Animar, Soul of Elements
Legendary Creature — Elemental
Protection from white and from black
Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements.
Creature spells you cast cost 1 less to cast for each +1/+1 counter on Animar.
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Animar, Soul of Elements Discussion
17 hours ago
My first thought when browsing through creatures is to many of them have a CMC of .
My second thought is "Where is Anafenza, Kin-Tree Spirit?" She has synergy both forwards and backwards with Preeminent Captain, Field Marshal, Veteran Armorsmith and Veteran Swordsmith as well as Synergy with every other creature in the deck.
Forward Synergy means anything played after her benefits. Backward Synergy means she either benefits from or benefits things played before her. She is a soldier so she would be very solid here.
Sideboard should be more creatures that deal with specific problem startegies. Vs Animar, Soul of Elements you have to look out for giant Primordial Hydras, Hooded Hydra and possibly even Genesis Hydra which can find the Animar players permanents from the side he or she put in specifically to help crush you. The most common one I can think of would be Reclamation Sage which would destroy Archetype of Imagination so hard you'll feel your butt in your hand after having it handed it to you. So what we need then are cards that prevent an army of Hydra's from stomping yo face! We also can't forget about the fact that Animar, Soul of Elements has protection from pretty much your entire deck! For this reason I suggest Ensnaring Bridge. If you can quickly empty your hand of 1 and 2 drop creatures this guy can save your life. Remember Animar gets bigger with each creature drop and you cannot block it so this card will really shut it down. At the same time having both this and the archetype means Animar will need multiple ways to blow up artifacts and enchantments, which means less Hydras are attacking yo face!
In addition Auriok Champion is semi-decent against an Animar player with a less tuned deck. pro red means they will have to either bounce it or just attack around it, which again is harder beacuse of Ensnaring Bridge. Aurak Champion obviously really shines against burn. No need to sideboard 6 spells that gain you life just once if you can get this guy out. Since he's not a soldier and protection isn't always relevant it's definitely a sideboard card.
Against Mill your best bet is to just have so many creatures in your deck that you can aggro as faster than they can mill. Their isn't much in the way of anti-mill for @ CMC 3 or less besides Elixir of Immortality. If you still want something else there is always Feldon's Cane, which can be brought out of graveyard with Treasure Hunter, who can be brought back by the next card..
Order of Whiteclay. While it's generally to slow to be of use against someething like Toshiro Umezawa this can be remedied with either Lightning Greaves or Mother of Runes. What it does not do is save you from them making you sacrifice so you still have to keep your creature count extremely high against them siding out non protection spells for the OoW, Lightning Greaves and perhaps Weathered Wayfarer who is good against a few other decks coughcough despite land ramp not being as ridiculous as it is in regular EDH. Really against mono he's just used to increase creature count so you can outpace kill spells.
I'm sure these aren't the best ways to deal with the problems but it's hard to focus on the deck without play testing it myself on paper. I would still try to find a couple of extremely valuable 1 and 2 drops, other than that the main looks pretty decent. Just remember your creature count should only increase not decrease and you'll be fine.
6 days ago
I have a few recommendations, Brimaz, King of Oreskos because he's a fantastic card (He does make tokens which don't trigger Ana, but still. Godsend, because it makes your creatures unblockable and means your opponent won't attack with anything important. Nevermore to stop TNN and Animar. Great to just name their commander and slow them down. Oust, Condemn and Oblation are great. Tucking is awesome, even a simple one like Oust. You can even time it to when they leave a fetch uncracked for your eot. Then, if they don't crack the fetch in response, you tucked their commander :D
Also, Ajani, Caller of the Pride, because you can play a planeswalker, therefore you should play a planeswalker because its Tiny Leaders.
White has a lot of power in Tiny Leaders, but you might want to try to find another way to win.
If you want to do more with your commander, I'd suggest Soul Warden, Auriok Champion, Court Street Denizen, Champion of the Parish, Whitemane Lion, Flickerwisp and other one mana exile then return to battlefield spells.
Also, general advice: 90% of the time you'll wish you hadn't drawn Hall of Triumph. The anthems and human lords will do you so much more good.
IF you want to totally change the idea of your deck (and, in my opinion, make it more competitive) take a look at this link: http://magic.wizards.com/en/articles/archive/mono-white-flicker-2014-09-10
1 week ago
You have 16 Lands... and no artifact ramp. I don't understand.
How does this work? Seems like you get manascrewed easily, but you have a few manasinks.
Steady Progress would be extremely useful, just having a proliferate cantrip is nice. Tezzeret's Gambit is an absolute house, but it's cmc4. (It may not look like it, but in a deck like this, especially if there's ramp, that card is just so subtly good. No one expects it, but it's essentially a 3 colorless draw 2 spell that pumps everything on your board if you do it right. Also gives you some nice political power too.
Something I feel you should add regardless is Chalice of the Void because you can just cast it for x=1, then move it up to whatever you need with proliferate spells as the need arises. Stuff like chalice at 3 charge counters can seriously hose decks like Animar, Soul of Elements or
For me personally, I think a better strategy would be to replace most of the charge counter artifacts with losts of X-cost artifacts (For Sydri, because the cmc is what you cast it with) and lots of ramp. So ramp into the X cost spells to make them high cmc, then make it a creature with Sydri and attack in. Having lots of X-cost artifacts is good anyway though, because they're helpful even if they're not creatures. The build you have right now doesn't do much with Sydri.
I just want an explanation though. I can't see you not getting manascrewed, especially with your high manacurve for tiny leaders.
Super fun concept though.
1 week ago
I've got an Animar, Soul of Elements deck myself and one card I would suggest is Grinning Ignus. He pairs well with your Flamekin Harbinger and once you've got two counters on Animar, you can bounce the Grinning Ignus and net two colorless mana as many times as you've got red mana (at sorcery speed). I've gotten out big Eldrazi and other colorless creatures quite early doing this.
Also Ancestral Statue allows you to make Animar, Soul of Elements infinitely large if you are able to get 4 counters on Animar, Soul of Elements since the Ancestral Statue can repeatedly bounce itself. Quite nice if paired with Altar of the Brood or Purphoros, God of the Forge if you wanted to add those to the deck.
Best of luck!
1 week ago
2 weeks ago
It seems like if you were to go the morphing route, you would use Animar, Soul of Elements as the commander. That way you would be awesome to cast morph creatures for free.
3 weeks ago
I recommend a lot of removal and counters, and, since you're 5 colored, there are a lot. Play Cyclonic Rift, Wrath of God, AEtherspouts, Mizzium Mortars, Crux of Fate, and other effective wipes, because you only need Scion of ur dragon to win. Play Counterflux for combo stopping, along with any other solid counters you can get your hands on. An arsenal of Tron cards are also good, such as Sword of Feast and Famine, Finest Hour, and Nighthowler (since you tutor to the grave). I think the resurrection spells are good, but maybe only run a few that are really good, like Sheoldred, Whispering One, Unburial rights, and Goryo's Vengeance. Like I said, I'm not an expert on this deck, so I would look at some other competitive deck lists and see what they run and compare it with what you have and what I said, and just see what works best for you. You know your local meta better than anyone else, so if there are things you need to account for just make sure you do, for example I made a pretty run of the mill Animar, Soul of Elements deck, but, because there is so little removal and so much counter in my local meta, I took out the indestructibles and hexproofs for uncounterables. Good luck with your deck man!
|Power / Toughness||1/1|
|Color(s)||Red Blue Green|
|Avg. cube pick||12.05|
|Commander / EDH||Legal|
Printings View all
|MTG: Commander||Mythic Rare|
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