Experimental combo deck with Animar. Constant use of bouncing creatures back and forth to up Animar, plus a minor +1/+1 counters theme for when he dies. Runs a number of combos that rely on minimizing mana costs as much as possible all while making him bigger. You can combo out for infinite mana/infinite damage or, make Animar as big as you can and then swing with him for the win. In the defensive dept we've got a number of amusing enchantments as well as the powerful counter combos of Archmage + Sage and Mystic Snake + Crystal Shard.
Experimental combo deck with Animar. Constant use of bouncing creatures back and forth to up Animar, plus a minor +1/+1 counters theme for when he dies. Runs a number of combos that rely on minimizing mana costs as much as possible all while making him bigger. You can combo out for infinite mana/infinite damage or, make Animar as big as you can and then swing with him for the win. In the defensive dept we've got a number of amusing enchantments as well as the powerful counter combos of Archmage + Sage and Mystic Snake + Crystal Shard.
I opened one last year, got two crap worldwake packs and 8x scathe zombies, which I promptly hid around my sister's apartment for her roommates to find. But, yeah, it was a piece of crap.
You, sir, have just won the internet. Congratulations.
I highly recommend you squeeze in Protean Hulk I have found this to be a real beast in this deck.
I wanted to be really snarky, but I figure instead I'll just point you to The "official" banlist.
On topic...
In place of FoF, you can run the new creature version, Sphinx of Uthuun, as he powers up Animar as a bonus.
I propose Reap and Sow instead of Plow Under. The versatility of 'tutor for any land and play it untapped' or 'destroy that problem nonbasic' (Maze, for when you swing with Animar, maybe?) or 'both' on the former is hard to beat, and seems better to me than just clogging up someone's draw for a turn. Though if you can follow up Plow Under with a shuffle effect, it gets much better.
I'm a fan of Power Conduit over Sage of Fables to combo with Glen Elendra Archmage. You lose the ability to counter multiple times in a turn, but you gain the ability to turn -1/-1 counters into +1/+1 counters for your general, furthering your goals of cheaper creatures and stompier general. Collective Restraint seems underwhelming in a non 5c deck, but if you're gonna run it I'd recommend backing it up with Propaganda and maybe even war tax too. IMO you're better off running Vorinclex, Voice of Hunger over Mana Reflection. Also, Warstorm Surge from m12 is gonna be replacing your Pandamonium if you don't already have one.
Equilibrium could be great here, though a little redundant, it adds the benefit of being able to control your opponents board too. I see the potential in this deck for hitting insanely high or infinite storm counts, why no Brain Freeze, Grapeshot, or Ignite Memories?
I see the potential in this deck for hitting insanely high or infinite storm counts, why no Brain Freeze, Grapeshot, or Ignite Memories?
By the time you've hit infinite storm count the chances are you've already won the game by bouncing all opponents permanents to their hands' and hitting them with an infinitely large Animar, Soul of Elements.
In my build I initially included storm combo, but found it simply to be win more.
By the time you've hit infinite storm count the chances are you've already won the game by bouncing all opponents permanents to their hands' and hitting them with an infinitely large Animar, Soul of Elements.
In my build I initially included storm combo, but found it simply to be win more.
Sounds fair.
In my build I also run the 3 on-color -Onna creatures from saviors Kiri-onna, Haru-onna, and Yuki-onna so far they've treated me pretty well and I'd recommend them.
In my build I also run the 3 on-color -Onna creatures from saviors Kiri-onna, Haru-onna, and Yuki-onna so far they've treated me pretty well and I'd recommend them.
Hmm good find Creatures which bounce themselves are always good. Voidmage Husher has been a star already for me. I'm going to check if I have any other spirits in my deck already and see if I can fit these in.
I started out with all those Onna creatures, then quickly realized I'd much rather have Man-o'-War, Indrik Stomphowler, and a card like Fierce Empath. The synergy between the Onnas just didn't mask the fact that they're subpar guys. Then again, the only other spirit in my deck is Primordial Sage, that might have had something to do with their underperformance.
I started out with all those Onna creatures, then quickly realized I'd much rather have Man-o'-War, Indrik Stomphowler, and a card like Fierce Empath. The synergy between the Onnas just didn't mask the fact that they're subpar guys. Then again, the only other spirit in my deck is Primordial Sage, that might have had something to do with their underperformance.
All you really need are 2 of them and they can chain with each other which can be really great if one is the blue one and you get to man-o'-war their blockers away.
While looking for other spirits since we were on the subject I came across a few nice ones that could make the cut in some versions of this deck, especially versions that utilize extra +1/+1 counter manipulation. Phantom Centaur and Phantom Nantuko both piqued my interest. I also kinda like Sekki, Seasons' Guide but I'm pretty sure there's no room for another 8 drop in most builds of this deck.
I dunno about Cytoplast Manipulator. I've tried it out personal in a deck that uses counters like this, a Experiment Kraj deck even, and it just never really hits as well as it should. However, I would think the Novijen Sages, if nothing else, is another sage of fables. The difference is kinda harsh, two counters instead of one, but at least it cost less to activate, and he does have his own counters to move around with graph.
However, I would think the Novijen Sages, if nothing else, is another sage of fables.
I agree, Novijen Sages does sound pretty good in an Animar deck, however I constantly feel like the deck has too hard a time with getting early counters onto Animar in order to even get up to effectively casting the big guys, so I'm shying away from any more 5+ cmc spells at the moment.
it's probably stronger in my version of this deck since I run Kozilek and Ulamog but I really like Crop Rotation in almost any green EDH deck. Bribery terrifies me most of the time and having an extra way to go grab Homeward Path, especially as an instant, is invaluable. It also plays well with Maze in my version, but I know most people are really shy about putting non color producing lands into their Animar lists.
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1 Animar, Soul of Elements
Creatures (25)
1 Vigor
1 Genesis
1 Eternal Witness
1 Shrieking Drake
1 Dream Stalker
1 Aether Adept
1 Man-o'-War
1 Tidespout Tyrant
1 Glitterfang
1 Palinchron
1 Arctic Merfolk
1 Cold-Eyed Selkie
1 Mystic Snake
1 Coiling Oracle
1 Cytoplast Rootkin
1 Fauna Shaman
1 Forgotten Ancient
1 Solemn Simulacrum
1 Glen Elendra Archmage
1 Sage of Fables
1 Woodfall Primus
1 Terastodon
1 Urabrask, the Hidden
1 Primordial Sage
1 Triskelion
Artifacts (12)
1 Evolution Vat
1 Dragon Blood
1 Cloudstone Curio
1 Scroll Rack
1 Elixir of Immortality
1 Sol Ring
1 Coalition Relic
1 Darksteel Plate
1 Lightning Greaves
1 Champion's Helm
1 Crystal Shard
1 Oblivion Stone
1 Asceticism
1 Mana Reflection
1 Aluren
1 Sunken Hope
1 Earthcraft
1 Stranglehold
1 Pandemonium
1 Propaganda
1 Collective Restraint
Spells (13)
1 Evacuation
1 Comet Storm
1 Strength of the Tajuru
1 Tooth and Nail
1 Cultivate
1 Kodama's Reach
1 Skyshroud's Claim
1 Reiterate
1 Reverberate
1 Shunt
1 Wild Ricochet
1 Chaos Warp
1 Beast Within
Lands (40)
5 Island
5 Mountain
5 Forest
1 Reliquary Tower
1 Homeward Path
1 Command Tower
1 Reflecting Pool
1 Taiga
1 Tropical Island
1 Volcanic Island
1 Stomping Grounds
1 Breeding Pool
1 Steam Vents
1 Wooded Foothills
1 Misty Rainforest
1 Scalding Tarn
1 Fire-Lit Thicket
1 Flooded Grove
1 Cascade Bluffs
1 Gruul Turf
1 Simic Growth Chamber
1 Izzet Boilerworks
1 Minamo, School at Water's Edge
1 Shinka, the Bloodsoaked Keep
1 Okina, Temple to the Grandfathers
1 Vivid Creek
1 Vivid Crag
1 Vivid Grove
Things I noted that you were missing:
Needed:
Forgotten Ancient
Tooth and Nail
Triskellion - Combo for infin. Damage with some other things
Sages of the Anima - Draw. Your. Deck.
Primordial Sage - I like chaining creatures. Do you?
Fauna Shaman - I like tutoring.
Survival of the Fittest - Same as above
I Recommend:
Myojin of Seeing Winds - Actually playable in this deck. Not necessary, though.
Urabrask the Hidden - I'd run this over Uphill battle
Fact or Fiction - Explanation needed?
Plow Under - Buy yourself a turn or two.
Host of the July CCL '10, Host of the March CCL '11
T&N, expensive for a tutor, but it would definitely help.
Triskelion would be rather funny with all the bounce shenanigans.
No to Sages, I would like to use my noncreature spells...
This is definitely better then Glimpse of Nature.
I'll likely add Shaman or Survival, but not both. Probably Shaman since it helps with Animar...
Urabrask would be better since he helps Animar...
FoF could be fun, I'll test it I suppose
Nah, no Plow Under. It seems so underwhelming in EDH to me.
I wanted to be really snarky, but I figure instead I'll just point you to The "official" banlist.
On topic...
In place of FoF, you can run the new creature version, Sphinx of Uthuun, as he powers up Animar as a bonus.
I propose Reap and Sow instead of Plow Under. The versatility of 'tutor for any land and play it untapped' or 'destroy that problem nonbasic' (Maze, for when you swing with Animar, maybe?) or 'both' on the former is hard to beat, and seems better to me than just clogging up someone's draw for a turn. Though if you can follow up Plow Under with a shuffle effect, it gets much better.
Equilibrium could be great here, though a little redundant, it adds the benefit of being able to control your opponents board too. I see the potential in this deck for hitting insanely high or infinite storm counts, why no Brain Freeze, Grapeshot, or Ignite Memories?
By the time you've hit infinite storm count the chances are you've already won the game by bouncing all opponents permanents to their hands' and hitting them with an infinitely large Animar, Soul of Elements.
In my build I initially included storm combo, but found it simply to be win more.
Sounds fair.
In my build I also run the 3 on-color -Onna creatures from saviors Kiri-onna, Haru-onna, and Yuki-onna so far they've treated me pretty well and I'd recommend them.
Hmm good find Creatures which bounce themselves are always good. Voidmage Husher has been a star already for me. I'm going to check if I have any other spirits in my deck already and see if I can fit these in.
All you really need are 2 of them and they can chain with each other which can be really great if one is the blue one and you get to man-o'-war their blockers away.
While looking for other spirits since we were on the subject I came across a few nice ones that could make the cut in some versions of this deck, especially versions that utilize extra +1/+1 counter manipulation. Phantom Centaur and Phantom Nantuko both piqued my interest. I also kinda like Sekki, Seasons' Guide but I'm pretty sure there's no room for another 8 drop in most builds of this deck.
While on the subject of +1/+1 counter manipulation, I really enjoy Plaxcaster Frogling and Cytoplast Manipulator in this deck.
:symr::symb: I hate your deck(Kaervek the Merciless)
Wait, how do I even hide it as a name title?
Kemba, Kostume
Ka...Oh god that's not a good alliteration.Wait, how do I even hide it as a name title?
I agree, Novijen Sages does sound pretty good in an Animar deck, however I constantly feel like the deck has too hard a time with getting early counters onto Animar in order to even get up to effectively casting the big guys, so I'm shying away from any more 5+ cmc spells at the moment.