Animist's Awakening

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Magic Origins (ORI) Rare

Combos Browse all

Animist's Awakening

Sorcery

Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.

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Animist's Awakening Discussion

Blackerlotus13 on OM NOM NOM, Omnath is Angry

3 days ago

Thank you for your suggestions. I have recently picked up a Scapeshift, Mana Reflection, Tempt with Discovery, and Parallel Lives thinking about whether to put them in and or what to remove.

Playing 36 or 37 lands, Animist's Awakening would be too much of a gamble One with Nature is a neat card and I will actually consider but not having enough trample outlets leads me to look elsewhere.

My original build for Omnath had Rampaging Baloths but quickly came out for Titania, Protector of Argoth. I also don't intend to risk making my lands into creatures otherwise I would run Liege of the Tangle which can get pretty beefy. I did also at one time run Abundance its pretty decent for what it does, but to make room for the heavy hitters like See the Unwritten, and Selvala's Stampede sacrifices had to be made.

Space in the deck has been hard to come by aaaaaaaand I also need room to re insert that Krosan Grip that really should be in the deck, and perhaps a Song of the Dryads

Bassmaster on OM NOM NOM, Omnath is Angry

3 days ago

Pretty cool looking deck! I have a couple of suggestions for more land ramp that are not as obvious I think but fun to play! Abundance is one of the best cards I can think of for Landfall abilities, but here are a few others: Animist's Awakening, Into the Wilds, Scapeshift, One with Nature, and for continuous land fall, Scouting Trek.

As for creatures, I would definitely suggest Rampaging Baloths and Undergrowth Champion. Some others for some other landfall fun is Akoum Stonewaker, Embodiment of Fury, and Embodiment of Insight. Underrated but good with what you have already.

anton6776 on Azusa: ultimate tree domination plan

1 week ago

Animist's Awakening could be a good way to threaten a lethal out of nowhere considering the amount of lands in your deck.

darklord1135 on Vorinclex Raaaaaamp

1 week ago

I'm just doing that for Cards that mass get lands like Animist's Awakening and Boundless Realms

KorAlly on Awoken Fog

2 weeks ago

Your mana base needs to shift more to white and green and away from blue to hit your one drops and play your late blue spells. I would try 7 Plains, 9 Forest, 2 Islands. Awakening Part the Waterveil at 6UUU will require a Cascading Cataracts which seems acceptable at 9 mana, but the 2 Islands are sufficient for everything else and can be tutored up.

Along with Sakura-Tribe Elder, you could try Rampant Growth,Viridian Emissary,Harrow,Primal Druid,Animist's Awakening. There are also some creatures that help play extra lands from your hand: Elvish Pioneer,Sakura-Tribe Scout,Walking Atlas.

For example, 2 Elvish Pioneer, 4 Sakura-Tribe Elder, 2 Hour of Promise could replace your 4 Explosive Vegetation, 4 Hour of Promise (Keeping your 2 Nissa's Renewal). This curve might not be low enough, but it is a start.

Chill_Casual on Kruphix, Mana-Mania

2 weeks ago

Well Zerraphon, Search for Azcanta would serve as a great filter once transformed, but unless you're slinging spells left and right, i wouldn't recommend the deliberate self-milling unless you have dependable recursion in place. Primal Amulet seems good as well, given you're slinging enough spells. I would not recommend removing Thassa, God of the Sea from your deck due to her delicious scry, indestructibility, and low converted mana-cost. If Kruphix EDH is your deck, I would recommend removing the +1/+1 counter theme, as there are not alot of cards working together for maximum viability in the deck (no Offense). Relying on the off-chance that you have two cards that work together may be dicey, and what would you do when one of them got removed? I recommend a bit more ramp and draw power to get your deck rolling. Cards like Rishkar's Expertise and Mind's Eye can really turn up the heat for getting the draws you need. Kodama's Reach, Rampant Growth, Explosive Vegetation, and Sakura-Tribe Elder are also cheap means of ramping. I would recommend replacing Animist's Awakening due to it's lack of dependability. I used to run that card, and it's extremely dissatisfying to reveal crap off of the top of your library instead of the lands you need. settle for cheaper, reliable ramp cars instead. Other than that, it looks like a fun deck.

nimrod1111 on Prehistoric Justice 2.0 (#2 Gishath EDH)

3 weeks ago

how about taking out a Ravenous Daggertooth and Pygmy Allosaurus for a Priest of the Wakening Sun (he is an early drop that gains you life and can tutor for dinos) and for an Animist's Awakening (ramps you more the more ramped up you are - good for a lategame hugeramp and then surprise them with your commander).

superhuman21 on Titania, Protector of Argoth

1 month ago

I'm currently working on a deck based around Titania, Protector of Argoth+Zuran Orb+Crucible of Worlds, so this deck is interesting. With the idea of an land reanimator/elemental deck, I'm not sure that it would work best as a mono-green deck.I myself am working on a one. Anyways here are some suggestions

  1. Anthousa, Setessan Hero + Perilous Forays+Ring of Kalonia+Zuran Orb.
    Equip the ring to Anthousa, turn 3 lands into 2/2s and attack with them. Before any would be destroyed (if they would be) use the mana produced by them to activate Forays 3x. sac the 2/2 lands (putting elementals on field) and new basic lands.
  2. Boundless Realms/Animist's Awakening + Creeping Renaissance+Zuran Orb = massive lifegain.
    Play the land grab sorcery, putting a large number of lands on field, tap out all but a few of your lands for the mana, activate the Orb gaining 2life per land, play creeping ren. and bring the lands back. If titania was on the field you'll now have like 10-30 elementals (from sac), plus an additional 20-30 life.
  3. You can do the same as the above but if you have Isochron Scepter+Reclaim you can rebound a the creeping ren. sorcery, and repeat the 2nd part of the cycle after you repeat the above once. This will allow you to get more tokens on the field and gain more life.
Other cards that should be run are Thousand-Year Elixir for giving elemental's haste and Coat of Arms which will create a ridiculous power boost to all elementals if you've done the above combos even slightly. Each elemental could have 6-30/6-30 no problem.

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