Man-o'-War

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) None
Eternal Masters (EMA) Common
Duel Decks: Elspeth vs. Kiora (DDO) Common
Vintage Masters (VMA) Uncommon
Duel Decks: Jace vs. Chandra (DD2) Common
Battle Royale Box Set (BRB) Common
Starter 1999 (S99) Uncommon
Portal (POR) Uncommon
Visions (VIS) Common
Promo Set (000) Common

Combos Browse all

Man-o'-War

Creature — Jellyfish

When Man-o'-War enters the battlefield, return target creature to its owner's hand.

Price & Acquistion Set Price Alerts

A25

EMA

DDO

Ebay

Recent Decks

Man-o'-War Discussion

SynergyBuild on Ancestral Animar

3 days ago

Daedronus,

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.



helldanno due to Animar, Soul of Elements having protection from white & black, that means I assume you are running into blue/green/red removal.

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.

The point is, I don't see your reason for Swiftfoot Boots or Lightning Greaves, they are two mana non-creature permanents that protect things at sorcery speed, unlike the rest of the answers.


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.

Epicpotato on $70 Braids EDH

3 weeks ago

Well. In the case of budget battle cruisers I feel like Show and Tell effects would be lots of fun. Also, running hand attack and bounce spells would be fun, in order to maximize the upside for "symmetrical" effects on your side.

Blink of an Eye, Boomerang, Capsize, Clutch of Currents, Compelling Deterrence, Consign to Dream, Cryptic Command, Cyclonic Rift, Equilibrium, Expel from Orazca, Man-o'-War and then I got tired of looking at all possible bounce spells but there are some good ones.

Piracy Charm, Wistful Thinking, Sword of Feast and Famine, and Amnesia are the only blue discard things that I can find, so maybe not that line.

SaberTech on Ancestral Animar

3 weeks ago

I've had to use Pestermite in some creative ways before, but using it to tap down a City of Brass to score a kill is pretty friggen funny. Well done!

I've used my own Gilded Drake to steal back Animar on more than a few occasions. I've also used Phantasmal Image and Phyrexian Metamorph to clone the Drake (or Animar itself if the Drake is no longer around). I don't think I've had to resort to using Man-o'-War to bounce it back to my hand yet, although I've always kept it in mind as an option.

YaminoNakani on Animar

1 month 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:

  1. Ramp up to Animar.

  2. Protect Animar.

  3. Place counters on Animar.

  4. Cast game ending creatures for cheap or free.

  5. 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.

This section will be all ramp, and protection to get Animar out quickly and make sure he is secure.

- The land base should be arranged to where there is more emphasis on , then , then since can color fix and can offer protection.

- 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.

- Birds of Paradise creature ramp & color fix. $$$

- Carpet of Flowers could be a dud or amazing ramp with two main phases. $$$

- Shrieking Drake easy continuous counters. $

- Sol Ring Always. $$

- Voyaging Satyr creature ramp & color fix. $

- 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. $

- Den Protector cast for free with morph and surprise Regrowth. $

- 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. $

- Ainok Survivalist cast for free with morph, surprise Naturalize. $

- Dream Stalker Cast a Boomerang for . $

- Elvish Visionary a better, creature version of Aggressive Urge for this deck.

- Stratus Dancer an almost Negate. $

- Willbender basically Redirect. $

- Simic Charm so versatile. $

- Hooded Hydra Normally, not a good card. However in this deck. It can become massive and a dangerous thing to see a Wrath of God. $

- 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. $

This section will be about setting up our board state to win. All cards from this point onwards will be casted after Animar has been casted.

- Fierce Empath Tutor for something big. $

- Man-o'-War Another Shrieking Drake. $

- 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. $$

- Sylvok Replica A quick Naturalize. $

- Cloudstone Curio An auto include if you can afford it. $$$$

- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $

- Ancestral Statue The best Shrieking Drake for this deck. $

- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$

- Purphoros, God of the Forge Ends the game with one of the Shrieking Drakes. $$$$

- 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. $$

- Altered Ego with lots of counters on Animar, Soul of Elements and depending on the board, this card could be a massive threat. $

- Herald of Secret Streams Let Animar, Soul of Elements go nuts. $

- Spike Weaver When you need to buy yourself some time. $$$ - Forgotten Ancient Let your opponents ramp you fast. $

- Silent Arbiter Protection against swarm decks. $$

- Mulldrifter Cheap card draw and flying blocker. $$

- Peregrine Drake Budget Palinchron. $

- Xenagos, God of Revels Game ender. $$

- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $

- Zealous Conscripts Your friend just played Darksteel Colossus and you only have left, what do you do? $

- Deepglow Skate Potential huge ramp for just . $$$

- Draining Whelk A different kind of Mana Drain. $$

- Duplicant Free Mind Control. $$

- Soul of the Harvest Huge card draw with a Shrieking Drake. $

- Primordial Sage Huge card draw with a Shrieking Drake. $

- Deadeye Navigator and Peregrine Drake or Great Whale = infinite mana. $$

- 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. !$!

- Great Whale Another budget Palinchron - Stalking Vengeance Please don't use Wrath of God. $

- Hamletback Goliath Good setup for a game ending creature. $

- Palinchron So expensive, yet so infinite mana. !$!

- Balefire Dragon Destroy all the creatures. $$$$

This section will be about ending the game with giant behemoths.

- Stormtide Leviathan Swing in with impunity. $

- Platinum Emperion Deletes a win condition. $$$$

- Vorinclex, Voice of Hunger Can win the game on its own. $$$$

- Stonehoof Chieftain Win through commander damage. $$$$

- Nullstone Gargoyle Nothing but creatures from here on. $

- Void Winnower Turns the game into an odd match. $$

- Kozilek, Butcher of Truth Card Draw, Mill Protection and Devastating power. !$!

- Jin-Gitaxias, Core Augur Look ma, no hands! $$$

- Darksteel Colossus Not something people want to see cast for 0 or worse, cloned. $$$$

- Ulamog, the Infinite Gyre Vindicate, Mill Protection and Devastating power. !$!

- Blightsteel Colossus Not something people want to see cast for 0 or worse, cloned. !$!

- It That Betrays Now clone it. $$

- Emrakul, the Promised End Take out the combo or sacrifice player easily. $$$$

greyninja on RGB Deck

1 month ago

One of the best cards I can suggest is Shrieking Drake! Multiple +1/+1 counters on animar just by bouncing itself is fantastic. See also Cloudstone Curio, Dreamstalker and Man-o'-War

Animar is super fun! Feel free to check out my irl version on my profile! Cheers

SaberTech on Ancestral Animar

2 months ago

I'd keep Phyrexian Metamorph in the deck. Although the Imperial Recruiter + Shrieking Drake + Phyrexian Metamorph combo is more for 1v1, there have been a lot of times where I've used it to pump out a quick eldrazi that was in my hand. Because the Metamorph will get to bounce the eldrazi back to your hand once, that's still drawing 8 cards or exiling 4 permanents. The metamorph has also been really helpful for netting more mana or cards for free while trying to storm off by copying a Mulldrifter or Peregrine Drake. I've used the card for so many different plays that I have a hard time picturing the deck without the versatility it offers.

If Torpor Orb isn't a worry for you then I think it's fine to cut the Ainok Survivalist. I've always considered it a meta pick.

Between Dream Stalker and Man-o'-War, I would be more inclined to cut the Stalker first. For this deck's purposes, its mostly just a slightly worse extra copy of Shrieking Drake. Man-O'-War has extra utility in that it can bounce a blocker, Recover Animar if someone stole it with Gilded Drake, and in my playtesting it is one more way to delay a Hermit Druid deck by a turn by bouncing the druid.

Regarding the card-draw creature options that you listed, It's hard for me to ignore that Whirlpool Warrior and Champion of Wits only let you filter cards. They don't net you any additional cards in hand, they don't even replace themselves as a card in hand. However, I like that the Warrior can mess with opponent's hands. The downside to it in comparison to the Champion is that the Warrior is useless if you already have one combo piece in hand and are trying to dig for another piece.

Slithermuse used to be an Animar staple years ago when the first competitive versions of the deck were floating around. I used to run it, but the fact that it isn't guaranteed to draw you cards and that its triggered ability is when it leaves play were hassles. The double blue mana to keep it on board was awkward, especially since you weren't getting immediate value out of it, and casting it for the Evoke cost meant that it wasn't going to stick around long enough for you to use bounce shenanigans to net a ton of value out of it. The card always seems to hover on that borderline of being playable, and I guess it would be worth it if your meta has a lot of control decks that like to keep their hands stocked with cards.

I was mulling over the pros and cons of Slithermuse vs Sandstone Oracle as replacements for Kozilek in low budget Animar builds last night but I didn't really put in enough thought about it to come to a conclusion.

Foul Emissary comes with the chance that it won't find a creature in the top four cards, but considering how many creatures are in the deck I think that the statistical chance of that happening is low enough that it is worth consideration anyway. If it doesn't hit anything that means that it probably filtered away a bunch of non-essential ramp and land cards, although there's a good chance that tutor spells will also get swept away by it's ability. I'll admit, I'd probably want to smack my head against the table if I was in a pinch and the Emissary filtered away a tutor that was on the top of my deck without netting me a creature.

So of the options you've listed, my priority choices for cards to take out would be:

1) Ainok Survivalist. 2) Dream Stalker. 3) Man-o'-war. 4) Phyrexian Metamorph.

And my priority list for card-draw creatures to put in would be:

1) Slithermuse (meta dependent). 2) Champion of Wits. 3) Whirlpool Warrior. 4) Foul Emissary.

SaberTech on Ancestral Animar

2 months ago

Red gets some fun spell names. Being able to say, "I finish you off with a gut shot," or, "Thud. You're dead," is sometimes all the reason you need to build some janky deck to include them in.

It's nice to see Reclamation Sage reprinted in an actual set. I consider that card an EDH staple at this point. Exclusion Mage was almost another Man-o'-War option for Animar, but of course they had to design it so that it couldn't bounce itself. It seems to be a trend with bounce abilities now, like with Guardians of Koilos. It makes we wonder if at some point someone on the design team had to play against an Animar deck.

Overall, I think the new set is looking pretty mediocre right now. There are a handful of interesting new cards and reprints for constructed, but nothing yet that would make me want to go buy a booster box. In draft though, I think I would almost always try to go mono-white weenie. The curve that the white creatures in the set offer is nuts, and that is JUST with common cards that you are pretty much guaranteed to see a lot of in every draft game.

DragonGodKing90 on Ancestral Animar

2 months ago

how does Animar, Soul of Elements + Ancestral Statue give you infinite etb's? how does Earthcraft + Man-o'-War go infinite? are you sure the combos work the way you think they do? don't you need infinite mana as well?

Load more