally it's slow, predictable, and you can out maneuver it. It doesn't steal the game single handedly, we still win most of the games involving Jitte anyway, and none of our worst matchups are improved by anti-jitte tech.
I really like the idea of Rishkar. I'm not sure about it, needs testing. I think Trophy Mage is an auto include for those of us running cloudstone curio.
I don't think this has been mentioned yet, but Amonkhet brought us Vizier of the Menagerie. It's basically the most insane card Animar could ever possibly wish for.
Vizier of the Menagerie {3}G
Creature — Naga Cleric 3/4
You may look at the top card of your library. (You may do this at any time.)
You may cast the top card of your library if it's a creature card.
You may spend mana as though it were mana of any type to cast creature spells.
Vizier into Oracle is the most satisfying combo ever.
If you have 1 creature + Survival + Sylvan/Worldly, you can survival into Vizier, then combo with tutor without needing a card draw; then tutoring into something like Imperial recruiter is completely insane, as even if you don't have any gas, Vizier + shuffles gives you options and the Peregrine drake untap gives you options.
Also highly recommend Rishkar, Peema Renegade. Turning online Animar/Wall of Roots/Arctic Merfolk & +2 as potential mana tappers can gain you net 2+ mana, and sets up targets for Wirewood Symbiote
From Hours, Champion of Wits seems like it might be a good addition. Hand filtering, clampable, and if you REALLY have nothing better to do with 7 mana you could Eternalize it. But mostly for the first two points.
It's been a long time since I've posted here but with the introduction of 1v1 commander on MTGO I decided to put together my old Animar Tempo list as it was fairly cheap compared to what the paper version had previously cost me and I've been having a ton of fun. I know the banlist is different but the deck is technically French legal I believe and there isn't exactly anywhere else to post about animar so here's my list for anyone curious. I've had quite a bit of success with it in what is showing itself to be a very competitive field.
Geared entirely towards fighting control decks with sweepers/counters/heavy removal suites as animar pretty much steamrolls everything else with the tempo gameplan or the statue combo finish, generally due to Animar's protections being dominant in the heavy black/white meta on MTGO.
I think rites is playable, it's just slow because you can't use the mana until your opponents turn at the earliest. So three mana investment is a lot, most turns in the early game you're essentially doing just that and nothing else. Cradle is Cradle though, which can be amazing.
I'm very much interested in Riverwise Augur. 4 mana is steep but I feel like it compares favorably to the 4 mana exploit creature that mana people run. Brainstorm is one hell of an ETB effect and without the drawback of exploit. I would go as far as to say it could be better than slithermuse because you don't need to evoke it away and is great at any stage of the game whereas slithermuse can be dead for numerous reasons. I'm not running Vizier of the Menagerie and perhaps that's a more popular comparison as of right now anyways but I'll be giving the merfolk a shot.
I think rites is playable, it's just slow because you can't use the mana until your opponents turn at the earliest. So three mana investment is a lot, most turns in the early game you're essentially doing just that and nothing else. Cradle is Cradle though, which can be amazing.
Can I have a look in your deck list? I'm currently trying to build a competitive one, but I still need second and third, and fourth oppinions
This deck has an easy time against the ramp decks of the format so the focus is really on beating burn heavy decks like Tymna, Breya, and Kess as decks that struggle to remove Animar you can essentially ignore when deckbuilding. Grindstone is a card I have a hate love relationship with and sometimes is in sometimes isn’t. The backup plan if Animar gets blown to shreds is generally Magus/Bloodmoon, Grindstone/Servant if it’s in. Aluren and Earthcraft enable all the broken lines not related to Statue. Even without Animar you can combine either with Shrieking Drake and Glimpse of Nature to draw the deck, or with Utopia Sprawl/Wild Growth for infinite mana with Earthcraft. If all else fails try to find skullclamp and dig your way out.
The maybeboard is mostly stuff to fight removal/counters. The deck is also mostly dead to a turn two Meddling Mage so Domri/Snap are being considered for mostly that reason.
I haven't seen any discussion on this Animar build for quite some time. Have people mostly abandoned this version of Animar, or has discussion moved elsewhere? There are quite a few cards that have come out in the last two years that I think might deserve a slot, but as always, the question is what to cut. I've been playtesting them, and I think they're all solid, but I'd be curious to know what other people (especially Jester!) think. I'm currently running Jester's last mentioned list from this thread (minus the true dual lands), but with the cuts I describe below.
Waterlogged Grove/Fiery Islet - These feel like no-duh inclusions. The life loss is negligible, but the late game ability to pop a land for one more card off the top of your library to hopefully extend the combo has definitely saved some games for me. I cut an Island for the Islet, and a Forest for the Grove.
Castle Garenbrig - This also feels like a no-duh replacement for a Forest. There's virtually no down side, we use a lot of green mana anyway, and "tapping for two" on a single land is pretty useful. It's no Gaea's Cradle, but still pretty great.
Mystic Sanctuary - I'm less sure on this one. The deck doesn't run a ton of instants or sorceries, but the few it does run are fairly high impact (by definition, since you have to be a pretty good non-creature to get included). Drawing is extremely easy in this deck, so the top-of-library aspect isn't much of a downside, and the three Island requirement is equally easy to hit. Then, being able to turn any blue fetchland into any of our Tutor spells, a Brainstorm/Shared Discovery, or a second Glimpse of Nature we've already cast seems fairly strong. I cut an Island for this.
Prismatic Vista - It's a 10th Fetch! Sorta. It can't get Shocks, Duals, Dryad Arbor, or Mystic Sanctuary, but it can fix mana, thin the deck of lands to reduce wiffs while comboing, and triggers Lotus Cobra. I cut a Forest for this.
Springbloom Druid - It's Harrow that we can Clamp and cast for G! I feel like this is an obvious auto-include. The main downside would be running out of basics, which could be a concern, especially since I've been cutting more of them for the above lands. I think this can be tuned around, though. I ended up cutting Gatecreeper Vine for this, as it feels like an almost strict upgrade.
Pollenbright Druid - This also feels obvious to me. It's another Bond Beetle at the 2 CMC slot, but with added synergy with Rishkar. I ended up cutting Sylvan Ranger for this, but that might not be the right call as they fill different functionality.
The Great Henge - This one has clear anti-synergy with Skull Clamp, but I feel like the benefits outweigh the few situations where we play this then draw a clamp. Having a permanent Glimpse of Nature is nuts, and the card sorta-kinda benefits from Animar's ability since a big Animar reduces the cost of The Henge. Getting a 7/7 Animar is a piece of cake, and since it's an artifact, it can tap the turn it comes out so it's effectively "free". The life gain isn't huge, but it does let us loop Phyrexian Metamorph more freely, or pay for Shocks/Fetches/Grove/Islet, etc. I ended up cutting Rofellos for this, but maybe I should cut something else. It's a hard call with so many good options.
Spark Double - I've currently taken out Phantasmal Image for this guy. I've been pleased with it so far, but I'm curious to hear others' thoughts. The idea is that in addition to copying other creatures for ETB effects, you also have the option of copying Animar, the copy gets a free +1/+1 to start, and now every creature you play doubles the cost reduction you're getting, allowing you to ramp into an Eldrazi more quickly. It also gives you a bit of a buffer against non-wrath removal, since they need to remove two copies of Animar now. And, unlike Phantasmal Image, you can bounce it if needed. I'm unsure if this is just win more, and copying Animar isn't better than a 2 CMC clone, but it's been decent in playtesting so far. Heck, maybe the right decision is to cut something else and just run 3 copy effects - I'm unsure.
So yeah, any thoughts on these new inclusions? And what would you cut for them?
I absolutely love this deck, and I'm sad to see discussion has died down. I think we've been given a lot of really great tools over the last two years!
i made:
- Thran Quarry + cinder glade
- exploration + eldrith evolution
- Gitaxian Probe + Foul Emissary
so now i am thinking about UG fastland
To tell the truth- i miss exploration very much =((( and probe obv too. But evolution and Foul are too good not to play them
Maybe looking to my list- somebody can suggest what to cut? To play exploration and|or Probe
byes are for girls!
1) i still miss probe and exploration, but really cant find place for them. Other cards, including Evolution and Foul Emissary, seems pretty solid
2) Cinder Glade seems ok for me. Not amazing, but ok
So now i am thinking about new UG fastland
byes are for girls!
byes are for girls!
Any ideas for improving our matchup against Jace?
kess, dissident mage
surrak, dragon claw
marchesa, the black rose
www.mtgtop8.com/event?e=12862&d=274716&f=EDH
i just tweek it to.
-glimpse
-POD
-edric
+eldrich evo
+JTMS
+jitte
kess, dissident mage
surrak, dragon claw
marchesa, the black rose
Vizier of the Menagerie {3}G
Creature — Naga Cleric 3/4
You may look at the top card of your library. (You may do this at any time.)
You may cast the top card of your library if it's a creature card.
You may spend mana as though it were mana of any type to cast creature spells.
Vizier into Oracle is the most satisfying combo ever.
If you have 1 creature + Survival + Sylvan/Worldly, you can survival into Vizier, then combo with tutor without needing a card draw; then tutoring into something like Imperial recruiter is completely insane, as even if you don't have any gas, Vizier + shuffles gives you options and the Peregrine drake untap gives you options.
Also highly recommend Rishkar, Peema Renegade. Turning online Animar/Wall of Roots/Arctic Merfolk & +2 as potential mana tappers can gain you net 2+ mana, and sets up targets for Wirewood Symbiote
Updated list:
// 2 Artifact
1 Cloudstone Curio
1 Skullclamp
// 52 Creature
1 Phyrexian Metamorph
1 Wood Elves
1 Trinket Mage
1 Bloom Tender
1 Elvish Visionary
1 Mulldrifter
1 Birds of Paradise
1 Primeval Titan
1 Sea Gate Oracle
1 Lotus Cobra
1 Fierce Empath
1 Imperial Recruiter
1 Ulamog, the Infinite Gyre
1 Kozilek, Butcher of Truth
1 Artisan of Kozilek
1 Llanowar Elves
1 Coiling Oracle
1 Raven Familiar
1 Gilded Drake
1 Wirewood Symbiote
1 Fyndhorn Elves
1 Shrieking Drake
1 Dryad Arbor
1 Cloud of Faeries
1 Arbor Elf
1 Wall of Roots
1 Phantasmal Image
1 Sylvan Ranger
1 Peregrine Drake
1 Arctic Merfolk
1 Wall of Blossoms
1 Spellskite
1 Hapless Researcher
1 Slithermuse
1 Flamekin Harbinger
1 Wirewood Herald
1 Shardless Agent
1 Bond Beetle
1 Faerie Impostor
1 Gatecreeper Vine
1 Elvish Mystic
1 Oracle of Mul Daya
1 Rofellos, Llanowar Emissary
1 Sidisi's Faithful
1 Gurmag Drowner
1 Rattleclaw Mystic
1 Beastcaller Savant
1 Woodland Bellower
1 Veteran Explorer
1 Foul Emissary
1 Rishkar, Peema Renegade
1 Vizier of the Menagerie
1 Earthcraft
1 Survival of the Fittest
1 Utopia Sprawl
1 Wild Growth
// 4 Instant
1 Worldly Tutor
1 Chord of Calling
1 Brainstorm
1 Daze
// 31 Land
1 Taiga
1 Breeding Pool
1 Command Tower
1 Flooded Grove
1 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
1 Bloodstained Mire
1 Stomping Ground
1 Steam Vents
1 Wooded Foothills
1 Windswept Heath
1 Tropical Island
1 Volcanic Island
4 Island
1 Mountain
1 Arid Mesa
1 Eye of Ugin
1 Flooded Strand
1 Verdant Catacombs
1 Grove of the Burnwillows
7 Forest
// 6 Sorcery
1 Green Sun's Zenith
1 Glimpse of Nature
1 Gitaxian Probe
1 Sylvan Tutor
1 Shared Discovery
1 Land Grant
I´m facing really hard time against Leovold (control). Any tips?
From Hours, Champion of Wits seems like it might be a good addition. Hand filtering, clampable, and if you REALLY have nothing better to do with 7 mana you could Eternalize it. But mostly for the first two points.
1 Dryad Arbor
1 Walking Ballista
1 Arbor Elf
1 Birds of Paradise
1 Caustic Caterpillar
1 Cursecatcher
1 Elvish Mystic
1 Fyndhorn Elves
1 Goblin Chirurgeon
1 Llanowar Elves
1 Mausoleum Wanderer
1 Shrieking Drake
1 Sylvan Safekeeper
1 Tinder Wall
1 Wild Cantor
1 Cloud of Faeries
1 Coiling Oracle
1 Den Protector
1 Elvish Visionary
1 Fauna Shaman
1 Gilded Drake
1 Lotus Cobra
1 Painter's Servant
1 Phantasmal Image
1 Spellskite
1 Spiketail Hatchling
1 Stratus Dancer
1 Sylvan Ranger
1 Wall of Blossoms
1 Elvish Spirit Guide
1 Eternal Witness
1 Imperial Recruiter
1 Kira, Great Glass-Spinner
1 Magus of the Moon
1 Man-o'-War
1 Reclamation Sage
1 Simian Spirit Guide
1 Trinket Mage
1 Ancestral Statue
1 Glen Elendra Archmage
1 Phyrexian Metamorph
1 Profaner of the Dead
1 Purphoros, God of the Forge
1 Venser, Shaper Savant
1 Ingot Chewer
1 Mulldrifter
1 Chrome Mox
1 Mox Diamond
1 Grindstone
1 Skullclamp
1 Birthing Pod
Sorceries:5
1 Gitaxian Probe
1 Glimpse of Nature
1 Green Sun's Zenith
1 Traverse the Ulvenwald
1 Eldritch Evolution
Instants:7
1 Mental Misstep
1 Worldly Tutor
1 Daze
1 Muddle the Mixture
1 Chord of Calling
1 Invigorate
1 Force of Will
Enchantments:4
1 Utopia Sprawl
1 Wild Growth
1 Earthcraft
1 Sylvan Library
Lands:32
1 Arid Mesa
1 Bloodstained Mire
1 Breeding Pool
1 Cascade Bluffs
1 Cavern of Souls
1 City of Brass
1 Command Tower
1 Flooded Grove
1 Flooded Strand
3 Forest
4 Island
1 Karplusan Forest
1 Mana Confluence
1 Misty Rainforest
1 Polluted Delta
1 Reflecting Pool
1 Scalding Tarn
1 Shivan Reef
1 Steam Vents
1 Stomping Ground
1 Taiga
1 Tropical Island
1 Verdant Catacombs
1 Volcanic Island
1 Windswept Heath
1 Wooded Foothills
1 Yavimaya Coast
Geared entirely towards fighting control decks with sweepers/counters/heavy removal suites as animar pretty much steamrolls everything else with the tempo gameplan or the statue combo finish, generally due to Animar's protections being dominant in the heavy black/white meta on MTGO.
I'm very much interested in Riverwise Augur. 4 mana is steep but I feel like it compares favorably to the 4 mana exploit creature that mana people run. Brainstorm is one hell of an ETB effect and without the drawback of exploit. I would go as far as to say it could be better than slithermuse because you don't need to evoke it away and is great at any stage of the game whereas slithermuse can be dead for numerous reasons. I'm not running Vizier of the Menagerie and perhaps that's a more popular comparison as of right now anyways but I'll be giving the merfolk a shot.
Also, dominaria, and the last sets! I loved your list btw
Can I have a look in your deck list? I'm currently trying to build a competitive one, but I still need second and third, and fourth oppinions
1 Dryad Arbor
1 Walking Ballista
1 Arbor Elf
1 Birds of Paradise
1 Caustic Caterpillar
1 Elvish Mystic
1 Fyndhorn Elves
1 Goblin Chirurgeon
1 Llanowar Elves
1 Shrieking Drake
1 Siren Stormtamer
1 Skirk Prospector
1 Sylvan Safekeeper
1 Tinder Wall
1 Wild Cantor
1 Cloud of Faeries
1 Coiling Oracle
1 Den Protector
1 Dream Stalker
1 Elvish Visionary
1 Fauna Shaman
1 Gaea's Herald
1 Gatecreeper Vine
1 Gilded Drake
1 Lotus Cobra
1 Painter's Servant
1 Phantasmal Image
1 Phyrexian Revoker
1 Spellskite
1 Stratus Dancer
1 Sylvan Ranger
1 Wall of Blossoms
1 Champion of Wits
1 Elvish Spirit Guide
1 Eternal Witness
1 Imperial Recruiter
1 Magus of the Moon
1 Man-o'-War
1 Reclamation Sage
1 Sea Gate Oracle
1 Simian Spirit Guide
1 Trinket Mage
1 Ancestral Statue
1 Glen Elendra Archmage
1 Phyrexian Metamorph
1 Riverwise Augur
1 Venser, Shaper Savant
1 Mulldrifter
1 Jeweled Amulet
1 Lotus Petal
1 Pithing Needle
1 Skullclamp
1 Birthing Pod
Sorceries:5
1 Gitaxian Probe
1 Glimpse of Nature
1 Green Sun's Zenith
1 Eldritch Evolution
1 Fabricate
Instants:5
1 Mental Misstep
1 Daze
1 Muddle the Mixture
1 Chord of Calling
1 Force of Will
Enchantments:5
1 Utopia Sprawl
1 Wild Growth
1 Earthcraft
1 Blood Moon
1 Aluren
Lands:31
1 Arid Mesa
1 Bloodstained Mire
1 Breeding Pool
1 Cavern of Souls
1 City of Brass
1 Command Tower
1 Flooded Grove
1 Flooded Strand
3 Forest
1 Gemstone Caverns
3 Island
1 Karplusan Forest
1 Mana Confluence
1 Misty Rainforest
1 Polluted Delta
1 Reflecting Pool
1 Scalding Tarn
1 Shivan Reef
1 Steam Vents
1 Stomping Ground
1 Taiga
1 Tropical Island
1 Verdant Catacombs
1 Volcanic Island
1 Windswept Heath
1 Wooded Foothills
1 Yavimaya Coast
1 Grindstone
1 Gamble
1 Steely Resolve
1 Invigorate
1 Misdirection
1 Prowling Serpopard
1 Kira, Great-Glass Spinner
1 Vendilion Clique
1 Snap
1 Domri Rade
This deck has an easy time against the ramp decks of the format so the focus is really on beating burn heavy decks like Tymna, Breya, and Kess as decks that struggle to remove Animar you can essentially ignore when deckbuilding. Grindstone is a card I have a hate love relationship with and sometimes is in sometimes isn’t. The backup plan if Animar gets blown to shreds is generally Magus/Bloodmoon, Grindstone/Servant if it’s in. Aluren and Earthcraft enable all the broken lines not related to Statue. Even without Animar you can combine either with Shrieking Drake and Glimpse of Nature to draw the deck, or with Utopia Sprawl/Wild Growth for infinite mana with Earthcraft. If all else fails try to find skullclamp and dig your way out.
The maybeboard is mostly stuff to fight removal/counters. The deck is also mostly dead to a turn two Meddling Mage so Domri/Snap are being considered for mostly that reason.
Waterlogged Grove/Fiery Islet - These feel like no-duh inclusions. The life loss is negligible, but the late game ability to pop a land for one more card off the top of your library to hopefully extend the combo has definitely saved some games for me. I cut an Island for the Islet, and a Forest for the Grove.
Castle Garenbrig - This also feels like a no-duh replacement for a Forest. There's virtually no down side, we use a lot of green mana anyway, and "tapping for two" on a single land is pretty useful. It's no Gaea's Cradle, but still pretty great.
Mystic Sanctuary - I'm less sure on this one. The deck doesn't run a ton of instants or sorceries, but the few it does run are fairly high impact (by definition, since you have to be a pretty good non-creature to get included). Drawing is extremely easy in this deck, so the top-of-library aspect isn't much of a downside, and the three Island requirement is equally easy to hit. Then, being able to turn any blue fetchland into any of our Tutor spells, a Brainstorm/Shared Discovery, or a second Glimpse of Nature we've already cast seems fairly strong. I cut an Island for this.
Prismatic Vista - It's a 10th Fetch! Sorta. It can't get Shocks, Duals, Dryad Arbor, or Mystic Sanctuary, but it can fix mana, thin the deck of lands to reduce wiffs while comboing, and triggers Lotus Cobra. I cut a Forest for this.
Springbloom Druid - It's Harrow that we can Clamp and cast for G! I feel like this is an obvious auto-include. The main downside would be running out of basics, which could be a concern, especially since I've been cutting more of them for the above lands. I think this can be tuned around, though. I ended up cutting Gatecreeper Vine for this, as it feels like an almost strict upgrade.
Pollenbright Druid - This also feels obvious to me. It's another Bond Beetle at the 2 CMC slot, but with added synergy with Rishkar. I ended up cutting Sylvan Ranger for this, but that might not be the right call as they fill different functionality.
The Great Henge - This one has clear anti-synergy with Skull Clamp, but I feel like the benefits outweigh the few situations where we play this then draw a clamp. Having a permanent Glimpse of Nature is nuts, and the card sorta-kinda benefits from Animar's ability since a big Animar reduces the cost of The Henge. Getting a 7/7 Animar is a piece of cake, and since it's an artifact, it can tap the turn it comes out so it's effectively "free". The life gain isn't huge, but it does let us loop Phyrexian Metamorph more freely, or pay for Shocks/Fetches/Grove/Islet, etc. I ended up cutting Rofellos for this, but maybe I should cut something else. It's a hard call with so many good options.
Spark Double - I've currently taken out Phantasmal Image for this guy. I've been pleased with it so far, but I'm curious to hear others' thoughts. The idea is that in addition to copying other creatures for ETB effects, you also have the option of copying Animar, the copy gets a free +1/+1 to start, and now every creature you play doubles the cost reduction you're getting, allowing you to ramp into an Eldrazi more quickly. It also gives you a bit of a buffer against non-wrath removal, since they need to remove two copies of Animar now. And, unlike Phantasmal Image, you can bounce it if needed. I'm unsure if this is just win more, and copying Animar isn't better than a 2 CMC clone, but it's been decent in playtesting so far. Heck, maybe the right decision is to cut something else and just run 3 copy effects - I'm unsure.
So yeah, any thoughts on these new inclusions? And what would you cut for them?
I absolutely love this deck, and I'm sad to see discussion has died down. I think we've been given a lot of really great tools over the last two years!