Multiform Wonder

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Multiform Wonder

Artifact Creature — Construct

When Multiform Wonder enters the battlefield, you get (three energy counters).

Pay : Multiform Wonder gains your choice of flying, vigilance, or lifelink until end of turn.

Pay : Multiform Wonder gets +2/-2 or -2/+2 until end of turn.

StarstormKK on Dark Shot Pezzent! (10/12 Euro/$)

2 years ago

Thank you for upvoting my deck. We all work so hard on these things and its nice to have someone else show appreciation for it! I came here to return the favor. When I got here, I had to learn what Pioneer format was all about--I like that they are making time segments that are larger than they used to because I have always been more of a player than a collector.

This deck definitely accomplishes your goals-- it has an obvious theme and the cards are completely affordable. I have a couple of suggestions that would fit into this deck, but I am not sure if they would improve it...just some ideas (I made sure they were affordable as well). Also, I noticed the low number of creatures and wanted to see if I could persuade you into adding a few more. I recognize that the ratio of cards in the deck that caused the desired "life loss/gain effect" needs to be really high for the deck to be functional...finding that balance is likely the hardest part for the newer player.

  • Cryptolith Fragment  Flip : Seems to be right on theme with the life loss for opponents thing and could provide some ramp.
  • Multiform Wonder : Uses and provides energy as well. This could give the player a blocker and a little flexibility, at least if you are running 4 copies of Gonti's Machinations .
  • Ammit Eternal : Cheap CMC for a 5/5. Worst case scenario, the opponent is losing 3 life once. Best case scenario, you have a creature that swings every turn and applies pressure.
  • Baleful Ammit : Combos with the card above nicely, provides lifegain as well. Also Cheap CMC.
  • Bloodhunter Bat : Is one more mana than Sovereign's Bite , does the same thing and provides you with a flyer.
  • Bloodthirsty Aerialist : With there already being 50% of your deck causing you to gain life, this seems like an awesome option. They will grow to the point of ridiculousness very quickly. The price shown here is twice as high as it is when I looked it up, but it is still less than a dollar.

What is great is that there are so many available that I had absolutely no trouble finding some to fit into this theme...I only made it partway through the B's!

Great deck and good luck in your endeavors!

-StarstormKK

Jaecen on Animar, Sec

5 years 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.).

landofMordor on Mono-Blue Energy (Tempo-Artifact)

6 years ago

I'm not @xtopazinferno, but I would totally suggest Multiform Wonder in this shell, since you've only got a few uses for energy here.

How open are you to splashing R or G? As a mono-U player myself, I'll understand if you're attached to the consistency of mono-U, but either color offers tons of benefit. Harnessed Lightning is excellent for the Dynavolt build, while Rogue Refiner and Bristling Hydra and green pump spells are excellent for the midrange/control build you've got going currently. Just a thought! Love the deck.

Hyperalgialysis on

6 years ago

Try dropping one each of some of the 4 ofs for slots. I feel like your deck lacks a way to close out the game. Try 2 Lightning Runner and 3 Multiform Wonder in place of one each Decoction Module Aethertorch Renegade Aether Chaser Aether Poisoner Die Young

munky702 on

6 years ago

I originally had 2 Lightning Runners.. I thought about Live Fast, but I didnt like the negative life.. And Multiform Wonder is a little above my curve.. But ill try the three to see if theres an actual fit.

Hyperalgialysis on

6 years ago

Have you considered Lightning Runner? I feel it is under played and might be a good top end for you. Live Fast might come in handy as could Multiform Wonder

razelfark on Blue/Green Energy

6 years ago

Heads up for standard play. Aetherworks Marvel is banned in the format.

You can view the official ban list from Wizards at their website linked here.

I think your deck idea is interesting since you are playing on a budget. You may want to pick a little more focus on whether or not you want to be an energy deck or and artifact deck because Metalwork Colossus doesn't really fit in this deck idea. Most of your artifacts are creatures, meaning you are not likely to reduce its mana cost and his is a bit expensive to play without some reduction to the cost.

Multiform Wonder also doesn't really feel worth playing. It is an expensive mana cost for a very mediocre creature.

I would definitely suggest a play set of Longtusk Cub as this creature can win games early or late game unless opponent has an answer for him.

I also suggest adding some Blossoming Defense or counter magic like Negate/Spell Pierce to help protect your creatures.

You have a nice shell going on here. Just some clunky cards that need fixing. Best of luck with the deck.

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