Druid of the Anima
Creature — Elf Druid
Tap: Add (Red), (Green), or (White) to your mana pool.
Printings View all
|Shards of Alara (ALA)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Druid of the Anima Discussion
4 months ago
9 months ago
Elvish Mystic ?? This list is seriously lacking a ton of ramp cards..!
9 months ago
11 months ago
Apollo_Paladin, these are all really good suggestions. Wirewood Pride looks line a one-shot Timberwatch Elf for a very low price. Being an instant, it can be used right away and doesn't announce its presence until the combat trick is sprung. Adding it to the Maybeboard since I don't own one yet. Ditto for Tribal Unity . I don't own one but I should shop for some. I own some Overrun s and Overwhelming Stampede s, which could serve a similar role. Stampede would be particularly wicked here, given how large my elves end up getting. I've avoided using them here, as they frankly make the deck too competitive for my kitchen table. Now Vitalize I think I do have at least one of. The mana potential there is just silly-good. I don't really have any good mana sinks in the deck at present, though.
You've made me think, though. If I wanted this to just be brutal, I could swap in a couple of Vitalize , maybe a couple of Overwhelming Stampede , 3 or 4 of Quirion Elves and/or Druid of the Anima , and a couple Fireball s (and maybe a Terastodon or 2 for kicks and utility). LOL
I'll check out your Elves for further ideas.
1 year ago
Seems legit. Now just to make the choices. Besides Nature's Lore and what I already have, what would you consider the best options to fill the slots? There are 3(4?) spaces to fill: Elvish Mystic , Druid of the Anima , Whisperer of the Wilds , and idk if y'all consider Sakura-Tribe Elder a dork or not.
1 year ago
This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .
Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.
Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .
My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.
Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.
I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.
1 year ago
Some cards to consider: Epic Struggle , Wolfcaller's Howl , Growing Rites of Itlimoc Flip, Sylvan Offering , Harvest Season , Whispersilk Cloak , Skullclamp , Bastion Protector , Sigil Captain , Path of Discovery , Druid of the Anima , Knotvine Mystic , Mage Slayer , Sunforger , Bravado , Spirit Mantle , Mentor of the Meek , Soul Warden , Beastmaster Ascension , and Resplendent Angel . Haha sorry for the long list, just cards that came to mind as being potentially useful!
2 years ago
I'm a pretty big fan of dinosaurs, this deck overall looks good, could use a little work though. As far as lands go, I'd add in Jungle Shrine, Path of Ancestry, Rogue's Passage, and Kessig Wolf Run. If you want to splurge and ensure you can color fix more reliably, maybe throw in City of Brass, Mana Confluence, and Forbidden Orchard too. One of my favorite cards in this deck is Congregation at Dawn because it can either set up your commander to do crazy work, or just set you up for a combo, or even just grab a few mana dorks. Defense of the Heart is also a fantastic card in this deck. I like to run Return to Dust in any deck that can run it because it's stellar removal. I see you have a couple Huatli planeswalkers, and they're good, but I'd also consider Domri Rade and Samut, the Tested. As for creatures, I see you have a few that can trigger the 'Enrage' keyword, but only two creatures that have the keyword. I built my dino deck around that keyword becuase I think it's really powerful. Consider adding in Bellowing Aegisaur, Ripjaw Raptor, Siegehorn Ceratops, Silverclad Ferocidons, and Trapjaw Tyrant. I'd also consider adding in Zacama, Primal Calamity, Temple Altisaur, and Territorial Hammerskull. For creatures to support your dinos, Drover of the Mighty, Druid of the Anima, and Priest of the Wakening Sun and all pretty good. Odric, Lunarch Marshal is an include in this deck because of all the keywords flying around, Zetalpa, Primal Dawn is a reason enough to include him. They're not dinos, but there are two gods from Theros block that are great in here (and in general) Xenagos, God of Revels and Iroas, God of Victory are worthy includes in my opinion. For artifacts I like Door of Destinies and Caltrops to trigger your enrage abilities. Those are just a few suggestions, if you want to check out my dinosaur tech I'll link it here.