Animist's Awakening

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

radio414 on Sasaya, Orochi Ascendant Combo (EDH)

5 days ago

I understand why you would think those cards would be good, but I haven't found any of them to be in practice. Let's go down the list:

  • Animist's Awakening: The big problem with this card is that it's a sorcery. To be more specific to my point, it's not a creature. In a deck consisting of land search effects and creature tutors, this is a big problem, as the cards that can find it (Planar Portal and Ring of Three Wishes) would much rather find Genesis Wave instead. I used to have Collective Voyage in this deck filling a similar role, but cut it for all these reasons and I'm not convinced Animist's Awakening is significantly better.
  • Summer Bloom: As an Amulet Titan player, I have a soft spot for this card, but for the same reasons as Animist's Awakening, it just doesn't belong in the deck. Azusa, Lost but Seeking, Wayward Swordtooth, and Oracle of Mul Daya are creatures (see above), so they get to keep their slot, and Journey of Discovery is versatile enough to keep its slot, and Summer Bloom is just left in this weird in-between where it can't compare to any of these cards despite it's similar effect.
  • Lifecrafter's Bestiary: I could maybe get behind this one if more than fifteen percent of this deck was creatures. As it stands, it barely does anything (Rowen would be better and I'm not yet sure if I want that) and the times that it does do something, that something is middling.

To round it all off, your suggestions would take the maindeck to 102 cards, which of course is more than the Commander/EDH-required 99 plus a Commander/General. Do you have any suggestions for cuts, or are you just sounding off cards that you think might be okay?

Best,

-r

Jmreas on Naya Landfall

1 week ago

Love this deck.. +1

Animist's Awakening

Would be a nice way to add a sorcery For Tarmogoyf

TiarnanMatthews on OMNATH SMASH copy

1 week ago

Hey this deck looks like loads of fun! Animist's Awakening and Lotus Cobra seem to also work well in this deck... Consider adding some powerful land fall cards like Avenger of Zendikar perhaps? Any way looks like a great deck.

The_Mike on Suaros

1 month ago

Dinosaurs. What do we want? More cards, More resiliency and aggro, more living Dinosaurs on the board!

Cards I'd cut:

  • Avacyn's Pilgrim, Llanowar Elves, Yavimaya Elder Not enough of a pay-off to include in the 99. If you want to ramp, use non-creatures as they otherwise will be collateral damage when your dinos are about to get wiped and you wont be able to rebuild again. Elder is just too slow (the age's getting to him) and you wont get recursive benefits from sacrificing and drawing from it multiple times.

  • Animist's Awakening Pay 6 for 1 land maybe untapped, am I right? 'nuff said.

  • Comet Storm It's usually used in decks where you can X for multiple players for lethal. Not efficient at what it does in this deck.

  • Vance's Blasting Cannons  Flip Exiles the lands when you need them. Exiles lands when you need more action. Flips around when you need to exile your lands.. Not good enough card value for what you could instead do with green spells.

  • Vanilla dinosaurs as many as you need to make the real Magic: the Gathering cards fit your real Magic: the Gathering Deck. Even if you wiff more often with Gishath, at least you have other functioning cards in the deck.

Delta-117 on

1 month ago

I have been building a Muldrotha, the Gravetide deck, and one strategy i'm planning to include is the use of the cards Sylvan Reclamation and Rude Awakening. Now I know mono doesn't have the capacity as much for self-mill, but with cards like Azusa, Exploration, Burgeoning, perhaps even Animist's Awakening and Kamahl's Druidic Vow, I think these cards could be of use to you here also?

Avenger of Zendikar and Caged Sun might be a good include here too.

JuQ on Omnath Elemental/Landfall EDH

2 months ago

Hi there!

Omnath is completely commander dependant, after all the goal of the deck is to combo off with him, so there is not much you can do, so you have to work around it. You need to protect him better and get a bit more recursion because Omnath at 7 CMC is expensive enough.
Against removals you can use Sylvan Safekeeper and Heroic Intervention and there is always Asceticism which is a bit more expensive both money and mana wise.
For recursion Seasons Past is one of my favorite cards lately, easilly you get five to seven cards out of it. Greenwarden of Murasa is another no brainer because of the tribal theme. Deadwood Treefolk works similarly, it sacrifices itself and you don't have to exile it, but only brings back creatures. Paleoloth is another creature I though about, the creature by itself is kinda bad, but with Omnath you can trigger it the same turn you cast it.

Against the flyer problem im using (together with the Tornado Elemental) Cloudthresher, Ulvenwald Hydra, Rage Nimbus, Chaosphere (Spidersilk Armor is another good option I run in other decks).

Some creatures are too big to be killed with damage or plainly indestructible, so I run stuff like Scour from Existence and Brittle Effigy. Spitebellows is a damage based removal but you can get a lotta triggers for just three mana.

If your meta has so many counterspells you have stuff like Red Elemental Blast, Burnout, Vexing Shusher and Prowling Serpopard among others.

You should cut Door of Destinies and Vanquisher's Banner, you only have 14 elemental spells (counting Omnath) so you won't be getting enough triggers out of them to make them worth their spot in the deck.

Animist's Awakening is just bad, keep in mind you will be getting about one land for every three mana you spend on the X (there are many other effects taking lands out of the deck). It would be good if were producing limitless mana, but if you already have infinite mana you don't really need so many lands, anyway it's a worse Genesis Wave. Better options are Traverse the Outlands and Boundless Realms or the Genesis Wave.

Stuff like Exploration and Wayward Swordtooth work amazingly in these decks, specially when you combine it with the Oracle of Mul Daya and Courser of Kruphix you already run and Ramunap Excavator if you were to include it (feels like a cheat with cards like Evolving Wilds).

The deck would improve a lot with more card draw Mouth / Feed, Skullclamp, Seer's Sundial and Skullmulcher are good options, even a five card Soul's Majesty or Rishkar's Expertise is a good value.

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