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Animar, Soul of Elements

Animar, Soul of Elements

Legendary Creature — Elemental

Protection of 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

Femme_Fatale on New Cards Are Up! *Drools* ...

2 days ago

Here are the new cards added:

And for once the new art sticks instantly in decks! YAY!

Kravian on PAX Spoilers

3 days ago

Temur Enchant is EDH wonderlove. Animar, Soul of Elements just crapped himself.

meecht on New Card Spoiled For Khans!

5 days ago

From an EDH perspective, I think Animar, Soul of Elements players will love this card.

nickiru on Is Animar, Soul of Elements ...

6 days ago

I have searched and searched searched and and searched. And for some reason I cannot find whether this card (Animar, Soul of Elements ) is modern legal. He is of the commander set and a lot of commander cards are legal so.... I am fairly sure it is.

Please provide a site or document/text that states whether he is legal or not.

wbroomhead on Death and TEYxes

1 week ago

Exactly, haha. It just dies to jbroomhead's Animar, Soul of Elements

MagicalHacker on Gidgetimer

1 week ago

Of course, my man! I would love to help in this! I don't think I would ever turn down someone asking for help, so don't feel like you're bothering me xD On top of the fact that I wouldn't tell anyone to buzz off (unless they're not actually looking for help), I see you as a pretty nice guy, and pretty insightful in magic topics while still staying humble.

So this is a summary of the restrictions for my recommendations:

  1. Contains blue.
  2. Contains green.
  3. Is two- or three-colored.
  4. Not classic-Timmy midrange.
  5. Not Show and Tell style combo.
  6. Not infinite combo.
  7. Not voltron.


In Simic, there are three options for you:

  1. Edric, Spymaster of Trest : Edric is often played with a token theme, but really, unblockable is more synergistic route, because you can also play other spells that check if cards deal combat damage to players, like the swords and Bident of Thassa . MagicalHacker - Edric, Spymaster of Trest

  2. Kruphix, God of Horizons : Although you will see a lot of big creatures in my deck abusing Kruphix's ability of storing mana, I also have a lot of creatures that have p/t based on the number of cards in your hand and lots of repeating draw effects to make each one if them huge because of the infinite hand size. MagicalHacker - Kruphix, God of Horizons

  3. Vorel of the Hull Clade : This guy is a bit more gimmicky than most, but with cards like Darksteel Reactor , it's super fun. You also can combo with modular creatures (like Arcbound Crusher ) which is pretty fun too. MagicalHacker - Vorel of the Hull Clade

With Sultai, there's only one I'd recommend:

  1. The Mimeoplasm : Although he's great with exiling big creatures from graveyards, he keeps all of the abilities of one creature, which doesn't usually happen. Because it's specifically the abilities of one creature plus the bigness of another creature, infect is going to be crazy awesome here. Imagine making a Blighted Agent plus Phyrexian Dreadnought ! What I suggest is playing infect creatures FTW, and if they get removed, self mill should help you get a huge infect creature for the rest of the game. MagicalHacker - The Mimeoplasm

In Temur, there are two options worth considering I'd say:

  1. Animar, Soul of Elements : Even though this uses big creatures as the win condition, the fact that you can chain colorless creatures with him to cast them for 0 mana is worth talking about. On top of that, with a Glimpse of Nature effect, you can get a huge board state and have a full hand at the same time. It's ridiculous! MagicalHacker - Animar, Soul of Elements

  2. Riku of Two Reflections : While a lot of people like doubling instants/sorceries, I like permanents more. Not only do they have lasting and repeating effects that need to be removed to stop the value, but they also are harder to remove if you're constantly making more copies if them. On top of that, ETBs are doubled for just three mana, so a blink deck simple to Roon can be built with this guy as the commander. The advantage is that the doubles are accompanied by a body. MagicalHacker - Riku of Two Reflections

Lastly, Bant has four final options:

  1. Angus Mackenzie : If you liked playing turbofog, this guy is perfect for you! Darksteel Reactor and Azor's Elocutors are gonna be the best here, and that's all I have to say. MagicalHacker - Angus Mackenzie

  2. Derevi, Empyrial Tactician : Using unblockable creatures are going to give you lots of value again, but some of the best tap abilities are ging to be tokens, so they're good too. MagicalHacker - Derevi, Empyrial Tactician

  3. Phelddagrif : While some think he is only good for directionless group hug, some cards hurt opponents for having lots of creatures, so Suture Priest and Dingus Staff . He's also super political because people like life gain and getting tokens and drawing cards. MagicalHacker - Phelddagrif

  4. Rubinia Soulsinger : Last but certainly not least, this lady is really powerful because she is a Control Magic that can flicker at your untap step, which gets even better when you can sacrifice those creatures and untap her with Thornbite Staff . There's a lot of variety of what you can do with her though. MagicalHacker - Rubinia Soulsinger

Hopefully I represented each enough for their power levels while inspiring you to like some of them :)

MagicalHacker on Finally expanding my horizons!!

2 weeks ago

(TL;DR at the bottom)

No it's okay, even with such a large possibility, you still only have 17 options, which isn't too bad.

First off, in Boros, we have five commanders:

So this guy is going to work the best with tokens, specifically red tokens. That said, this type of strategy can employ good stuff elements since it's easy to just include other good cards that work well with this aggro token-based commander. MagicalHacker - Agrus Kos, Wojek Veteran

This is another token build, but this time, the gimmick is getting their heroic to constantly trigger. By running cheap instants, sorceries, and auras that cantrip (draw cards), you can maintain card advantage will continuously giving all of your tokens relevant buffs and keywords. MagicalHacker - Anax and Cymede

Of all the gods, this god literally says it's the god of winning, so that had to be good. He is yet another token deck since you will never lose the tokens you make, and with such large numbers, it's definitely going to be hard to block all of them consistently. He doesn't actually BUFF the tokens like the other token deck in this color combo, but playing with other cards that buff tokens are completely fine instead since his abilities are so well designed for have an army or large amount of creatures, which token decks reliably do. MagicalHacker - Iroas, God of Victory

This is the fourth token deck in Boros, and this has yet another flavor than the other two. Here, his buff is going to be incredibly useful with tokens, but you have to jump through the hoop of achieving metalcraft first. This lets you run artifacts that are just good and fun, and meanwhile, all your tokens are threats that make all if your opponents sweat. A lot. MagicalHacker - Jor Kadeen, the Prevailer

I was starting to feel like there weren't any good options for something other than a token deck in this recommendation list, but then Tajic shows up. Anytime you have an indestructible, you should automatically think voltron, because it gets around board wipes, it gets around lethal blocks, and it gets around a lot of target removal. Stick hexproof in it and watch your opponents REALLY cry at that point. While it's tempting to try to get Tajic's battalion to work, it's honestly too big of a hoop to jump through, since +5 power is more easily and stably achieved through auras or equipments. Still open to goodstuff changes as well. MagicalHacker - Tajic, Blade of the Legion

While the temptation is to jam pack this build full of ginormous creatures, I want to suggest this potentially novel approach: 0-drops and suspend. Once you play Karametra, Memnite becomes attached to a Spoils of Victory , which means once Karametra resolves, most likely you are going to dump 1-3 creatures from your hand for free and get 1-3 lands. Think about that. FOR FREE. She's definitely a mid range all star for the format. Suspend cards work the same way except you pay mana before Karametra resolves, and you cast them for free after she enters. Epochrasite is a really great card with her, but this also lets you run what ever expensive cards your heart desires. MagicalHacker - Karametra, God of Harvests

Hopefully you're not tired of hearing about token decks after going into Boros, because Rhys is DEFINITELY worth a huuuuge mention. Primarily the fact that his second ability literally doubles your tokens (triples if you have a Parallel Lives out) is going to be crazy bonkers. The fact that he's a one drop ain't too bad either. As long as you've got a lot of token making permanents in the deck, you can run your favorite cards no problem. Just make sure you include stuff like Luminarch Ascension , Collective Blessing , True Conviction , Cathars' Crusade , and Beastmaster Ascension , and you're good to go. MagicalHacker - Rhys the Redeemed (Selesnya).

Although Tajic is a great voltron with indestructible, I would say Sigarda is the best voltron because, not only does she have hexproof to make her a good voltron to begin with, but she also has anti-sacrifice built in. As if that's not enough, she's also got power equal to her cmc and flying, so not many other voltrons can say they are as permanent as Sigarda. Even more than other voltrons with more colors available or potentially more damage built in, she definitely allows for a more stable build, so she's worth using. You can still through in good stuff cards like the swords, so you may like her. MagicalHacker - Sigarda, Host of Herons

If you like having big tokens as compared to having lots of small tokens with Rhys, or if you like big butts and you cannot lie, then Trostani is the general for you. With all the life gain it does, you will be well off, so play all the humongous tokens and creatures your heart desires. By playing tokens, you have the option of populating which is a very strong effect to use in this situation. MagicalHacker - Trostani, Selesnya's Voice

In Simic, there are three legends you can consider:

While most people build around tokens with Edric, building around unblockable creatures is actually a much strong way to approach him. If you can get unblockable creatures on the board, then you can keep dumping out large amounts of creatures without worrying about board wipes since you will have a full hand. As if that's not enough, he also singlehandedly convince opponents to attack each other. It's actually kind of funny really. It goes without saying that there is plenty of room to include whatever you want as well. MagicalHacker - Edric, Spymaster of Trest

While most commanders usually have one good ability, Kruphix is weird because he has two. He is going to be very similar to Omnath, Locus of Mana builds since, while he doesn't actually ramp, he does store mana, which means casting those awkwardly expensive Eldrazi and such, like It That Betrays , is going to be a piece of cake. Additionally, his Spellbook ability is one that hasn't been seen on a commander before, so here's the cards that will combo with that: Maro -like creatures. These cards were designed to be balanced having a p/t of a maximum of 7, so when it becomes 34, things get messy. Obviously, you will have to run cards that will let you draw lots and lots of cards, but in blue and green, there are tons of those and who doesn't like to draw cards in EDH/Commander? MagicalHacker - Kruphix, God of Horizons

If you've never experienced the joys of charge counters, let me introduce you to the guy who can make Darksteel Reactor a reliable win con in EDH/Commander. Not only that, but he can double counters on Primordial Hydra type creatures too. This guy is definitely a powerhouse for these kinds of cards, but he still has plenty of room for general good stuff cards as well. MagicalHacker - Vorel of the Hull Clade

In Sultai (BUG), there's really only one option:

Although he works best with infect, really any form of big creature shenanigans and self mill make him a scary aggro commander. In fact, by playing both, you can attack with the low power infect creatures until your opponent manages to remove them, mill big creatures into graveyards, and then make an extra large infect commander for five mana. Pretty cool if you ask me. MagicalHacker - The Mimeoplasm

In Mardu (BWR), we have another option:

This is somewhat of an infamous deck because she's just that good. She's a great combo-aggro commander, as long as you run plenty of dragons, demons, angels, or any combination of the three. The only weakness here is many people see her as more powerful than she actually is, so she has a possibility of becoming over targeted. MagicalHacker - Kaalia of the Vast

In Jund, we have got only one commander that fits our earlier criteria:

So this guy is cool because he looks like a nice token-based aggro commander, but really he is a combo commander focused on graveyard shenanigans. There are tons of effects like his, and they are all great in the deck. On top of that, people usually ignore him until it's too late. MagicalHacker - Sek'Kuar, Deathkeeper

In Temur (RUG), we have two final options:

This guy is going to work around having lots of colorless creatures and Glimpse of Nature effects. Basically, you chain them so you get a whole bunch of creatures for zero mana while keeping a pretty sizable hand. Combos all day. MagicalHacker - Animar, Soul of Elements

While doubling instants/sorceries is nice, I think that a card without a lasting effect is better replaced by a card with a repeating effect because of how long EDH/Commander games tend to be. (Also, a permanent is something that needs to be answered; a instant/sorcery removed itself after it's done.) So with Riku, doubling creatures is super powerful. On top of that, you have all the options of what creatures you play. With enough ramp, this guy can get totally out of control. In my opinion, what he is going to be great to build around is good ETBs. If you spend eight mana on a Craterhoof Behemoth , wouldn't you rather spend eleven mana for two? MagicalHacker - Riku of Two Reflections


  1. MagicalHacker - Agrus Kos, Wojek Veteran
  2. MagicalHacker - Anax and Cymede
  3. MagicalHacker - Iroas, God of Victory
  4. MagicalHacker - Jor Kadeen, the Prevailer
  5. MagicalHacker - Tajic, Blade of the Legion
  6. MagicalHacker - Karametra, God of Harvests
  7. MagicalHacker - Rhys the Redeemed (Selesnya)
  8. MagicalHacker - Sigarda, Host of Herons
  9. MagicalHacker - Trostani, Selesnya's Voice
  10. MagicalHacker - Edric, Spymaster of Trest
  11. MagicalHacker - Kruphix, God of Horizons
  12. MagicalHacker - Vorel of the Hull Clade
  13. MagicalHacker - The Mimeoplasm
  14. MagicalHacker - Kaalia of the Vast
  15. MagicalHacker - Sek'Kuar, Deathkeeper
  16. MagicalHacker - Animar, Soul of Elements
  17. MagicalHacker - Riku of Two Reflections

Read the sections below as well.

As for the Athreos idea, unfortunately, opponents will usually pay the 3 for 1 or 2 Shadowborn Apostle so that you don't have all six again. Athreos is one of two gods that I see as poor generals in commander. I think the reason for this is exactly the "pick your poison" strategy, since the other bad god for EDH/Commander that I would say is Mogis, who also offers a choice. The fact of the matter is that your opponent will ALWAYS pick the one you don't care about at the moment, so they basically have no abilities. Do you still want a god as a commander for the second deck though?

Sorry for the late response, you know how the first day of school can be, imagine that for a college senior lol.

(TL;DR begins two sections up)

Epochalyptik on Control-Oriented Generals

2 weeks ago

Do you have a preference for color?

Bicolor would give you more directed control by allowing you to focus more on the individual counterspells and tax/stax effects.

Tricolor gives you more options, but it requires a more consistent land/rock quite and better resource management.

For control, BUG, Esper, Bant, Grixis, and RUG are all very good color combinations. Each has a different flavor and dominant strategy.

BUG supports infinite combos and goodstuff as wincons, and it provides a strong balance between ramp and draw.

Esper suffers slightly from the lack of green, so it relies on artifact ramp. However, it has access to many token and artifact combos as well as tutors and draw effects.

Bant balances removal, ramp, and counterspells for a strong control approach, but it needs to get a little more creative with its combos. It doesn't have black, which is a key combo color.

Grixis excels at stax approaches and has many attrition-oriented control cards. It suffers from limited ramp, but has draw and tutor power to help sustain longer games.

RUG has explosive ramp and creature-based combos, and it can be very fast if built properly. Animar, Soul of Elements is a top-tier combo general, and Riku of Two Reflections is also very strong. Price

Low Avg High
$10.0 $13.49 $18.49
Power / Toughness 1/1
Color(s) R, U, G
Cost URG
Converted cost 3
Avg. draft pick None
Avg. cube pick 11.44


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal

Printings View all

Set Rarity
MTG: Commander Mythic Rare