At the beginning of your upkeep, put three +1/+1 counters on target creature you control and three +1/+1 counters on target creature an opponent controls.
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Evolutionary Escalation Discussion
5 days ago
I feel like Evolutionary Escalation is a decent card but against an aggro deck it is suicide. Using it on a Blighted Agent and an opponents Goblin Guide or something is decidedly disastrous. There are only a handful of creatures in this deck and they don't fare so well in trades so making an opponent's creature bigger will likely end up meaning they'll end up hanging around a lot longer than mine will.
5 days ago
Evolutionary Escalation might be of interest to you. Situationally better against control decks than aggro decks.
1 week ago
My favorite non-creature spells for Animar:
Paradoxical Outcome. This card works on a few levels. You can cast it and bounce all of your creatures except for Animar, letting you not only recast all those creatures (with Animar's discount) but also draw a large number of cards. The other possible use for this card is to protect from a boardwipe. It saves all your creatures, so you can build Animar back up and retrigger their ETBs, and it also allows you to recast Animar without any commander tax.
Increasing Savagery. Sometimes Animar dies. Nothing you can do about it. This lets you quickly power him back up even if you don't have a full hand of creatures. And if he dies twice, well, it's even better the second time.
Evolutionary Escalation. This enchantment builds Animar up far faster than casting creatures usually does. (Save those few creatures like Ancestral Statue) It quickly pumps him up to the levels that allow you to start dropping your big creatures for free. And, because +1/+1 counters mean so much more on your commander, the 1/1 black or white tokens that you have to buff in recompense is hardly a fair exchange.
Heroic Intervention. Because protecting Animar from a boardwipe is always a good thing. (This is my least recommended card, but I still wanted to offer it up for consideration if you lose your commander often)
2 weeks ago
Ok, I've found what I would consider to be the 7 easiest cuts. I'll suggest more later that are possibles, but these shouldn't effect the deck much if removed, and while not bad, their replacements would definitely contribute more.
Faerie Impostor: Replace with Temur Sabertooth. It can't bounce itself. Cards like Shrieking Drake and his two counterparts can all be played and bounced for repeatedly to quickly amass counters on Animar. Then, if need be, they can be allowed to remain in the field to bounce something else. Faerie Impostor is one time use. 1 counter, bounce something else. Not horrible, but you have 3 other creatures that do this better, plus Ancestral Statue.
Alchemist's Apprentice: Replace with Paradoxical Outcome. Alchemist's Apprentice is a weak card. Enters giving 1 +1/+1 counter, assuming you wait until Animar, Sould of Elements is on the field before you cast him. Then, you must sacrifice him to draw a card. An ability not easily repeated in your deck. The creature is lost, so overall you bet minimal gain.
Wild Cantor: Replace with Hardened Scales or Evolutionary Escalation. It is only good in your opening hand. Yes, it can get Animar out a turn earlier, but it is a single use card whose 1 mana is virtually useless later in the game. Basically a dead draw unless it's your first draw. The suggested replacements don't get your commander out that extra turn sooner, but they drastically increase his growth rate, getting him bigger in fewer turns than he would be one turn early.
Sylvan Ranger. Weak card. Land to hand, not even ramp. 1 +1/+1 counter, possibly. Could easily be cut.
Raven Familiar: Weak draw card. You draw him, then play him to gain a +1/+1 counter and hope to draw something good. Why not just replace him with something good? (Deepglow Skate or Chord of Calling would work well here)
Fortune Thief: Replace with Walking Ballista. This is such a situational ability, and requires you to have this card, ideally face down waiting to flip, right before you lose. And still you're left with 1 life and a 0/1 creature being the only thing protecting you. At the point that he is useful, you are already fighting a losing game. And that is on the few games that he is useful, and the fewer times you have him ready to use. He will most likely be a dead card in hand. I suggest Walking Ballista as the substitute because it is solid removal, or an instant game win. Keeps the same "last ditch" spot, but for a last ditch win as opposed to a last ditch survival effort.
Ok, this one I'm iffy on.
- Kiki-Jiki, Mirror Breaker. The reason he is in my cut suggestions is A, your Eldrazi are cast abilities, not etb, and B, his copies put no counters on Animar, Soul of Elements. He doesn't combo with anything, doesn't help your commander, doesn't do much with your big things, he's just there for the small etb triggers. Something more Animar focused, such as Increasing Savagery or the Deepglow Skate might do the deck better. That, or, I missed something in here.
Anyhow, these are my thoughts for now. I'll see what else I can come up with.
2 weeks ago
You only have 1 non-permanent card in your deck. I would strongly suggest Primal Surge. It's pretty much an instant win.
Otherwise, some non-creature spells that could really benefit you:
Increasing Savagery: Cheap spell that puts a ton of counters on Animar. It's fantastic post-boardwipe/bounce, when you need to rebuild Animar but may not have the creatures left to do so. And it's flashback is amazing.
Evolutionary Escalation: 3 counters on Animar on each of your turns. The counters you put on your opponent's weakest creatures and mana-dorks aren't nearly as valuable as loading them onto your commander.
Chord of Calling: Any creature to the battlefield at instant speed. This lets you fetch any combo creature, (unlike Green Sun's Zenith), puts it to play instead of to hand, can be cast at instant speed, and can use your other creatures as mana to cast it.
Paradoxical Outcome: Possibly one of the most useful cards you could add, this card lets you return your field to your hand, drawing that many cards, only to dump it right back with Animar, in addition to the new cards just drawn. It is also fantastic protection vs a boardwipe, giving you a hand big enough to build Animar back up again, instead of losing everything. Plus, all the ETBs, all over again.
Tooth and Nail is a good card.
3 months ago
You'd probably benefit from a little more land-based mana-ramp. I know your commander is cheap, but a bit of acceleration can ensure you have the colors to cast him, as well as the ability to recast him, if need be. And is useful when casting creatures before he has a lot of counters on Animar.
Increasing Savagery: On curve to play the turn after Animar. It puts enough counters on him to be able to instantly play Ancestral Statue for free, so you could technically go infinite the turn after playing Animar. And if everything gets wiped, the flashback lets you recover in full force almost instantly.
Evolutionary Escalation: Three counters per turn on your commander. Early on, it's way easier than casting 3 creatures in a turn. And even though an opponent's creature gets the same buff, you get to choose which worthless critter it goes to, and it surely won't benefit from it the way Animar will.
Verdant Confluence: The multifunction aspect of this card is maximized in a deck where +1/+1 counters actually mean something. The ability to return a creature card from your hand, mana ramp if need be, and then add counters onto Animar to help you cast your newly resurrected beast, all in one card, can be quite handy. Potentially, this card could return Ancestral Statue to your hand and simultaneously put enough counters on Animar to cast it for free.
The last suggestion I'll make is a card you've probably already looked at. If you haven't, it's Cloudstone Curio. If you have, I'd suggest putting your reason for not using it in your description, before every single person that comments on this deck berates you for it. I'm not against not including it myself, but it is considered an iconic Animar card, so you may want to at least note it if you're not gonna have it.
Anyhow, sorry for the long post. Hope some of it is useful.
4 months ago
Some cards I would look at cutting; Wilderness Elemental, Wight of Precinct Six, Thelonite Hermit, Selesnya Guildmage, Primeval Protector and Sylvok Explorer could be switched out for Birds of Paradise and Sylvan Caryatid, Gaea's Revenge is super expensive in an otherwise inexpensive agro deck, Evolutionary Escalation could be switched out for Gratuitous Violence... Just a few choices. Athreos, God of Passage and Heliod, God of the Sun are insane with Saskia and Iroas, God of Victory. My Saskia Decks are here- I'd love some feedback too Unstoppable Warrior Tribal Input Welcome!, and United and Unyielding Deck
4 months ago
as on now i am looking to remove1. Evolutionary Escalation it just doesn't do what i am looking for2.Gwafa Hazid, Profiteer just does to little imo3.Leyline of Sanctity not sure how much targets the players where it is worth the card slot4.Noble Benefactor I like it, it is just hard to trigger the ability without just attacking to proc it5.Realm Seekers by the time i get him out it is probably to little too late 6.Sidar Kondo of Jamuraa I just don't like this card7.Sigarda, Heron's Grace I like it, just not what this deck wants to do8.Zedruu the Greathearted deck isn't set up to use him9.Prismatic Geoscope good, but i should have enough ramp and fixing 10.Commander's Sphere i just don't think that i need the fixing or card draw