Icefeather Aven

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Uncommon

Combos Browse all

Tokens

Icefeather Aven

Creature — Bird Shaman

Flying

Morph {1}{G}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it up any time for its morph cost.)

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Icefeather Aven Discussion

Red_X on Morph componetry

2 weeks ago

So let's break down a couple of things.

*First, I'd cut down on the cards with high megamorph cost, and cut the ramp cards with it. The reason is two fold: one, morph is strongest when your opponent doesn't know what you have facedown, and has to be worried that you could flip that card at any time. If you have to pay 6 mana to flip a creature, you are not able to play the creatures in your hand on your turn, and if you cast your creatures you don't get to flip them. Two, every ramp card you draw is a card that isn't action, meaning you're getting all worked up with nothing to spend the mana on. Most decks that are trying to ramp are trying to do something where they essentially win the game by casting a single threat early (Ugin in Tron and Primeval Titan in Amulet Titan in modern, for instance), and your deck isn't doing that. That being said, you might want to consider cards like Llanowar Elves, since morph decks tend to have their curves start on 3 mana and you really want to be able to play creatures on your second turn.

*Second, I'd cut either black or red and add blue, so you can play Secret Plans (along with other good morph cards like Icefeather Aven). The card is very useful in making sure that you have enough gas to close out the game.

*Third, play some cards that synergize with your deck, not just with morph. Ghostfire Blade is great because you can equip it to your creature when it's face down and colorless for cheap, and that creature will keep the equipment when flipped face up. Cards like Hardened Scales can also synergize with the additional +1/+1 counters.

*Fourth, and finally, this is a good article for finding out how many lands you should play based off the converted mana cost of your deck. https://www.channelfireball.com/articles/how-many-lands-do-you-need-to-consistently-hit-your-land-drops/

Good luck

5hadao on Muldrotha, the RED-tide

6 months ago

Some more changes here for this deck to give me a little more threat and survival:)

Out Silumgar's Command Myriad Landscape Horizon Chimera Icefeather Aven

In Skithiryx, the Blight Dragon Strip Mine Torrent Elemental Skyship Plunderer

Snacrifice on Animar's Traps

8 months ago

Hey, thanks for the comment!

Cool idea for an Animar deck. Are you working within any budget constraints or anything? I'm surprised not to see Akroma, Angel of Fury. The is rough but not too bad in Animar's colors.

Some suggestions:Dermoplasm lets you put in morph creatures on the cheap, Master of the Veil lets you flip them back down again.

Thousand Winds is pretty much a win con if someone's tapped out. Dwarven Blastminer might be a sideboard card, but being able to pop annoying lands like Rogue's Passage, Maze of Ith or Nykthos, Shrine to Nyx and the like on the cheap is amazing.

Icefeather Aven can bounce opponents or your own for another morph cast, Qarsi Deceiver is a neat mana rock for the theme, I'm surprised you took out Jeering Instigator.

Proteus Machine can be a good bluff or just a free creature.

I'd definitely take out Myr Superion and replace it with something with more utility or just a big artifact creature with text on the card like Darksteel Colossus or Blightsteel Colossus instead.

Rogue's Passage will help a lot in getting those morphed creatures in when they figure out what you're doing.

The only problem I really see with your deck is a lack of longevity and some lack of cohesion. You're like 75% in on morph, but you've also got some extraneous cards you don't really need to be using, like Ophidian(You're in blue-you'll get better payoff just using a draw spell or something that taps to draw)

Crav96 on

8 months ago

So I like the idea. For a few key improvements I suggest the following:

  1. Lower your CMC on ramp spells. For example replace Explosive Vegetation with Nature's Lore and Kodama's reach with Farseek and maybe add Rampant Growth. As described in the Command Zone primer, you want to get Animar out as soon as possible, so low cost ramp means you get to spend it mostly on turns 2-3.

  2. Replace evacuation with Cyclonic Rift. It is universally better.

  3. Instead of Fires of Yavimaya you can use Temur Ascendancy for the slight chance that you hard cast something without morph, in which case you get to draw cards. But this is really up to you

  4. Icefeather Aven is really good cause you can bounce creatures to re-use them or opponents creatures for protection

  5. Willbender and Stratus Dancer are really good for protection against your board

  6. Den Protector to get stuff from the grave! So good.

  7. Primordial Sage and Soul of the Harvest just turn all your morph creatures into free draw once Animar has 3 counters

Also I think your land count is too high. I'd drop at least 35 personally, cause even if you're drawing cards later in the game, lands are dead in your hand, especially since Animar psuedo-ramps you.

That is it for now and I hope I have been helpful! If you need more ideas you can also check my list in my page, "Its all natural"

Turboblazer on UG Morph

1 year ago

I agree with Heroic Intervention. Works in the face of Wrath of God and and Path to Exile, which I was worried about with Wrap in Vigor.

As for Secret Plans, When building I only remembered the +0/1, which generally wouldn't be relevant with Lightning Bolt and Lightning Helix running around. The card draw has a lot of potential, but I'm not sure what I'd take out for it. All the cards have a pretty specific intent, even the less impressive ones like Icefeather Aven. There may be some combination where I lower other numbers to two-of's and I sneak in some Secret Plans, but it'd require some testing. I really like the idea though.

Regretfully, I'm generally more of a MtG spectator than player. This deck was only a brew and I haven't played it yet, though I'm happy enough with it that I will probably buy it later and actually get to test it. Thanks for checking out the deck and the advice!

Tekkis on Can morph turning face-up be ...

1 year ago

Digging more in to this I would like to have some clarification.

I play Humility, opponent has Icefeather Aven

With current ruling 702.36e would prevent turning it face-up. I might have misunderstood that ruling and have second question then.

Would the triggered ability still trigger or would Icefeather Aven lose it when turning face-up when Humility is in play?

702.36e Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesnt use the stack (see rule 115). To do this, show all players what the permanents morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldnt have a morph cost if it were face up, it cant be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield dont trigger when its turned face up and dont have any effect, because the permanent has already entered the battlefield.

HonoraryFugu on Animar

1 year ago

Cloudstone Curio, Snap, Primordial Sage and Glimpse of Nature are great staples for Animar. Fires of Yavimaya and Concordant Crossroads are nice too.

I'd cut down the land count honestly, 39 seems like a lot, especially given discounted spell cost.

Definitely worth looking into morph creatures, they become free to cast as morphs pretty fast. Icefeather Aven is fun, Willbender is awesome, Ainok Survivalist is good, Den Protector is awesome aswell, Hooded Hydra works here for many reasons, Ire Shaman is basically R: get a 3/2 menace creature and draw a card, and Stratus Dancer isn't bad.

Some other decent stuff, do as ya please: Master Biomancer, Solidarity of Heroes, and Vorel of the Hull Clade.

aholder7 on Nancy

2 years ago

I think you could do better than the current mana ramp theme you have. I mean Leigh in tapping dudes is ok but most of you have a lot of mana dorks and only 11 instants. So that doesn't drop much for you. And since most of your creatures are single colored he only gives them +1/+1. Also I don't think you should even bother dreaming about playing world spine worm. Slagwurm is a bit hard at 7 let alone 11.

I'd suggest going with a more tempo oriented build.

T1 is Birds of Paradise or maybe a few other mana dorks. T2 You play with soft counters in blue like Remand and Mana Leak to stop posing T2 threats like goyf and such.

T3 you drop serious threats or you play minor ones with counter spell backup. Goyf is great but pricy. Cards like Kalonian Tusker or Avatar of the Resolute work as great efficient beaters. You could also go with Icefeather Aven to come in with evasion.

Cards like Simic Charm provide you with lots of versatility.

Since you are a bit slower and probably will have a few mana ramp cards. Things like Sturdy Hatchling are easily protectable beaters.

There are more controlling options like Mystic Snake and Venser, Shaper Savant

Or more aggressive cards like Vaporkin variants backed up with versitile pumps like Vines of Vastwood and the aforementioned charm.

Sagu Mauler can be a strong resilient late game card but there are probably better options.

The exact cards I mention are mostly rough suggestions. I didn't have time to look up the best cards for every scenario I listed but I think you get the point.

Good luck with your deck.

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