Whenever one or more +1/+1 counters are placed on a permanent you control, you may pay 1. If you do, create a 1/1 colorless Servo artifact creature token.
3, T: Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
|Have (2)||metalmagic , gildan_bladeborn|
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|Commander / EDH||Legal|
Animation Module occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.01%
- Kaladesh Modules and Krark-Clan Ironworks
- If I activate Steel Overseer, how many times does Animation Module Trigger?
- Does Hardened Scales's Ruling Apply to Animation Module?
- hardened scales Replacement or Trigger?
- Can I use a newly placed +1/+1 with Rishkar, Peema Renegade counter in a creature to activate Animation Module?
Animation Module Discussion
3 days ago
+1 for the name alone, love it!
First thing I'd suggest is you up the number of lands you're running to somewhere in the 21-23 range. 16 lands makes it EXTREMELY unlikely that you'll be able to consistently hit your land drops - the only decks that run that few are burn decks with their most expensive spells costing 2 mana. If you want to even think about playing 4+ mana spells, you're going to want more lands.
Moving on to more targetted feedback - if you want to upgrade it, I think you'll need to pick a direction to move the deck in. Right now it's less of a deck and more of a pile of green and white cards (not meant to be a slam on you, that's how most people enter/re-enter the game). You've got some solid +1/+1 counters cards like Gyre Sage and Hardened Scaled, and you've got some solid lifegain-matters cards like Heliod, Glorybound Initiate, and Lone Rider. I'd recommend on honing in on one or both of those strategies, and replacing cards that don't work toward one or both of them (like Primal Druid and Moss Viper, just at a glance).
If you want to hone in on lifegain, you could look at Ajani's Pridemate and more Lone Rider Flip. For a bit more money you could look at Dawn of Hope. Another step up in price gets you stuff like Ajani, Strength of the Pride and Archangel of Thune. And at the very top you could look at more Heliod, Sun-Crowned. To gain life you could look at Healer's Hawk, Ajani's Welcome, Revitalize, or Daxos, Blessed by the Sun.
If you want to hone in on counters, you could look at (I don't know this arhcetype quite as well so I can't give you price brackets, you'll have to check yourself) Animation Module, Stonecoil Serpent, Nissa, Voice of Zendikar, Tireless Tracker, Jadelight Ranger, Experiment One, Huatli's Raptor, Mowu, Loyal Companion, or Knight of Autumn. There's probably more excellent cards in that category as well, but like I said I don't know that archetype as well (I'm better versed in BLUE green counters).
You also don't really have much in the way of creature removal, which could prove dangerous. Selesnya Charm and Banishing Light are alright, but I'd up how many you're running if that's going to be your only removal. Declaration in Stone is a premium white removals spell you could look into if you're looking for upgrades in that department.
These are all just suggestions though - you should build and play the deck however you find it most fun. It is your deck, after all! Whatever you decide to do, good luck and have fun!
1 month ago
KayneMarco, Believe it or not, this deck was a Shattergang Brothers deck once upon a time. It was a bit slower and more control focused. After he got unseated by Prossh, Skyraider of Kher , I ended up swapping him out for faster/free outlets such as Yawgmoth, Thran Physician , Attrition , and Ashnod's Altar . In comparison to cards like these, I would never bother paying the mana for sacs when I could do similar things for less.
1 month ago
1 month ago
Suggestion Animation Module Because its feeds korvold each turn by its self for a mana and if u have a alter out you can draw your hole deck
1 month ago
You could probably squeeze a lot of value out of Animation Module .
1 month ago
Merfolk is always a potent tribe, but I do see some incongruous elements that ought to be obviated.
For the basics of a deck, I have some recommendations as for what may be excluded.
Storm the Citadel is a fine card, but it's restrictive and must be done on your turn, with a board state. Removal is best when it can be used both if you're ahead or behind in the game.
Kiora, Behemoth Beckoner only draws cards off of six creatures in the deck, and thence doesn't bolster much. Lords help, but card draw is more applicable when it's not dependent on your board-state. Curious Obsession falls unto the same category.
Spark Double is quite restrictive that doesn't do much on its own. Cloning the commander doesn't do much, either, so a worthy target isn't always available.
I'm not quite sure why Clear the Mind is in here.
Geode Golem doesn't actually cheat the cost of the commander by too much, so perhaps it doesn't merit inclusion.
Tidal Flats is a card selcouth to me, and I don't quite understand its purpose. It can mess up blockers, sometimes. The opponent needs to have no open mana, otherwise, it's useless. That's very easy to play around and I'd prefer just a kill spell.
You have an awful lot of lands in here. A deck-building strategy I adhere to is fewer lands in place of draw spells. They have more utility late-game and can still find lands if need-be.
As for the theme of the deck, I have some potential implementations.
Kiora's Follower is an on-tribe creature that synergizes with the strategy, and ramps. Only great. :)
Stonybrook Banneret spells itself out.
Cytoplast Manipulator is a splendid option for your counters theme.
As for removal, Reality Shift , Krosan Grip , Pongify , Beast Within , Rapid Hybridization , Kenrith's Transformation , Incubation / Incongruity , and Imprisoned in the Moon . Kill spells that strand a commander on the battlefield are always annoying to deal with.
At last, Vigean Graftmage seems perfect.
Alas, welcome to the format, and may you slaughter the opposition with your irriguous fiends. :D
I do have my own list if you wish to peer upon it: The River Anew
2 months ago
Another fantastic combo to take advantage of Korvold's abilities is by adding in Animation Module in conjunction with Korvold and Ashnod's Altar . Just have an extra thing to sac, and as soon as you slap that +1/+1 counter on Korvold you can pay one generic mana to get a servo, which you can then sac with the altar and repeat the process. Boom, you can now get a ton of mana, card draw, and buff counters on your commander as long as you're careful not to draw yourself out. You can even add in an Elixir of Immortality to help perpetuate things, if you'd like.
3 months ago
A few suggestions to your deck:
Take out Manifold Key . It's a bad card and does next to nothing for the deck. Having it in just to untap Steel Overseer and Hangarback Walker is going to be very mediocre at best, as you will already be in a good spot, if you get to untap with them normally. Nissa, Voice of Zendikar looks like a much stronger inclusion.
Heroic Intervention is a good sideboard card, but I wouldn't play it in the main. Inspiring Call I'd take out all together. Drawing some cards is fine, but you mainly want it for the indestructibility, which Intervention does better and cheaper. Stonecoil Serpent should go in the main instead.
Verdurous Gearhulk is a tad expensive with only 21 lands in the deck. I'd take them out. If the deck gets to do its thing, the Gearhulk is just a win-more card anyway. Rishkar, Peema Renegade is strong in this deck and adds a lot of pressure early on. Remember that he also scales super well with Animation Module + any card that puts counters on the tokens, as they get to tap for mana and make even more tokens.