|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Ravnica: City of Guilds (RAV)||Rare|
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Whenever a nonartifact permanent enters the battlefield under your control, you may return another permanent you control that shares a permanent type with it to its owner's hand.
|Have (4)||Joblaska , mziter501 , ahobrien , voidruby|
|Want (15)||BringerOfStorms , DeadeyeDesperado , Korevana , doonmeister , Dawnbreaker7727 , sycdan , vakuso , Cheshire000 , DragynFyre , Fralaylah , 0ur0b0r05 , Arrownight , AzureOctive , Turtlelover73 , powertrot|
Cloudstone Curio Discussion
52 minutes ago
@JMCraig Have you had a chance to test out Rhythm of the Wild in Animar? I have my reservations regarding the card, but there are people in the Discord that have been giving it good reviews, particularly because it gives mana dorks haste.
As I see it, the major cons of the card are that A) As an enchantment the deck has no way to tutor for it. B) At 3-CMC it wants to be played on turn 2, the same as Animar. And C) It benefits Animar if cast first, but if cast after Animar its play value for its cost goes down significantly.
That being said, if you cast Rhythm on turn 2, then Animar turn 3, there is still a chance of comboing off turn 4 if you have a few mana dorks in hand. Cards like Llanowar Elves are basically free spells if they get haste. And honestly, in a counterspell heavy meta it may be worth waiting until turn 3 to cast Animar if it also gets to be uncounterable.
I think some people have been playing it in Gaea's Herald 's slot, and it is nice that Rhythm only makes your creatures uncounterable, but I wonder if that is better than having the Herald as a possible target with Weird Harvest to help protect the other cards you tutor for? The one green mana in the Herald's cost is much easier to accommodate than the two green mana for Prowling Serpopard .
I keep mentally comparing the Rhythm to Cloudstone Curio . It is at least possible to tutor for the Curio with tutor cards like Fabricate , and even then it's a card that doesn't show up often. Is it worth giving a 3-CMC non-creature card a slot in the deck if you are only ever going to see it if you draw into it, as opposed to a creature that can be a viable tutor target?
Jaecen on Animar Sec
7 hours ago
I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar
The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.
There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.
The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:
- Animar only decreases colorless costs
- Animar only cares about creatures
- Animar only cares about casting creatures
Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.
Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.
Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.
To best abuse Animar, we want:
- Many creatures across a range of mid to high colorless costs
- As many of those creatures in our hand as possible
- An many +1/+1 counters on Animar as soon as possible
- A means to make Animar unblockable
The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.
Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.
Abusable Colorless Creatures:
- Myr Battlesphere creates four Myr tokens
- Precursor Golem creates two 3/3 tokens
- Artisan of Kozilek reanimates a creature
- Duplicant exiles a creature
- Anodet Lurker and Peace Strider gain three life
- Electrostatic Pummeler and Multiform Wonder give three engergy
- Reservoir Walker gains three life and gives three enery
- Grim Poppet gives three -1/-1 counters to put on something
- Meteor Golem destroys something
- Mirror Golem exiles a card from a graveyard
- Pierce Strider drains three life from an opponent
- Skyscanner draws a card
- Mindless Automaton draws a card via a +1/+1 counter interaction
- Solemn Simulacrum tutors a basic land into play
- Thought-Knot Seer can effectively mill and oppenent with ETB and LTB triggers
- Triskelion deals damage via a +1/+1 counter interaction
- Workhorse grants colorless mana via a +1/+1 counter interaction
- Oblivion Sower steals lands from your opponents deck
- Panharmonicon !!!
- Cream of the Crop
- Decoction Module
- Impact Tremors
- Leyline of Vitality
- Hardened Scales
- Simic Ascendancy
- Path of Discovery
- Warstorm Surge
- Wild Pair
- Herald of Secret Streams
- Thassa, God of the Sea
- Whispersilk Cloak
- Protective Bubble
- Aqueous Form
- Keeper of Keys
- Key to the City
- Passwall Adept
- Rogue's Passage
- Aether Tunnel
- Cloak of Mists
- Suspicious Bookcase
- Marchesa's Smuggler
- Tricks of the Trade
We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.
- Vizier of the Menagerie
- Sunbird's Invocation
- Stolen Strategy
- Rashmi, Eternities Crafter
- Garruk's Horde
- Descendants' Path
- Elvish Visionary
- Fierce Empath
- Wall of Blossoms
Changes to the Existing Cards
I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.
Cards that seem particularly problematic:
- Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
- Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
- Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
- Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
- Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
- Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).
1 day ago
Yo DavePeachtree there are plenty of ways to go infinite mana in dimir colors, i'll list a couple for ya.
- Isochron Scepter / Dramatic Reversal - Essentially when you have enough mana rocks producing mana you will be able to make infinite copies of Dramatic Reversal which leads into infinite mana. If you have color mana within those rocks, you can go infinite colored mana.
- Rings of Brighthearth / Basalt Monolith - Infinite colorless mana, requires mana before you can start to copy the untap effect of Basalt Monolith.
- Rings of Brighthearth + Cabal Coffers + Deserted Temple - Requires 6 Swamps to start netting mana, copy the untap effect of Deserted Temple to go infinite black mana.
- Grim Monolith / Basalt Monolith + Power Artifact - Infinite Colorless Mana.
- Grand Architect / Pili-Pala - Infinite Blue Mana.
- Dark Ritual / Cabal Ritual + Isochron Scepter + Paradox Engine - Infinite Black Mana.
- Cloudstone Curio + Cloud of Faeries / Peregrine Drake / Palinchron / Great Whale + Land that taps for ~2 mana - Infinite Mana.
That's just a small list from the top of my head but there are plenty of infinite mana combos that synergizes with each other. Hope that helps!
1 week ago
Cloud of Faeries , Peregrine Drake , Great Whale , Vizier of the Menagerie , Sakura-Tribe Elder , and some bounce enablers like Cloudstone Curio , Equilibrium , and Temur Sabertooth are what I'd suggest adding.
Feel free to check out my list for ideas. Been playing Animar for over 6 years. Feedback, Upvotes, and/or Ideas on any of my decklists is appreciated. Animar, Gaea's Hemorrhoid
1 week ago
Small Ravnica Allegiance update on Feb 8th:
When Prime Speaker Vannifar was spoiled I knew immediately I wanted to try her out in this deck, and Fabricate was cut to make room for her. Fabricate has lost a lot of utility (though not all) after the cut of Ancestral Statue and I felt I don't need a tutor for Birthing Pod now that Vannifar is in the deck. Cloudstone Curio is a great target for Fabricate still, but having a tutor for straight win con again pigeonholes my strategic planning simililarly to Ancestral Statue being in the deck. Let the testing begin!
2 weeks ago
Selling and trading! For things I am selling, PWE is free and tracking + bubble mailer is $4. Tracking free over $40. Priced at 90% of tcglow per condition.
I’ll gladly provide good photos of the conditions of cards. The LP cards are graded fairly strict.
Godless Shrine - $8
Godless Shrine LP - $7
Hallowed Fountain - $7.50
Sacred Foundry - $6
Watery Grave - $7.50
Watery Grave LP - $7.25
Cloudstone Curio LP back, NM front - $12.50
Cyclonic Rift - $14.25
3x Cyclonic Rift LP - $14
Goblin Guide - $15.50
Take all the shocks for $41 (85% of tcglow). Take the lot for $145 (85% of tcglow)
My binder is also updated. Anything under $2 is hit or miss whether I actually have it, but over $2 is accurate.
2 weeks ago
2 weeks ago
The deck looks pretty interesting, I have always wondered what this commander could do. I thought about trying it myself. I think that Coat of Arms and Door of Destinies are unnecessary due to all of the sphinxes being relatively strong (most are 4 or 5, some are 6+) and due to how much mana the sphinxes cost, it might be difficult to play these in addition to the sphinxes and control spells. You could consider Cloud Key to help reduce the cost of whatever you need when you draw it. As well as Call to the Kindred to help you get some free sphinxes. If you want to keep some buffs for them, consider Metallic Mimic or Adaptive Automaton . Or, if you want to play around with the Sphinx ETB effects, consider Cloudstone Curio . lastly, a little extra Mana ramp should you want it, I really enjoy Myriad Landscape . I hope this helps!
Cloudstone Curio occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%