|Commander / EDH||Legal|
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|Duel Decks: Elves vs. Inventors (DDU)||None|
|Masters 25 (A25)||Uncommon|
|MTG: Commander (CMD)||Common|
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Creature — Elf
When Fierce Empath enters the battlefield, you may search your library for a creature card with converted mana cost 6 or more, reveal it, and put it into your hand. Then shuffle your library.
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Fierce Empath Discussion
20 hours ago
Hey, interesting version of Omnath, I really like the deck name :)
Budget cards ($5 or less each) that I think can help your deck to consider adding:
- Cinder Glade : dual land to tutor for with Farseek, Lore, Claim, Spoils, etc.
- Sheltered Thicket : same as Glade.
- Stomping Ground : same as Glade, only nonbudget card I'm suggesting.
- Jund Panorama : budget fetch land.
- Naya Panorama
- Horn of Greed : draw cards when lands ETB.
- Elemental Bond : draw cards when Beasts or Elementals are created, etc.
- Greater Good : sac Elementals to draw and do damage to opponents.
- Sol Ring : one of the best cards in Commander helps to ramp into Omnath.
- Fierce Empath : budget tutor for Avenger, Rampaging, Liege, etc.
- Signal the Clans : same as Empath, but an instant.
- Nissa, Vital Force : repeatable effects for lands; makes a land an attacker with haste, recur a land or any other permanent card, fast ultimate draw when lands ETB.
- Ramunap Excavator : play lands from your graveyard good with Wilds, Expanse, Panoramas, etc.
- Lotus Cobra : good mana ramp with all the land ramp spells.
- Llanowar Scout : play a land from your hand.
- Mina and Denn, Wildborn : budget more play additional lands per turn.
- Courser of Kruphix : play lands from the top of your library.
- Nature's Lore : tutor for a dual land and put it onto the battlefield.
- Rampant Growth
- Circuitous Route : another Explosive Vegetation .
- Beast Within : permanent removal.
- Chaos Warp
Cards to consider cutting:
- Scourge of Geier Reach
- Taurean Mauler
- Tyrant of Discord
- Elfhame Sanctuary
- Gruul War Chant
- Argentum Armor
- Lay of the Land
- Sprouting Vines
- Map the Wastes
- Untamed Wilds
- Natural Connection
- Retreat to Kazandu
- One with Nature
- Seer's Sundial
Good luck with your deck.
Jaecen on Animar Sec
3 days 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 week ago
I will second multimedia on some of the suggestions...
Sol Ring has a legit claim as the best card in commander
Acidic Slime is such versatile removal and leaves you with a 2/2 that will trade with someone's best [and likely much bigger] creature because of the deathtouch, plus consider that if you have Thantis, the Warweaver in play, your opponents will be attacking each round and you are the likely target because of the spider.
Fierce Empath is great for making sure you have that bruiser to cast once you have all of these lovely lands in play
Cheap duals that you should look at adding -
Sheltered Thicket and Canyon Slough . Not too expensive, can cycle for card draw in a pinch without your commander out and then be brought back into play with his -3 plus they have the Swamp/Forest/Mountain type [subtype?] that lets them be fetched with Farseek though Wood Elves / Nature's Lore will only fetch the Thicket. You can always splurge on the relevant shocklands to round out the cycle.
I would also swap out the 'Refuge' lands for the appropriate guildgates so Circuitous Route can do better color fixing for you. Farhaven Elf might want to become District Guide for the same reason but you do lose getting the land in play.
Omnath, Locus of Rage could definitely find a nice home in this deck as well.
Not quite as budget as Multi, but I tried to keep suggestions under $5.
1 week ago
denis1198 I have tried Instill Energy , Woodland Bellower and all the aforementioned cards, aside from Rhonas the Indomitable . Fierce Empath is a dead draw in many games and is not efficient enough to net wins: a three mana tutor is not something we need, particularly when it only fetches Great Oak Guardian (within my list). Hall of Gemstone is a strictly defensive option for a different deck. Though it's ability is nice, many players will be operating with a series of rocks to net the mana sufficient to play counter magic. Also, it's a World Enchantment; part of our win condition is using Concordant Crossroads to finish our opponents off on Turn 3. HoG will immediately be replaced. Fauna Shaman is a lesser Survival of the Fittest , which we operate with. While Shaman can be tutored for, you can see how it's counter-productive to simply obtaining the card we actually need with all of our Creature Tutors. Primal Command in many cases is an overly-expensive Tutor. The loop with it & Eternal Witness is just as unnecessary to our success as the Beast Within loop I explained here. It's what you would consider a "Win More," while we're only really looking to "Win." Priest of Titania is insurance for Selvala and strictly Plan B. She's extraneous in our deck list. Our game should be centered around using Selvala for victory. While her potential to ramp (in some deck versions) is decent, it is no substitute for Selvala. Between all of our current options for ramp, sticking with Plan A - casting & using Selvala - is always the priority and easily achievable. Dosan the Falling Leaf would be a much better consideration to fit into the deck, or Prowling Serpopard , as either of these (particularly Dosan) will help us Combo out on our turn and do so unaffected by our foes. However, even these are wanting in the list currently... I've tried about everything. Rhonas is fine, but would only act as a substitute for Wayward Swordtooth who is superior. The Swordtooth's ability to play an additional land can help us achieve the mana we need in a given turn to go off, via utilities such as Quirion Ranger & Scryb Ranger . Bouncing the Forest and being able to play them again is a larger benefit than paying three mana to net +2/+0 from Rhonas. Those synergies are more valuable to consider. Thanks for the comments/considerations!
2 weeks ago
Thing is, most common infinite mana combo in our playgroup is Deadeye Navigator and Peregrine Drake (Unless we are facing infinite everything Animar, Soul of Elements , but it's unlikely this deck will go against him), and both of them will easily dodge the wipe - and they tend to emerge from Defense of the Heart , which needs either counter, or removal ( Beast Within or Chaos Warp ). We also have Judith, the Scourge Diva player, and thank god he doesnt know about Worldgorger Dragon infinite mana combo. All those creatures won't even notice weak Pyroclasm or Volcanic Fallout . I might replace counterspells with instant mass-removal, but again, it requires a lot of mana, which I won't have if I don't land Seedborn Muse or Wilderness Reclamation - otherwise I will just sit with all those creatures in my hand, unable to play because of anticipated shenanigans.
Are there any cards you might consider to be removed? Would love to hear your opinion on that.
I am debating about Champion of Rhonas , since unless I am playing against creatureless control or paintrain (FYI I am the only player with control ( Lavinia, Azorius Renegade ) and paintrain ( Mogis, God of Slaughter ) decks) since he will be able to proc only once, max, before being blocked in the face.
Also, I am considering to add cheap tutors in the deck, like Time of Need to find Teferi, Mage of Zhalfir or Yeva, Nature's Herald , maybe Fierce Empath , Gamble , Signal the Clans , Wild Pair or even Momir Vig, Simic Visionary .
2 weeks ago
Hey, this is a good start and much better than the precon, good job, but I think you can take this much further even on a budget especially the manabase and creature base. There's honestly a lot of cards that I can suggest be added and cut, but instead of doing that I'll give you some suggestions of good cards to add that are included in the precon, but you're not playing them. My other suggestions are to make two of the best cards here even better. Very nice Ulamog, the Infinite Gyre , Dark Depths and Sword of Feast and Famine :)
Good cards in the precon that you aren't playing to consider adding:
- Sol Ring
- Avenger of Zendikar
- Sakura-Tribe Elder
- Acidic Slime
- Turntimber Sower
- Jund Panorama
- Bojuka Bog
- Khalni Heart Expedition
Depths has very good interaction with Windgrace's -3 ability to reanimate lands, but you still have to be able to removal all the ice counters from Depths before you get Marit without having to pay each time to remove a counter. Consider adding Thespian's Stage ? Stage can copy Depths and the copy doesn't get ice counters thus once you copy it you can sac Stage which is now Depths and get Marit. Stage is a land with Windgrace's -3 ability you can reanimate both Depths and Stage at the same time and that's powerful. Consider Sylvan Scrying ? It's a low mana cost budget way to tutor for Depths or Stage.
Ulamog is 11 mana to cast and you want to cast him because of his powerful cast trigger. Ulamog requires a lot of ramp and cards that can search for him when you are set-up with enough mana to cast him. Cards to consider adding:
- Fierce Empath
- Signal the Clans
- Rampant Growth
- Kodama's Reach : another Cultivate.
- Nissa's Pilgrimage : another Cultivate.
- Splendid Reclamation or World Shaper : after discarding lots of lands for Windgrace reanimate them all.
- Anger : can be discarded by Windgrace and then if you control a Mountain all creatures you control get haste. Giving Ulamog or any other win condition creature such as Rampaging Baloths and the Beasts it creates haste is very good. With haste Ulamog can trigger annihilator 4 the turn you play him which is busted.
These cards are not just good with Ulamog, but many other cards, they're all just good budget cards.
Commander of Landfall is my budget causal Windgrace deck. Maybe it can give you some ideas, feel free to use it as inspiration. Some differences between my deck and yours are first the manabase. I'm playing a lot more lands for landfall and I've made it a priority to play as many budget dual lands that can that ETB (enter the battlefield) untapped. I'm playing many budget duals that interact well with basic lands because the manabase has 18-20 basic lands. I've made dual lands that are two different types of lands such as Cinder Glade a priority to take advantage of Farseek , Nature's Lore and Wood Elves . These three are excellent cards for ramp because can search for and put a dual land onto the battlefield.
Green is the most important color with the most sources in the manabase to take advantage of green's ramp, more specifically one drop mana dorks. Red and black are only splashes mostly for Windgrace. Good landfall creatures or creatures who interact in some way with lands are the priority for the creature base. There's creatures that let me play an additional land per turn or can put a land from my hand right onto the battlefield; these cards are the reason for 44 lands. I've reduced the high mana cost win condition creatures to just four, who all have great interaction with lands.
I'm playing other draw sources than just Windgrace because I can't rely on him staying alive. Budget tutors are in my deck, they help me search for a specific creature. There's recursion for other cards (any card or permanents), not just lands. This lets me safely discard a card that's not a land when I use Windgrace's +2 ability because I can get the card back if I need to.
If you have any questions I offer more advice.
Good luck with your deck.
2 weeks ago
Hey, looks good, but consider more ramp? Is this a budget deck? The total deck cost and the manabase tell me that it is, but the maybeboard and a few cards in the main looks like it isn't. Do you have the cards that are in the maybeboard?
Budget cards ($6 or less) to consider adding:
- Fortified Village
- Sungrass Prairie
- Temple Garden
- Armada Wurm : big creature who also makes a big creature token with evasion, value from both of Trostani's abilities.
- Phyrexian Processor : way to use life and a repeatable way to make big tokens. One of the best budget cards with Trostani.
- Garruk, Primal Hunter : budget Planeswalker, can be a repeatable source of a creature each turn and his -3 is excellent repeatable draw with big creatures.
- Fierce Empath : budget tutor, there's a lot of possible creatures he can tutor for.
- Avacyn's Pilgrim
- Llanowar Elves
- Elvish Mystic
- Birds of Paradise : nonbudget.
- Talisman of Unity : two drop mana rock.
- Chromatic Lantern : with 24+ basic lands it can help to fix colors of mana.
- Solemn Simulacrum
- Swords to Plowshares
The avg. CMC here is 4.5 which is very high many of these card suggestions/cuts will help to reduce this number.
Cards to consider cutting:
Anthem effects that only pump power/toughness are not doing much when the creatures are already big.
- Wilt-Leaf Liege
- Collective Blessing
- Intangible Virtue
- Tolsimir Wolfblood
- Primal Vigor: Lives and Procession are better and don't help your opponents.
- Desolation Twin: too much mana.
- Verdant Sun's Avatar: not good enough for seven mana.
- Kazandu Tuskcaller: too slow.
- Trostani's Judgment: six mana removal spell for one creature is not worth it even if there's tokens to populate.
- Emmara Tandris: this effect is not worth seven mana.
- Nomads' Assembly
- Darien, King of Kjeldor: 3/3 for six mana who might give you tokens later on is not worth it.
- Phyrexian Rebirth: Command and Reckoning are better high mana cost board wipes.
Good luck with your deck.
3 weeks ago
I agree with the above comment to include Primordial Sage . You can't have too many of those effects (I mean, you even have Garruk's Packleader ). Also, you have Man-o'-War , but I'd like to let you know that there are 2 other creatures which do the same job for less mana: Shrieking Drake and Dream Stalker . Also, put Rattleclaw Mystic back in the deck. He morphs for 0 with your commander at 3 counters, and goes infinite with Cloudstone Curio and any other morph or artifact creature. His unmorph cost also nets you extra mana. He's fantastic.
If you're up for it, I have a couple of suggestions for combo lines. I can tell you like combos, because of the cards you have in your deck, so here's some ways to make winning more reliable.
But there's more! Imperial Recruiter can tutor Phyrexian Metamorph when becomes the recruiter and tutors Kiri-Onna which can combo tutor. Let me explain. Kiri-onna bounces phyrexian metamorph, which comes into play as a copy of Kiri-onna and bounces kiri-onna. Then play kiri-onna to bounce both the metamorph and imperial recruiter. Now you have a repeatable tutor and can search up Palinchron and play your deck.
But only do these if you feel like they help you win.
Fierce Empath occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
GW (Selesnya): 0.1%
RG (Gruul): 0.13%
RUG (Temur): 0.33%