Creature — Bird Shaman
Morph (You may cast this card face down as a 2/2 creature for . Turn it up at any time for its morph cost.)
When Icefeather Aven is turned face up, you may return another target creature to its owner's hand.
Printings View all
|Commander 2019 (C19)||Uncommon|
|Khans of Tarkir (KTK)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Icefeather Aven occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Icefeather Aven Discussion
1 week ago
6 months ago
1 year ago
Firstly, Merry Christmas.
So question is, if you cast a morph card face down for it's alternative cost, does Ramos see the card's true color identity and gain +1/+1 counters for the cast? Or does Ramos see the cast of the spell as colorless and gain nothing?
And just to make sure I understand the next part, turning a morph face up happens outside the stack. So that's not 'casting', meaning no counters for Ramos, right?
1 year 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/
1 year ago
Some more changes here for this deck to give me a little more threat and survival:)
2 years 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.
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.
Proteus Machine can be a good bluff or just a free creature.
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)
2 years ago
So I like the idea. For a few key improvements I suggest the following:
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.
Replace evacuation with Cyclonic Rift. It is universally better.
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
Icefeather Aven is really good cause you can bounce creatures to re-use them or opponents creatures for protection
Den Protector to get stuff from the grave! So good.
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"
2 years ago
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!