Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all


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.)

Price & Acquistion Set Price Alerts



Have (3) Supremespeed , mbishop723 , TheDuggernaught
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Anathemancer Discussion

chadsansing on

1 month ago

Just because the routinely put the beat-down on me, I have to recommend:

Not sure what your budget is like, but you could also upgrade your tutors and landbase a bit as able/over time

Overall, I'd just encourage more wizards and fewer non-creature spells so you can abuse Inalla triggers. If you want to play mostly instants and sorceries with this creature list, maybe consider a commander like Kess, Dissident Mage, Mizzix of the Izmagnus, or Melek, Izzet Paragon.

Have fun playing!

Darth_Savage on RB Instant cast Zombies (WIP)

1 month ago

I have a few card suggestions, first a zombie Anathemancer, this card helps you deal damage and punishes the greedy mana base of modern. Second a zombie support card Graf Harvest, a Wildfire Eternal with menace is a tricky proposition or alternatively Glaring Spotlight, I prefer either of these to Key to the City. Lastly is an alternative way to cast Army of the Damned and that is Chandra, Pyromaster, your deck needs a little extra redundancy for the combo.

Themysteriousone on Unblockables for the LULZ

1 month ago

Anathemancer would go to town with all those nonbasic lands, lol.

Timotheos on Queen Marchesa: Politics, Aikido, and Control

1 month ago

I built a version of this deck a few months ago and have been playing it regularly. It's probably my favourite EDH deck at the moment and I love the philosophy behind it. I've won a few times with it, but usually find myself in 2nd place, because I often have difficulty finishing off the last opponent. At that point I often have something like Anathemancer or Price of Progress in my hand, but they aren't usually enough to do the job. I've found Threaten type effects to be far more successful. Also, my meta doesn't allow sideboards/wishboards in Commander so having a toolkit of cards outside the game isn't an option.

Any advice on maximising the (late game) impact of the deck without the benefit of an additional sideboard?

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

3 months ago

Suns_Champion, thanks for the upvote and the very kind words. I appreciate it. Here are my initial answers to your questions. I may have other answers as I think more about your questions, but these are my answers based on what I have seen so far.

First, the deck is fun, and if you already win most games, this deck will probably not change that, unless you are seriously cutthroat already. It basically just evens the power of most decks until the last round or two, and plays as a 75% deck at every table I have found it. I probably wins more than that, but this is because I am the most experienced and obsessed player in my normal meta (it has seen 2 different metas so far, due to a move) and when I show up at random tables, no one really expects it. It has become more popular to play Queen Marchesa, but not enough to be that big of a deal. I would love people to build it and give me feed back on how it does at more tables than I can reach. Even with the concerns about inexperience in your meta, it can withstand more hate than it seems, and while the intention is to ride below the radar, even if it doesn't, it can still often hang. If they waste resources on your death touchers, even the Queen, something else will get them. The Queen and her deathtouch army definitely add to the strategy, but the deck runs fine if they are taken out. Something gets them in the end.

Second, as for Swiftfoot Boots and Lightning Greaves, I didn't include them for two reasons. First, I needed the slots. It is a really tight list. Second, removing the Queen is less of a problem than you think. Bring her back out and you are the Monarch again. This provides some disincentive to take her out, at least for the guy who is currently or soon will be the Monarch. She is fairly inexpensive with a CMC of , so this can happen a few times before it gets truly out of hand. For a minor third reason, you only get half of the benefit of those cards when playing with Queen Marchesa, since she already has haste. I found better uses for those slots.

Third, Price of Progress, Anathemancer, and Acidic Soil are all just cards with a low CMC and a high potential damage for the average meta. Commander is notorious for non-basics. If this is not worth it in your meta, think about a resource, situation, or game characteristic that is very common in your meta, and hit them for that. If a bajillion creatures are often on the board, try mainboarding Insurrection, Incite Rebellion, and Stronghold Discipline. If people draw a ton of cards, try Underworld Dreams and Sudden Impact. Go after common game states and the usual overreach for your meta. Take advantage of the way that players build their decks to work. Use their strategy to take them down. Become one with their deck, let their power become yours. There are many ways to do this, I have just seen that excessive lands, especially nonbasic lands, can be a source of power for my offense, and Price of Progress and Anathemancer are usually just really efficient bombs.

Fourth, there have been a few times I have really wanted Arcane Lighthouse. It is pretty amazing. This has been especially true against really aggressive decks, especially voltron decks, since Greaves/Boots are standard issue for voltron. That is definitely a consideration, and probably could be fit in if shroud/hexproof are a problem.

Fifth, Scavenger Grounds is a great card, and if graveyard is a serious threat in your meta, it is a good include. I find that with Bojuka Bog, Shred Memory, and Rakdos Charm, I am often covered well enough. If it got further out of hand with the graveyard shenanigans, I would possibly include Scavenger Grounds, or maybe Rest in Peace.

Sixth, Pacification Array is pretty weak. It occasionally allows for something surprising, since it is often forgotten about, and is otherwise pretty cheap. It probably gets played from my hand as a sorcery speed tap one creature or artifact card for immediate advantage more than any other way, but it does act as a decent Kor Haven replacement with some frequency. Think of it like surprise tempo, defense, and politics all wrapped up in a relatively cheap package. I like how flexible it is, being used for both offensive and defensive uses, as well as politically by defending other players (rare) or opening a line of attack against a common opponent (more frequent) so that I can encourage that attack to point away from me. It is honestly still in there because I have just not taken it out again, since it has come out before, but you may be overlooking it's subtle power. It will get replaced with Forcefield when I can get one. With a deck as pimped as I have made this, Forcefield kind of needs to be in there. It will be some day. For someone else's deck, it could be just about anything.

Thanks again for the kind words. I look forward to seeing your version when you make it. It really is a ton of fun to play, and never disappoints, even when it loses.

Suns_Champion on Queen Marchesa: Politics, Aikido, and Control

3 months ago

Hi! Been following this list for a while. I'll admit I'm in love and am considering testing/buying it.

I love love love LOVE everything about this deck. The Commander, the Colors, the Aikido theme and strategy, the card choices, and the political nature of the deck. Everything. My most enthusiastic +1

Some questions for you friend.

I have a fairly small meta, 7-9 people. I and one other person win 75% of games. I'm probably the best player and get the most wins, even with my just for fun decks. My meta is pretty younga and Timmy-ish, so things like Mardu colors being weak in commander don't register as much as "Eek! haste and deathtouch? That's scary!" if that makes sense. I'm also already know as the best politician in the group as well. This deck looks like the perfect deck for me, but I'm not sure if it'll be the right fit due to my position in my meta. Curious on your thoughts about that.

Why are Swiftfoot Boots and Lightning Greaves not included? I feel like our Queen would be spot removed a lot in my meta so I'd add them personally, wanted to know why you don't.

My meta is fairly budget, and run a lot of basic lands even in 3-5 color decks. Are Price of Progress, which I haven't found useful yet in my Neheb, the Eternal deck, and Anathemancer still worth it you think? Are they so important to the deck you'd still run them when their effectiveness is cut in half? And if so, with what would you replace them with?

Have you considered Arcane Lighthouse to help the Threaten effect get through Boots/Greaves and such?

Have you considered Scavenger Grounds as a copy or replacement of Bojuka Bog?

Pacification Array seems weaker than the rest of the list... are there no better options?

Trust me when I say your excellent Primer has already answered loads of questions. Respect all the work you put into it.

I want to thank you in advance for any time you give to answering my questions. I can't wait to discus it further!

Solarbrisngr on The scorpion god

3 months ago

Any creature that doesn't do -1counters is probably worth cutting. Anathemancer, Hand of the Praetors, Mogis, God of Slaughter, Murderous Redcap, Ogre Slumlord, Ob Nixilis Reignited, Wrecking Ball, Veinfire Borderpost are all worth cutting. 4 of them should become land (totals to 37 lands). Others can stay maybe especially the better creatures like mogis or Ob potentially. I say cut Hand of the Praetors because most creatures don't have infect. Wither definitely is better for this deck.

Here is a link to my deck that I play from the Scorpion God. It might give you some good ideas, maybe not.

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