|Commander / EDH||Legal|
Printings View all
|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
2 hours ago
This is a very land-light deck and Burgeoning will mostly only drop one or two lands maximum for a card. It also doesn't put counters on Animar, can't be tutored for, and is a bad draw at any time except turn one to drop a turn two Animar. Carpet of Flowers more consistently ramps this deck into a turn two Animar and still doesn't deserve a spot because just getting a turn two animar by spending a mana isn't enough, it normally has to either be free like Lotus Petal, Chrome Mox or the similar effects or be a creature like Birds of Paradise.
Venser, Shaper Savant is not useful in the same way Man-o'-War is, being that both can bounce themselves, but Man o' War can do it for half the mana, putting twice the +1/+1 counters that Venser will on Animar. This is a huge difference when you need a number of counters to cast a game-winning spell by turn 4 or trying to win right there.
Against Red Removal, Blasphemous Act type effects are unaffected by Lightning Greaves/Swiftfoot Boots, so I assume this isn't your problem. Against Lightning Bolt effects stuff like Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, Pact of Negation, and Mental Misstep can counter as well as just putting a few counters on Animar, Soul of Elements. Against Chaos Warp, we still have Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, though you could run some cards like Swan Song and Dispel can be flex slots. They also happen to slow your opponents down if they try to combo out.
Against Blue Removal, which I assume is your problem, Chain of Vapor, Into the Roil, Rapid Hybridization and Cyclonic Rift can still be blocked with Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation, but also can be blocked by some of the flex slots I talked about prior.
Green removal is pretty much just Beast Within and Song of the Dryads and is generally rare, but if it is really hurting your, Spellskite, Sylvan Safekeeper, Glen Elendra Archmage, Force of Will, and Pact of Negation can stop them all, and Caustic Caterpillar, Brutalizer Exarch, Ulamog, the Ceaseless Hunger can deal with Song of the Dryads type effects.
Now while I respect your opinion in your meta on the use and capability of Emrakul, the Promised End, in this deck it commonly reduces it's cost by 1-3 mana, and can be reduced by 4-7 on a mid-sized Animar, Soul of Elements like you said, so 5-10 mana on normal by turns 5-6, or mid game. Even saying it costs is pushing it and if that is the case, you should run it if your meta is overrun with decks that are ruined by it. However due to the top tiered decks normally running a high number of instants that can be used to disable their own ability, think Chain of Vapor, they could commonly stop you from ruining themselves too bad in response to the ability before their turn. Rarely can it do more than a Word of Command because of stuff like that. Even if it just killed target player, like you said about swinging in with a swoll Animar, it doesn't win you the game to kill one player.
Again, that is only the reason that it isn't good enough for JMCraig to toss it in with the goal of this for cEDH decks, but if it works in your playgroup, do it! I have only the best wishes for you and your Animar deck!
You want a backup-backup plan I think was that second-to-last line? I don't understand why you think that is nessecary, but I will go over the plan:
Main Plan : Animar + Statue + Outlet = Win
Backup Plan : Kiki-jiki + Untapper = Win
We have a backup plan, why do you assume we need another?
You seemed to argue for Tishana over Big Kozi, but Kozilek, Butcher of Truth does have other use in the deck, and I would argue is better with a pumped Animar than Tishana. It can be free if you need a wincon and have Ancestral Statued Animar, Soul of Elements to infinity and beyond and just need to win, but don't have much more mana, Kozi is free, also with Survival of the Fittest you can fetch him and discard him to reshuffle your yard back in if you couldn't otherwise get back a card. Due to the discard being the cost, you could then fetch out a card that was in your graveyard when you fetched, making a really cool Primal Command effect for and a Survival of the Fittest.
Arguing Tishana can be fetched with Fierce Empath is fair, no arguement here, and it is even a decent option, but Imperial Recruiter has a ton of much better options, like Kiki-Jiki, Mirror Breaker to copy the recruiter fetching Deceiver Exarch and winning the game. I can't think of a game I have ever played with Animar in which I wished I had a tishana to fetch with Imperial Recruiter. But yes, it isn't technically wrong.
The last thing I want to cover was one of your first points, about the lack of outlets to win with Ancestral Statue, with Purphoros, God of the Forge and Walking Ballista being the outlets of choice, if you have found problems tutoring tehm out, try also running Reckless Fireweaver. It doesn't combo with Man-o'-War or Shrieking Drake, but is still very useful.
9 hours ago
@JMCraig I do not run in a "real" cEDH meta, but the level is progressing very quickly. So I can not justify all your card selections from a "competitive" point, but I do find myself often in a position where the deck can not come back from an early removed Animar. Casting him(?) again for 5cmc is often too slow to come back. So I try to protect him as good as possible. Running Swiftfoot, Greaves and more counters helped a lot.
My problem with solely relying on statue is that an infinite Animar doesn't win on the spot either. You need a Ballista or something else do benefit from it. Attacking one opponent with a large Animar is not enough. And without Animar the Statue is also useless (at least very slow engine to get multiple etb triggers). Casting Emrakul cheap from a "medium pumped" Animar really does a lot of work. Even in a 4 man pod, you can waste a lot of resources from your opponents and have an easier time waiting for the combo.
Tishana is only good when the board is full, yes, but usually you can not cast Kozilek when you don't have a pumped Animar either. And this normally means you have at least some creatures on the board. The 7cmc make her easy to cast. When I play a Fierce Empath with some creatures and animar in play I can often cast Tishana on the same turn as often as turn 4 and draw 4-5 cards. She is also tutorable with Recruiter.
So what is your backup plan besides Kiki + Pestermite/Exarch? Purphorus + Drake without Earthcraft/Aluren doesn't seem to work. Also without Curio you can not loop Eldrazis to win. Or am I missing something?
Really appreciate the discussion. Thanks man!
1 week ago
muckfac Unfortunately, there hasn't been much in recent sets that have really contributed to the primary gameplan. I think the closest card in recent sets to make the cut would be Bramble Sovereign. Unfortunately, after a brief testing period, he didn't make the cut. The worst part about him is that he's a terrible topdeck and requires him to be in play first to generate value. Additionally, as a tutor target when you go off with a lot of mana he's essentially a worse Temur Sabertooth. If you don't have a lot of mana he's not great either, as his ability costs quite a bit of mana and only becomes mana-positive if you both have Concordant Crossroads and a card like Priest of Titania in hand.
The other card I'd most consider would be Whiptongue Hydra. I think its effect is very powerful, and would be good in a meta where there are a ton of flyers. However, we already run Hornet Queen and Maze of Ith, which are better general-purpose cards. It reminds me of Bane of Progress, which while great in some metas, kind of gets outdone by more flexible MD answers like Reclamation Sage and Manglehorn.
The deck I feel is in a really solid place right now. I think the most "flexible" slots if you wanted to try new things are the Woodland Bellower/Fierce Empath package, as well as Mana Reflection. However, I really like the flexibility of the bellower. If you need bodies, it's 3 bodies via Wood Elves and Dryad Arbor. If you need gas, it fetches Fierce Empath for Regal Force. If you need to kill problematic artifacts/enchantments it can fetch Reclamation Sage and Manglehorn, and if you need to recur cards from your GY, it can fetch Eternal Witness and Ramunap Excavator .
As for Mana Reflection, the card's sometimes win-more, but I've found that you get enough value off of it with our 3 mana rocks, Nykthos, and Cradle. It can sometimes be awkward when you're behind, but this deck runs a bunch of great mana sinks to make it shine. I think it's a lot less win-more than Doubling Season, a card I used to run. The problem with Doubling Season is that instant-ult Freya requires both a decent board and Freya to be in the command zone. If you play it with Freya out, your opponents are a lot less likely to pick her off (and just keep her at a constant 1 or 3 loyalty). If you're not using it with Freya it's a more dead card than Mana Reflection, as you'd much rather have the extra mana to kickstart combo turns than extra tokens which are either excessive or vulnerable to creatures. Mana Reflection is great before or during your combo turn, as it only requires cards that tap for a total of 6 mana to be mana-positive, and counts as a ritual effect. Additionally, it's a 3rd combo piece with Earthcraft (first two being Wild Growth and Utopia Sprawl), which is fantastic.
Despite all this, I think there's also an argument for cutting it, so I think it's the first slot to go if there's something new to be tried. Let me know if you have any ideas; new ideas are always encouraged and welcomed!
3 weeks ago
Updated Deck - Version 1.2
The goals of this change are to speed up the casting of my best creatures by a turn or two, improve the reliability of finding the payload creatures,and decrease the mana curve a bit.
3x Orcish Lumberjack - Fast mana in this deck's colors
3x Fierce Empath - Tutors the critical pieces
1x Forest - Small increase, as the Lumberjacks both help color balancing and consume Forests. May end up swapping 1 more Mountain for another Forest.
4 weeks ago
Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.
Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.
Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:
- Ramp up to Animar.
- Protect Animar.
- Place counters on Animar.
- Cast game ending creatures for cheap or free.
- Draw cards to allow us to do 1 through 4.
Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.
Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.
Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.
Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)
Unnecessary on a computer, very helpful on a phone.
- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.
- Zhur-Taa Druid creature ramp & burn. $
- Bloom Tender creature ramp. !$!
- Coiling Oracle ramp or card draw. $
- Cyclonic Rift removal or 1-sided board wipe. $$$$
- Explore ramp and card Draw. $
- Sakura-Tribe Elder creature ramp and color fix. $$
- Sylvan Caryatid creature ramp and color fix. $$
- Beastcaller Savant creature ramp and color fix. $$
- Kiora's Follower creature ramp or vigilance on a stick. $
- Rattleclaw Mystic creature ramp and color fix. $
- Walking Atlas potentially free creature ramp. $
- Simic Charm so versatile. $
- Lightning Greaves Protection and quick haste for a large creature. $$
- Spellskite For those , & removals. $$$
- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $
- Sage of Fables Emergency card draw. $$
- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $
- Guided Passage One of the best card draw and pick your poison spells ever. $$
- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$
- Cloudstone Curio An auto include if you can afford it. $$$$
- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $
- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$
- Solemn Simulacrum Free ramp, chump blocker and card draw. $$
- Faerie Artisans It doesn't look like much, this is card can get crazy. $$
- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$
- Silent Arbiter Protection against swarm decks. $$
- Xenagos, God of Revels Game ender. $$
- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $
- Deepglow Skate Potential huge ramp for just . $$$
- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$
- Consecrated Sphinx All the card draw. $$$
- Deadwood Treefolk Repeatable creature recusion. $
- Steel Hellkite Situational, but very deadily against token decks. $
- Great Oak Guardian Great, quick surprise block when tapped out. $
- Pathbreaker Ibex Quick, game ender. $$
- Thunderfoot Baloth Setup for getting past defenses. $$
- Scourge of the Throne Depending on the situation, can be deadly. !$!
4 weeks ago
Looking at this one again lately for possible upgrades. I'm considering the following changes.
The point of the changes is to get the most important elements of the deck out more quickly and reliably.
1 month ago
Just watched your Youtube video. I had already recognized that Jodah-Rector-Flash-Omniscience had potential, but without thinking about the actual lines in detail.
I was skeptical at first about Tidespout Tyrant, but it made sense in the end.
Still, there are two things I would like to see to improve the deck:
1) A way to win off of Flash-Hulk even if those are the last two cards in your hand
So far, the best line I could come up with is the following: - Flash in Protean Hulk - Find Viscera Seer and Body Double, copying Protean Hulk - Sac Body Double, find Academy Rector and Wirewood Herald - Sac Academy Rector to find Omniscience - Sac Wirewood Herald to find Fierce Empath - Play Fierce Empath with Omniscience to find Razaketh, the Foulblooded - Play Razaketh, the Foulblooded, sac Fierce Empath to find any tutor to keep going
This requires a lot of extra slots, so I think there might be a better way
2) A way to win that doesn't rely on the graveyard
I'm also looking to get rid of the Wishes, since I think your situation is rather unique.
1 month ago
In green decks, I also personally love to have a Woodland Bellower package with Eternal Witness, Fierce Empath, and Reclamation Sage. Looking at your deck, grabbing Wayward Swordtooth would also make it a pretty beefy play.
Speaking of tutor packages, I'm also a fan of Shefet Monitor with Scavenger Grounds. Scavenging Ooze is nice for a similar reason. It can't get Goreclaw's cost reduction, but it can pretty easily get the +1/+1 and trample bonus while disrupting graveyard strategies.