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The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
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Chaos Warp Discussion
1 day ago
This is a very land-light deck and Burgeoning will mostly only drop one or two lands maximum for a card. It also doesn't put counters on Animar, can't be tutored for, and is a bad draw at any time except turn one to drop a turn two Animar. Carpet of Flowers more consistently ramps this deck into a turn two Animar and still doesn't deserve a spot because just getting a turn two animar by spending a mana isn't enough, it normally has to either be free like Lotus Petal, Chrome Mox or the similar effects or be a creature like Birds of Paradise.
Venser, Shaper Savant is not useful in the same way Man-o'-War is, being that both can bounce themselves, but Man o' War can do it for half the mana, putting twice the +1/+1 counters that Venser will on Animar. This is a huge difference when you need a number of counters to cast a game-winning spell by turn 4 or trying to win right there.
Against Red Removal, Blasphemous Act type effects are unaffected by Lightning Greaves/Swiftfoot Boots, so I assume this isn't your problem. Against Lightning Bolt effects stuff like Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, Pact of Negation, and Mental Misstep can counter as well as just putting a few counters on Animar, Soul of Elements. Against Chaos Warp, we still have Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, though you could run some cards like Swan Song and Dispel can be flex slots. They also happen to slow your opponents down if they try to combo out.
Against Blue Removal, which I assume is your problem, Chain of Vapor, Into the Roil, Rapid Hybridization and Cyclonic Rift can still be blocked with Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, but also can be blocked by some of the flex slots I talked about prior.
Green removal is pretty much just Beast Within and Song of the Dryads and is generally rare, but if it is really hurting your, Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation can stop them all, and Caustic Caterpillar, Brutalizer Exarch, Ulamog, the Ceaseless Hunger can deal with Song of the Dryads type effects.
Now while I respect your opinion in your meta on the use and capability of Emrakul, the Promised End, in this deck it commonly reduces it's cost by 1-3 mana, and can be reduced by 4-7 on a mid-sized Animar, Soul of Elements like you said, so 5-10 mana on normal by turns 5-6, or mid game. Even saying it costs is pushing it and if that is the case, you should run it if your meta is overrun with decks that are ruined by it. However due to the top tiered decks normally running a high number of instants that can be used to disable their own ability, think Chain of Vapor, they could commonly stop you from ruining themselves too bad in response to the ability before their turn. Rarely can it do more than a Word of Command because of stuff like that. Even if it just killed target player, like you said about swinging in with a swoll Animar, it doesn't win you the game to kill one player.
Again, that is only the reason that it isn't good enough for JMCraig to toss it in with the goal of this for cEDH decks, but if it works in your playgroup, do it! I have only the best wishes for you and your Animar deck!
You want a backup-backup plan I think was that second-to-last line? I don't understand why you think that is nessecary, but I will go over the plan:
Main Plan : Animar + Statue + Outlet = Win
Backup Plan : Kiki-jiki + Untapper = Win
We have a backup plan, why do you assume we need another?
You seemed to argue for Tishana over Big Kozi, but Kozilek, Butcher of Truth does have other use in the deck, and I would argue is better with a pumped Animar than Tishana. It can be free if you need a wincon and have Ancestral Statued Animar, Soul of Elements to infinity and beyond and just need to win, but don't have much more mana, Kozi is free, also with Survival of the Fittest you can fetch him and discard him to reshuffle your yard back in if you couldn't otherwise get back a card. Due to the discard being the cost, you could then fetch out a card that was in your graveyard when you fetched, making a really cool Primal Command effect for and a Survival of the Fittest.
Arguing Tishana can be fetched with Fierce Empath is fair, no arguement here, and it is even a decent option, but Imperial Recruiter has a ton of much better options, like Kiki-Jiki, Mirror Breaker to copy the recruiter fetching Deceiver Exarch and winning the game. I can't think of a game I have ever played with Animar in which I wished I had a tishana to fetch with Imperial Recruiter. But yes, it isn't technically wrong.
The last thing I want to cover was one of your first points, about the lack of outlets to win with Ancestral Statue, with Purphoros, God of the Forge and Walking Ballista being the outlets of choice, if you have found problems tutoring tehm out, try also running Reckless Fireweaver. It doesn't combo with Man-o'-War or Shrieking Drake, but is still very useful.
2 weeks ago
So while playing a Bolas the Ravager deck, I came across Vaevictis Asmadi, and fell in love. I love Chaos Warp type cards and he embodies it.
Currently the list above is what I have, and I'm trying to use only permanents, so I always hit off his ability. Any thoughts?
2 weeks ago
As you mentioned, it depends on a lot of factors. for the difference card types, I try to operate under the philosophy of:
You want at least 10 pieces of ramp. And that's actual ramp - Sylvan Scrying, Yavimaya Elder, Prismatic Omen, these are examples of not ramp. This also applies to cards like Mirari's Wake which is ramp, but is really expensive. Your ramp suite should be anywhere from 0 to 3 CMC, but aim for 2 CMC is a good rule of thumb (unless you're playing competively, then either aim for 1 or 0 CMC). Stuff like the signets (e.g. Dimir Signet), the talismans (e.g. Talisman of Dominance), catchall rocks like Fellwar Stone, staples like Sol Ring, dorks like Birds of Paradise, Elves of Deep Shadow, Sylvan Caryatid, fetch spells like Farseek, Rampant Growth, Nature's Lore, Sakura-Tribe Elder, etc. as wel las extra land plays (e.g. Exploration) are all good. And you want a mix. Try to avoid putting all your eggs in one basket.
Again, at least 10 (but I prefer more, ~15). You want a mix of tutor and draw. Try to have at least a few spells that give you repeatable draw, like Phyrexian Arena, but dont be afraid to play once of spells like Painful Truths. A good rule ofthumb is to either go super efficient on CMC (Ponder, Preordain, etc.) or to go bang for buck (Mystic Confluence, Harmonize, etc.). Tutors are super important, but you want to avoid too many top of deck tutors as they are technically negative card advantage.
This one varies from strategy to strategy and from playgroup to playgroup. Minimum of at least 6 removal spells. And you want options for every permanent type. Swords to Plowshares, Path to Exile, Nature's Claim, Beast Within, Chaos Warp, Anguished Unmaking, Vindicate, Cyclonic Rift, these are all examples of what you're looking for. Efficient removal is generally better than splashy removal as well. Don't be afraid to play spells that make you lose life (e.g. Anguished Unmaking) or spells that give your opponent life (e.g. Nature's Claim) if the spell is super efficient. ETB and LTB creatures can be good too, I would put Reclamation Sage in most green, creature based decks. Again, you generally want a mix.
If you're playing these, the general rule is effieince counterseplls are agian better than splashy ones. As for numbers, 4-6 for a defensive package, 8-10 for a control deck. Aim for 2-3 CMC max.
Hopefully that should give a bit of guidance.
2 weeks ago
2 weeks ago
I think your deck relies too heavily on Omnath’s Landfall ability to make elementals, so I would recommend taking out some of the ramp spells and artifacts and putting in a few more elemental creatures and elemental generators. I would suggest:
Additionally, these would increase the or enable the damage dealt by Omnath’s abilities:
You have a lot of ramp spells, but there are defiantly some better ones you might want put in instead of the some of the ones you have are:
Bounce lands and sac lands would work really well here as well:
I would also recommend:
3 weeks ago
TypicalTimmy, the power level of Chaos Warp isn't the issue. First off, it makes you shuffle first so there is no reliable way to manipulate your top card. The issue is that it's a red card that deletes enchantments.
Mark Rosewater is very vocal about CW being a mistake due to this. Not because it is too strong.
3 weeks ago
here are some suggestions:
- Hero's Downfall
- Alms of the Vein, or Sovereign's Bite
- Tainted Remedy
- Trespasser's Curse
- Read the Bones
3 weeks ago
I don't really think Chaos Warp is a bad card. I mean yes, you could swap out a token for something like Emrakul, the Aeons Torn, but it takes a lot of setup to work. First you need CW in your hand, then a way to ensure the card you want is on top, then a reliable means to let it resolve. Once the exchange is made, literally anyone with basic removal / locking can stop it in it's tracks.
Btw, Em is an extreme example. I understand she has protection from colored spells which makes her a lot more dangerous. I'm merely speaking in general here.
The card has the potential to be broken, yes. But it requires so much effort, I can't see it really being a problem.
How's it literally any worse than Genesis Wave? Hint: It's not.