Anathemancer

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper 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.)

Price & Acquistion Set Price Alerts

ARB

000

Ebay

Have (2) GeminiSpartanX , TheDuggernaught
Want (0)

Anathemancer Discussion

Themysteriousone on Inalla's Ritualistic Summons

1 day ago

Also not a Wizard but Deadeye Navigator such an amazing value card. Use him to blink in Anathemancer or Bloodline Necromancer for example.

Rex_JB24 on Alesha, Who Luls at Death

3 weeks ago

I have seen Alesha run as both a commander and tiny leader. In each case, Anathemancer is a huge punisher for most decks if only because it is a frequently recurring burn spell, on a stick, that typically hits for more than 5.

Rikente on Alesha, Who Luls at Death

3 weeks ago

Rex_JB24, Anathemancer is a good suggestion! I think I have one lying around that I can take out for a spin. Do you run Alesha? If so, how does Anathemancer work out for you? I'm a little wary about the single target aspect to it, but I'm sure it can be absolutely brutal against certain decks. I've been thinking about running Magus of the Moon or some other sort of nonbasic land hate, but in the current list I run too many nonbasics myself to make that a viable strategy. Anathemancer might be the answer!

Frank_Glascock on Inalla's Tap Studio (EDH Adaptive Combo)

1 month ago
  1. How did the 1v1 game go last night? I would caution you to not over analyze the 1v1 performance of the deck. I crushed an above average Kess, Dissident Mage deck yesterday with a Markov deck in 1v1. I designed the Markov deck to be multiplayer where it is average or slightly below average. 1v1 it is above average to possibly good.

  2. Can you make sure I have this right? Mistbind Clique + Phyrexian Altar/Ashnod's Altar require 4U on your intial cast when you get priority following opponent's upkeep. After this, the token can be sacrificed to either altar to provide the one mana needed to pay for Inalla's trigger. This is done at the end step to keep the token till next turn and on opponent's upkeep to tap their lands.

  3. Does Panharmonicon belong in my list? We have three combo creatures of which maybe Bloodline Necromancer would be used outside of combo. Docent of Perfection  Flip, Archaeomancer,Augur of Bolas, AEther Adept, Sea Gate Oracle, Trophy Mage, Venser, Shaper Savant, Snapcaster Mage and Trinket Mage use Panharmonicon. I removed Anathemancer.

Panharmonicon could be replaced by Reality Shift, Negate, Izzet Charm, By Force/Rakdos Signet (both on Laboratory Maniac's list), or Arcane Denial. I am playing Into the Roil to deal with Enchantments. I could possibly cut a land with the addition of Rakdos Signet as the deck would have eleven mana producing artifacts. This would keep Panharmonicon in the list.

FrigidOfficial on Inalla's Tap Studio (EDH Adaptive Combo)

1 month ago
  1. Those seem like fine additions. We get ramp in colors that don't usually have it and remove many of the slower or solely value-based cards. Those counters seem fine. If you're trying to combo out faster, I would suggest Ghostly Flicker over Rite of Replication. I use Rite of Replication because, despite the combo nature of my meta, our decks are still more on the 75% side and tend to be slower.

  2. Mistbind Clique was considered as it is a viable lock, but not added due to budget reasons.

  3. Viscera Seer gives us another way to utilize our tokens in the form of fixing our draws. If the tokens are going to be sacrificed anyways, we might as well get something extra out of the deaths. Arcanis the Omnipotent is fine to remove. He is slow if you're trying to combo out quickly. In my case, I can safely get him out and expect to draw a turn later. The extra artifact ramp is a good idea for your brew.

  4. I like Panharmonicon for my slower version. Trinket Mage and Trophy Mage become far better, as do many of the subpar wizards (such as Merchant of Secrets, which becomes 3U draw four cards). It is probably fine to cut if your only intent is to combo out. The version of the deck I've been playing is more of an adaptive combo deck as opposed to a true combo deck.

  5. With regards to your comment on my profile, feel free to call me whatever you'd like. The part about getting four triggers instead of six is also valid, though in my experience four triggers is usually enough to kill an opponent who has been abusing shocks and fetches; someone who has been able to ramp to around 6-8 lands by pinging themselves should be at around 26-28 life and at that point Anathemancer is just "2BR: Kill your opponent".

Guftders on Number 1 Pre-con

1 month ago

Arcane Wizardry isn't THAT bad. All you need to do is grab some better etb wizards and take out the alt commanders (whom honestly add nothing to the deck) and stick with Inalla. The one card infinite combo the deck has (using Wanderwine Prophets) is stupid though, but definitely something to mention.

Here's a list of the minimum cards I added to make it decent:

Rite of Rep makes an infinite combo with Dualcaster Mage, whilst Victimize makes a sort of infinite combo with Archaeomancer and Ashnod's Altar

I will admit that trying to use one of the alt commanders isn't an idea here, as you will need to make A LOT of upgrades to make them decent.

Load more