Anathemancer

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Alara Reborn (ARB) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Anathemancer

Creature — Zombie Wizard

When Anathemancer enters the battlefield, it deals damage to target player equal to the number of nonbasic lands that player controls.

Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Anathemancer Discussion

WhichKing on Death by Mogis

7 months ago

My recommendation is to cut out most of your colour-fixing nonbasic lands and replace them with basic Mountains and Swamps. Your deck only has two colours, and the cards are not realyl colour-symbol-heavy. This allows you to run Price of Progress and Anathemancer which are extremely strong finishers late game.

WhichKing on Bladewing the Raisin

7 months ago

Since you already have a flicker theme you can include Anathemancer for late-game blowouts.

chromosohm on Inalla: Steal Your Heart

7 months ago

Of the suggested cuts, I outright removed Voidmage Prodigy and AEther Adept. Voidmage as a means of being both a sac outlet while also providing some interaction though ultimately he can't make a lot of use out of the tokens created which is part of why I think he's worth cutting. The second is AEther Adept which while being reusable creature bounce for 4 mana, has her affect elsewhere and so can be removed as stronger abilities exist such as Barrin, Master Wizard, Venser, Shaper Savant, Mystic Confluence, and Galecaster Colossus.

As for the rest, here's the reasoning for each: Vedalken AEthermage - wizardcycling is huge and lets me get whatever wizard I need which is a huge amount of flexibility.

Anathemancer - potential win-con if i have a repeatable flicker or naban/panharmonicon out).

Deadeye Navigator - repeatable flicker ability which can be big game for most ETB creatures.

Sundial of the Infinite - lets the tokens stay forever. This seems like a really cool effect and getting the tokens to last forever just seems like such a crazy interaction and value generator.

Chaos Warp - Gets rid of anything on the table in red which is critical considering there's no specific enchantment removal in the deck.

Barrin, Master Wizard - is a repeatable bounce and sac outlet which is really helpful.

Nin, the Pain Artist - serves several purposes (removal, card draw, and given infinite mana which the deck can generate, can be an instant death button that is difficult to counter).

Master of Waves - another bounce win-con for the deck. Even given two copies, he's got a lot of potential to create a ton of creatures. Added with flicker effects/sundial of the infinite and it becomes a total house.

I think I'll avoid most of the creatures as counter spells but Patron Wizard and Kira, Great Glass-Spinner are great suggestions just a little bit out of budget right now.

As for copying and stealing creatures, I think those are both really good suggestions! What are your thoughts on Cytoplast Manipulator vs Beguiler of Wills or Echo Mage vs Sigil Tracer.

But I think both start to move the deck into a certain direction (focusing on stealing stuff or copying spells) which is maybe exactly what it needs.

WhichKing on Commander Pain

7 months ago

Some suggestions:

Erebos, God of the Dead: Reslient way to stop your opponents from gaining life. (As an aside, you need more card draw, black has plenty)

Havoc Festival: How could this not be here? :P

Anathemancer: Flicker or reanimate this repeatedly for late-game blowouts.

I'd recommend taking out all the specters unless you really want them for flavour reasons. They are already overcosted for their stats in normal 60-card magic. In my experience they totally suck in EDH and get rapidly surpassed by your opponents' creatures. Just swap them out for good 4-5 cost demons like Abyssal Persecutor, Archfiend of Depravity, Bloodgift Demon, Indulgent Tormentor.

SamsWrath on Inalla: Steal Your Heart

7 months ago

Drop these:

If you want a few creatures that can counter spells maybe try:

Also, these wizards might help yout sub-themes of copying spells and stealing creatures:

Let me know if there's a specific reason you're using a card I suggested to remove.

WhichKing on A Day in the Life of A North Korean Citizen

7 months ago

You are playing a two-colour deck so you should not need too much mana-fixing. Replace most of your nonbasics with basic Moutains and Swamps. Cut down to 37 lands and add 3 more ramp, maybe Talisman of Indulgence, Fellwar Stone and MindStone. With your lands being mostly basics you can add in the infamous Price of Progress and the mighty Anathemancer.

Other than that, you seem to have tried to pack in too many disparate effects. You can check out this deckbuilding framework. Basically you only need a certain number of similar effects to be able to access it consistently. This is of course predicated that you have at least 8 card draw spells, or else you'll find yourself overloading on effects just to be able to draw into them using your natural once-a-turn draw (which is too slow btw). You are in the colour black and card draw is not one of your weaknesses.

WhichKing on

8 months ago

No Havoc Festival? Really? :P

I'd also consider Anathemancer to knock players out of nowhere late-game.

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Anathemancer occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%