|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Common|
|Dragons of Tarkir (DTK)||Uncommon|
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Creature — Hound Shaman
Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
When Ainok Survivalist is turned face up, destroy target artifact or enchantment an opponent controls.
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Ainok Survivalist Discussion
2 days ago
What up JMCraig! Just wanted to report from my multiplayer tournament. Kiki-Jiki did some WORK! I got into top 4 and took 3rd with it. My group ended up getting 1st 2nd and 3rd for a total of 250 dollars in store credit and I was super happy about animar's performance that day. Question on Momir Vig, Simic Visionary though. I like the idea of him but I feel as though he still may be too slow. The idea of consistency is amazing but I feel as though Vizier of the Menagerie just does it better in that slot. I have to deal with a lot of torpor orb so Ainok Survivalist is key. I also have a worry that if I exile with the dweller, it will be a relevant later that I can't cast now. Have you had time to playtest lately and what are your thoughts on these cards so far if so? Thanks dude!
1 week ago
Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.
Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.
Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:
- Ramp up to Animar.
- Protect Animar.
- Place counters on Animar.
- Cast game ending creatures for cheap or free.
- Draw cards to allow us to do 1 through 4.
Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.
Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.
Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.
Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)
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- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.
- Zhur-Taa Druid creature ramp & burn. $
- Bloom Tender creature ramp. !$!
- Coiling Oracle ramp or card draw. $
- Cyclonic Rift removal or 1-sided board wipe. $$$$
- Explore ramp and card Draw. $
- Sakura-Tribe Elder creature ramp and color fix. $$
- Sylvan Caryatid creature ramp and color fix. $$
- Beastcaller Savant creature ramp and color fix. $$
- Kiora's Follower creature ramp or vigilance on a stick. $
- Rattleclaw Mystic creature ramp and color fix. $
- Walking Atlas potentially free creature ramp. $
- Simic Charm so versatile. $
- Lightning Greaves Protection and quick haste for a large creature. $$
- Spellskite For those , & removals. $$$
- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $
- Sage of Fables Emergency card draw. $$
- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $
- Guided Passage One of the best card draw and pick your poison spells ever. $$
- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$
- Cloudstone Curio An auto include if you can afford it. $$$$
- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $
- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$
- Solemn Simulacrum Free ramp, chump blocker and card draw. $$
- Faerie Artisans It doesn't look like much, this is card can get crazy. $$
- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$
- Silent Arbiter Protection against swarm decks. $$
- Xenagos, God of Revels Game ender. $$
- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $
- Deepglow Skate Potential huge ramp for just . $$$
- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$
- Consecrated Sphinx All the card draw. $$$
- Deadwood Treefolk Repeatable creature recusion. $
- Steel Hellkite Situational, but very deadily against token decks. $
- Great Oak Guardian Great, quick surprise block when tapped out. $
- Pathbreaker Ibex Quick, game ender. $$
- Thunderfoot Baloth Setup for getting past defenses. $$
- Scourge of the Throne Depending on the situation, can be deadly. !$!
4 weeks ago
Nice breakdown of costs there, additionally we have the creature abilities such as Caustic Caterpillar, Ainok Survivalist and Den Protector but that is also very narrow and near the bottom of your list. I've really only had it involved in a couple games, it greatly helped in one and somewhat helped in another so my experience is limited and I need to test it some more. Thanks again for the response!
1 month ago
I definitely understand that need to tinker. It's fun to see if you can make something more efficient or if you can find a new way to apply it.
If you are currently considering Ainok Survivalist and Dream Stalker as flexible slots, I suppose that it could be a decent time to test out Phantasmal Image if you haven't already. From my experience:
Cons: Like any clone spell, its viability and power vary with whatever is on the battlefield. The Image is also a poor clone to use if you are looking to clone something that you expect to want to interact with. It has negative synergy with Cloudstone Curio.
Pros: It's cheap to cast, can double as a card-draw creature if you already have one out, is even better as an extra copy of a tutor creature, and has on multiple occasions allowed me to keep the storm train going by copying Peregrine Drake. Another thing worth noting is that the ETB triggers of Shrieking Drake, Dream Stalker, and Ancestral Statue don't target so you can actually use them to return the Image to your hand if you need to.
I'll admit that I miss the days when Legendary permanents destroyed each other when there were two of the same Legendary on the battlefield. Back then the Image could count as a kill spell for commanders and the Metamorph could destroy Umezawa's Jitte. Oh well, those are days long past.
My rough (and situational) priority list for Image targets is:
1) Tutor creatures.
3) "Enchantress" creatures like Primordial Sage
4) Card-draw creatures.
5) An opponent's hate bear creature like Thalia, Guardian of Thraben if there are fast combo decks that I want to hamper more.
I'm not hard-set on that priority listing though. I'll generally go with whichever of those categories happen to be on the board at the time. I'm not against just cloning a mana dork if it means putting a counter on Animar and putting my ramp for the next turn that much further ahead.
1 month ago
I'd keep Phyrexian Metamorph in the deck. Although the Imperial Recruiter + Shrieking Drake + Phyrexian Metamorph combo is more for 1v1, there have been a lot of times where I've used it to pump out a quick eldrazi that was in my hand. Because the Metamorph will get to bounce the eldrazi back to your hand once, that's still drawing 8 cards or exiling 4 permanents. The metamorph has also been really helpful for netting more mana or cards for free while trying to storm off by copying a Mulldrifter or Peregrine Drake. I've used the card for so many different plays that I have a hard time picturing the deck without the versatility it offers.
Between Dream Stalker and Man-o'-War, I would be more inclined to cut the Stalker first. For this deck's purposes, its mostly just a slightly worse extra copy of Shrieking Drake. Man-O'-War has extra utility in that it can bounce a blocker, Recover Animar if someone stole it with Gilded Drake, and in my playtesting it is one more way to delay a Hermit Druid deck by a turn by bouncing the druid.
Regarding the card-draw creature options that you listed, It's hard for me to ignore that Whirlpool Warrior and Champion of Wits only let you filter cards. They don't net you any additional cards in hand, they don't even replace themselves as a card in hand. However, I like that the Warrior can mess with opponent's hands. The downside to it in comparison to the Champion is that the Warrior is useless if you already have one combo piece in hand and are trying to dig for another piece.
Slithermuse used to be an Animar staple years ago when the first competitive versions of the deck were floating around. I used to run it, but the fact that it isn't guaranteed to draw you cards and that its triggered ability is when it leaves play were hassles. The double blue mana to keep it on board was awkward, especially since you weren't getting immediate value out of it, and casting it for the Evoke cost meant that it wasn't going to stick around long enough for you to use bounce shenanigans to net a ton of value out of it. The card always seems to hover on that borderline of being playable, and I guess it would be worth it if your meta has a lot of control decks that like to keep their hands stocked with cards.
I was mulling over the pros and cons of Slithermuse vs Sandstone Oracle as replacements for Kozilek in low budget Animar builds last night but I didn't really put in enough thought about it to come to a conclusion.
Foul Emissary comes with the chance that it won't find a creature in the top four cards, but considering how many creatures are in the deck I think that the statistical chance of that happening is low enough that it is worth consideration anyway. If it doesn't hit anything that means that it probably filtered away a bunch of non-essential ramp and land cards, although there's a good chance that tutor spells will also get swept away by it's ability. I'll admit, I'd probably want to smack my head against the table if I was in a pinch and the Emissary filtered away a tutor that was on the top of my deck without netting me a creature.
So of the options you've listed, my priority choices for cards to take out would be:
1) Ainok Survivalist. 2) Dream Stalker. 3) Man-o'-war. 4) Phyrexian Metamorph.
And my priority list for card-draw creatures to put in would be:
1) Slithermuse (meta dependent). 2) Champion of Wits. 3) Whirlpool Warrior. 4) Foul Emissary.
1 month ago
I think that one of the reasons I don't rate Noxious Revival as highly is because I'm not used to playing games that go long enough for a card like it to be overly relevant for me. My games tend to end before I get more than a couple fetch lands into my graveyard. Most of the time, cards like Eternal Witness and Den Protector don't net me a lot of value. I tend to play more 1v1 than pod games though, so that skews my perspective. Being able to snipe an opponent's Mana Vault to slow them down by a turn or deal with their silver-bullet answers for slowing me down is the more common situation that I have to deal with. So within those first 5 turns of the game, I find Nature's Claim to be more mana efficient than the Ainok Survivalist, and being able to have that sort of effect be tutorable off of Spellseeker strikes me as being a relevant point in terms of deck consistency.
I hadn't thought of using Noxious Revival offensively as a means of disruption though. I can see how it would be useful for messing with graveyard based combo decks or slowing the opponent down a turn by putting something irrelevant back on top of their library.
1 month ago
Which instant spell to go with is probably a meta call. Autumn's Veil would be useful in a control heavy meta since it acts kind of like a mini Silence for the turn you want to combo off, while Nature's Claim gives you a cheap answer to cards like Torpor Orb and Blood Moon in a meta where you are expecting to see a decent number of stax decks.
I found Crop Rotation underwhelming when I ran it, but with Spellseeker making it easier to find it would make getting Gaea's Cradle or Cavern of Souls easier. It's nice, but not necessarily as useful as the Veil or Claim.
Pyroblast is fun, but aside from being a potential counterspell what good targets are there for its other option? Laboratory Maniac comes to mind. What other blue permanents do you think you might be tempted to aim the Pyroblast at? You have to weigh the number of good targets against just playing one of the better blue 1 mana counterspells instead.
Noxious Revival offers some more resilience and Animar is pretty good at being able to grab a card of the top of its library if you need the recovered card the same turn you cast the Revival. On the other hand, you do already have Eternal Witness and Den Protector, does the deck need more graveyard recovery than that when compared to possibly running more countermagic? I'll have to leave the answer to that up to your experience because you have far more cEDH games under your belt than I do.
And I know that you are looking to keep your chosen spell to a 1 CMC option, but with Spellseeker now a thing I think that it is worth bringing up Abrade again as a possible main-deck or sideboard option. Abrade can deal with both Torpor Orb and Hushwing Gryff, along with other worthwhile creature targets like Hermit Druid and Laboratory Maniac.
On the other hand, Nature's Claim can hit Eidolon of Rhetoric, which is a big plus in its favor. If you are strictly keeping to spells with a CMC of 1, then I would probably take the Claim over the Veil because it gives you the option of dropping Ainok Survivalist to make room for the Spellseeker.