Gift of the Gargantuan

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shards of Alara (ALA) Common

Combos Browse all

Gift of the Gargantuan

Sorcery

Look at the top four cards of your library. You may reveal a creature card and/or a land card from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.

Gift of the Gargantuan Discussion

Jaecen on Animar, Sec

8 months ago

Card Categorization

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.

Strategy

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:

Repeatable Bounce:

Synergies:

Unblockable Enablers:

We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.

Draw/Card Advantage:

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.).

Alkadron on Howlpack alpha brawl

8 months ago

Also: maybe drop a bit of the removal for some digging? With constant Immerwolf access, the werewolf cards actually get real good, but there aren't a lot and you gotta draw them. Stuff like Gift of the Gargantuan and Commune with Nature can be a big help in these situations. I especially like Gift of the Gargantuan 'cause it can put two cards in your hand, Seek the Wilds 'cause it's real hard to whiff, and Vessel of Nascency 'cause you can use it without contributing to the two-spells-a-turn-makes-your-creatures-suck issue.

Savage Silhouette , Withstand Death , Sheltering Word , and Serpent Skin can help keep the Immerwolf around as well, which seems important.

Asder on Jackie Treehorn's Logjammin'

1 year ago

Adventurous Impulse is close to a strictly better version of Gift of the Gargantuan

Ruffigan on Shaman of the Fireball | Pauper EDH

1 year ago

Here are some suggestions I have after looking it over:

eyes2sky on Jackie Treehorn's Logjammin'

1 year ago

greatgoofini I did consider Lead the Stampede (and might still play-test it), but Gift of the Gargantuan seems better here since it can get me both a land and a creature...and since I'm sac'ing lands It gives me more consistent land draws. Thanks for the suggestion.

Sligo on Titan Pinnacle

1 year ago

Hey I run titan/shift at my lgs. I really like Gift of the Gargantuan it looks like it would consistently get hits in this build. This archetype really loses out without Scapeshift however the price tag does kinda cut off accessibility to that spell. I don't run any fetches in my build because you really want as many mountains as possible in your deck so I am gonna strongly suggest you just take out your Evolving Wilds. Blood moon just wrecks pretty much your whole game plan so you might want to main-deck a copy or two of Destructive Revelry, or Beast Within anywho, I believe this build would benefit greatly from a copy of Kessig Wolf Run

Last but here (this is the good part) jam in four copies of Amulet of Vigor ensuring that every land you fetch for or play comes in untapped will speed you up in a subtle way the amulet itself doesn't draw a lot of hate, but the real reason to do This is so you can run a one of Hanweir Battlements so if you have an amulet on board then prime time always comes out swinging which usually results in a win.

Penguno on

2 years ago

Hello, multimedia. Thank you very much for you help!

These suggestions are really wonderful, and it's giving me a much better idea in how I should form this deck. Thank you so much.

multimedia on

2 years ago

If you're afraid of counterspells I suggest Gaea's Herald.

If you're worried about game-ending ability you can adjust your use of Yeva to help with this. Her greatest strength as a Commander is not that she can flash in Elves which is very good, but it's that she can flash in any green creature. Using Elves to make a lot of mana and flashing in big creatures is the power she has. Creatures like Garruk's Horde, Thunderfoot Baloth, Lifeblood Hydra, Hornet Queen, Craterhoof Behemoth, Regal Force who you're already playing, etc. These creatures are not Elf tribal, but they can support Elves while also being finishers. You can use Elves like Fierce Empath or Fauna Shaman to tutor for and get these big creatures into your hand to be able to be able to flash them in.

You've done a really good job building the Elf creature core good card sense I would only add Empath and Fauna.

You can cut some of the lackluster spells such as Weird Harvest, Autumn's Veil, Gift of the Gargantuan, Crop Rotation, Sylvan Scrying for some of these big creatures. However, depending on your budget of course I would first add Fauna Shaman because she's really great with Yeva's flash ability being able to tutor for certain creatures who you can then flash into play, she's also an Elf.

Lead the Stampede and Harmonize are good green draw spells. Lead in particular is very good with Yeva because it has potential to put a lot of creatures into your hand.

Good luck with your deck.

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