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Cream of the Crop
Whenever a creature enters the battlefield under your control, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.
Cream of the Crop Discussion
4 weeks ago
spiral_te thanks for comments/suggestions!
I agree for point 1-7.
The original reason I put in Expedition Map is that I based the deck around the 6 flash-enablers. Theres no way to tutor for Vedalken Orrery and Leyline of Anticipation , and only Momir to tutor for Teferi, Mage of Zhalfir and Yeva, Nature's Herald . So the Map is my efficient way to tutor out Alchemist's Refuge and Winding Canyons . I would shift over to a Ulvenwald Hydra for this purpose but I do not have one.
I agree for the cuts to Kiora's follower, but not for Gyre engineer. Both were meant to be manadorks and I was guessing I need to ramp fast to be able to cast things on multiple turns. Genesis hydra was just thematic of the 'cheating creatures out'.
For Prowling Serpopard/Gaea's Herald, it's not really needed in my playgroup, since I'm the one that usually plays counterspells most of the time.
I'm looking to slot in Kederekt Leviathan for a 'cyclonic rift' effect that can be used twice due to unearth. But my considerations are that I'll need to build up my board again, so this would probably be used more when I'm behind. So i've opted to put in Profaner of the Dead and Scourge of Fleets as my AOE boardclear instead. What are your thoughts on adding the Leviathan?
Still need to cut 5 more :(
4 weeks ago
This is a cool deck. All the cards are keepable, but these are the cuts I would make. Tried to cut something from each category rather than eliminate one.
- Siege Behemoth - Slower than your other evasion granters, 7 mana, and practically only works once.
- Essence Warden - A little life can help with the long game in some cases, but it doesn't synergize with anything else in your deck and is a low impact cut.
- Mirror Image - the most limited of the clone effects.
- Expedition Map - You have good targets, but no GREAT targets which lessens its value (cavern of souls type nonsense).
- Ambush Viper - I love me a green doom blade, but is more narrow than coatl.
- Loaming Shaman - might save you from decking yourself if labman dies, but...eh. A resolved surge will win you the game if nobody wipes anyway
- Void Grafter - 3 CMC and not reusable makes this the cut
At this point, it's a matter of personal taste what to keep because the remainder are all very good. I would try cutting Kiora's Follower , Genesis Hydra , and Gyre Engineer and seeing how the deck functioned.
Suggestions: - Tidespout Tyrant becomes a value engine/backup wincon - Prowling Serpopard or his ancestor Gaea's Herald for reasons - Veilstone Amulet turns all your spells into Mizzium Meddlers. - Cream of the Crop or other topdeck manipulation lets you set up your Rashmi triggers nicely. - Brutalizer Exarch is a bit heavy manawise but has two nice modes - Sages of the Anima easily puts you into crazytown
1 month ago
I think it would be good to decide whether you want to be more of a highly aggressive red deck or a spells-matter Izzet deck since you have elements of both right now. Going mono-red would be cheaper, allowing you to have a simple mana base and run solid commons like Viashino Pyromancer . Red wizards isn't going to be as good as competitive burn, but it should suffice for a relatively casual metagame. Soul-Scar Mage would be one wizard to add. Then, I'd supplement Lightning Bolt and Wizard's Lightning with more burn ( Lava Spike , Searing Blood , Skullcrack , etc.) For Izzet, you probably want to replace the low-impact burn and blue cards for more guys that trigger on instant/sorcery casting. Young Pyromancer is the one that jumps to mind, and Crackling Drake has been performing quite well. The remaining spells should be mainly draw or ways to trigger your creatures. The jump start cards are a great place to start. Flashback is another solid way to do this with Faithless Looting being the Cream of the Crop , but do beware of a potential banning.
1 month ago
I sort of think it could work, but you would need most slots dediated to other more importnat pieces-not scrying. A few people have tried to make Cream of the Crop work with that along with faeries. IDK, try it out!
1 month ago
Hey seshiro_of_the_orochi, both of those cards are really interesting. Cream of the Crop seems to much better when compared to Mirri's Guile because I drop creatures multiple times per turn. Sylvan Awakening is also a really spicy card because I easily get out 20+ lands in a game. I like them both, what do you suggest I cut for them?
1 month ago
2 months 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.).
2 months ago
Viscera Seer : if perhaps you include a recursion/token package.
Darksteel Pendant : Indestructible is handy.
Shadows of the Past : mana sink, scry each death.
Bontu the Glorified : again, requires things to sac, and a mana sink.
Catacomb Sifter : death triggers.
Crystal Ball : digs 2 deep.
Lifecrafter's Bestiary : still works for casting as it doesn't say 'from hand'.
Reaper of the Wilds : returns attacks via deathtouch, and on death scry triggers.
Nissa's Revelation : could be fun depending on how many critters you have in it.
Explorer's Scope : ramp, and land off the top. Combined with other things you can plan around it.
Mirri's Guile : rearranges top 3. Might be outside your budget though.
Sensei's Divining Top : Guile in artifact form, again pricey.
Cream of the Crop : could be interesting, creature dependant.
Grim Flayer : not sure if good, you'll have to decide.
Scroll Rack : another pricey card but it sets things up.
Gilt-Leaf Seer : rearrange top 2.
Vizier of the Menagerie : Pretty handy if you've got a fair bit of critters.
Galvanoth : While not top manipulation, it can be pretty spicy with other top deck stuff.
Riddle of Lightning : depending on how high your curve goes it could work.
Cream of the Crop occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%