Anathemancer

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.)

Browse Alters View at Gatherer

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

Combos Browse all

Legality

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

Anathemancer occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Anathemancer Discussion

baboou on Inalla Wizard Tribal

1 week ago

Planning to add in Anathemancer. I think I might take out Trophy Mage, which can currently only pull back three cards (Worn Powerstone, Darksteel Ingot, or Commander's Sphere)

baboou on Inalla Wizard Tribal

1 week ago

Planning to add in Anathemancer. I think I might swap it in for Trophy Mage, which can currently only pull back three cards (Worn Powerstone, Darksteel Ingot, or Commander's Sphere)

baboou on Inalla Wizard Tribal

1 week ago

I'm planning to add in an Anathemancer, but have to decide what to take out to make room.

Funkydiscogod on Mardu Blinkearth

1 month ago

Extractor Demon seems especially useful with Ephemerate, since blinking your stuff does trigger the milling. It basically only costs 4 to get a flying 5/5 with haste and vigilance because you'll attack with it, and blink it after combat. Yeah that is good enough for modern. Run four copies.

Except for Anathemancer, all those cards you mentioned have mono-black unearth costs. You might be able to make it two-color black and white.

Kazierts on Mardu Blinkearth

1 month ago

At first I was just thinking about I could I do to not just use Unearth straight, as you said. However, I slowly started to think about Ephemerate and it seems like a great ideia! I wouldn't even change the core ideia of the deck.

Right now, I'm thinking about losing some of the raw power by cutting things like Hell's Thunder and Sedraxis Specter and maybe go the more controlling side, with things like Rotting Rats for hand control, Extractor Demon as maybe a one or two of since unearth kinda combos with his ability to mill which could allow me to fuel my graveyard, First-Sphere Gargantua for repeatable card draw, Grixis Slavedriver for token generation and, of course, Anathemancer, altough the later I think is more suitable for the sideboard.

Throughout the day I'll be thinking about how to make a Mardu overhaul to this deck.

Thanks for the awesome tips, Funkydiscogod!

Funkydiscogod on Mardu Blinkearth

1 month ago

Many years ago, I had a deck like this during Standard. I used Ooze Garden to sacrifice unearthed creatures when I was done attacking with them. Bonus points for creatures like Shambling Remains, because they created an ooze better than the original. Best use was Zektar Shrine Expedition because it made a 7/7 ooze.

So, I think that's what your deck is missing: you're playing Unearth straight, and I don't think straight use of a mechanic is going to cut it in modern.

You could use Unearth to get back a small horde of Prized Amalgam. It's too bad about the timing on Corpse Connoisseur that it can't both find and trigger an amalgam.

There is an interesting quirk when it comes to Unearth; the official ruling is: "If a creature returned to the battlefield with unearth would leave the battlefield for any reason, it’s exiled instead — unless the spell or ability that’s causing the creature to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If it later returns the creature card to the battlefield (as Oblivion Ring or Flickerwisp might, for example), the creature card will return to the battlefield as a new object with no relation to its previous existence. The unearth effect will no longer apply to it."

I imagine the best target for Ephemerate would be Anathemancer, since it punishes modern manabases quite effectively.

Mj3913 on Alesha's Amazing Automata!

1 month ago

+1 from another Alesha fan. A few suggestions: Nahiri, the Harbinger can be a good source of removal and/or filtering/filling the yard, and if you happen to get the ult off, bonus. Priest of the Blood Rite brings a 5/5 evil flap flap with him every time you rez him. Yahenni, Undying Partisan is great as a sac outlet and makes opponents think before they boardwipe. Ignition Team can get pretty big, and on the land topic, though not big as a creature Anathemancer can pack a punch. Don't ask what to take out... that not my forte, hope it helps.

machineghost on Wizards' Arcana

2 months ago

Thanks a ton for the feedback: there's some really great suggestions in there!

  • Pondering Mage- he's fun, but five mana is a little rough; I'm on the fence

  • Augur of Bolas- also a little nervous here because with not quite 1/5 instants/sorceries, it's not as reliable as the straight draw cards ... plus, I have to reveal what I draw (less ideal for say Counterspells)

  • Overwhelmed Apprentice - really neat ... but my opponents play a decent amount of graveyard recovery, so Millstone-ing them risks actually helping them ... but, even so, 2 mana for 4 Scry is definitely attractive; again, on the fence

  • Murmuring Mystic- how did I not know this spell existed?!? It's not quite a Talrand, Sky Summoner, but even so it's very nice, and I'm going to have to pick up copies for not just this deck but a few others; thanks :)

  • Vedalken AEthermage- already got 'em (he's just in a small "Search" section)

  • Disciple of Bolas also really great, need to get him

Finally, I own all four of those last cards, and it's funny because they were all in the final pile of cards which didn't quite make the cut, but almost did. Ultimately with all four it came down to "good, but other stuff seemed better" (ie. I couldn't decide what to take out for them).

Specifically:

  • Anathemancer- was very close (like card #101), but between the unreliability of not knowing how much non-basic land my opponents would have, combined with my general distaste for cards that only "do a few points of player damage" ... everything else just seemed better

  • Sage of Fables- is really cool, in combination with a small number of cards in the deck (eg. she's awesome for Cytoplast Manipulator) ... but if I don't get those cards, she's just kind of weak sauce draw tech in a deck with 10+ stronger draw cards already

  • Tomebound Lich- I do need more defense, and deathtouch is great for that, but draw/discard is obviously worse than draw, and he doesn't fly which makes him a weaker defender

  • Dire Fleet Ravager- he seems great when I'm losing, but philosophically I try to build decks avoiding "I'm losing, save me" cards, and focusing more on "make sure I win" cards ;) It just felt like a lot of the time he'd be deadweight, plus he tends to speed the game up (life-wise), whereas this deck wants to slow it down and use time/life to build a "take over and win the game" board

So yeah, some really great suggestions in there, many of which I 100% agree with ... but with so many great wizards to choose from, finding what to take out to make room is always a challenge! :D

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