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Return any number of target nonland, nontoken permanents you control to their owners' hands. Draw a card for each card returned to your hand this way.
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Paradoxical Outcome Discussion
2 days ago
Academy Rector + Sidisi, Undead Vizier = GG if you have Omniscience and Enter the Infinite in your deck. I personally don't use enter the infinite. I like to be extra af, but it also let's me use the card slot for better synergy while still enabilng instawin. Alternatively, there are many more ways to win immediately off of this combo. Academy Rector + Diabolic Intent = free omniscience, tutor for wincon.Defense of the Heart / Tooth and Nail / Spelltwine I don't use these three either but they enable it too.
What I do use is a deck full of black tutors including Demonic Collusion. I also run Regrowth and Eternal Witness. Cryptic Command already seemed like an auto include. Return Eternal Witness to hand and draw. Play Eternal Witness, get Cryptic Command back. Play Cryptic Command..... over and over until you have like 9 or 10 cards. Finally, instead of using Eternal Witness to get Cryptic Command, use it to get Demonic Collusion back. Eternal Witness Paradoxical Outcome + Omniscience = infinite etb/ltb, planeswalker activations, draw, storm. The rest is up to your imagination.
1 week ago
JaysomeDecks Thanks for your feedback!
About Shrieking Drake and Man-o'-War, I used to run both with dream stalker as well. Eventually found out with the current mana ramp in the deck it isn't really necassary to get animar himself. (which gives you a huge tartget as it is) It is nice to get him out as soon as possible, but i don't want to rely on him to much.
With all the comparibles and different other cards out there I'm absolutely clueless what I should get out for possible replacements.Instead of Chromatic Lantern i used to run Joiner Adept (for animar counters as well) but found out it doesn't do as much in comparison to the other cards.
I have thought about Vizier of the Menagerie, Deepglow Skate and Increasing Savagery and I am seriously considering them. They do look like they do amazing things, but still wouldn't know what to replace them with.
Paradoxical Outcome does look like a card i'm really interested in. I have more or less moved to a much more interactive deck. (instead of a full on creature deck with Primal Surge) One board wipe still messes me up really hard but I have a lot more interaction to get myself out of it. This looks like a great addition.
Again great thanks for your input!
1 week ago
They go off really well with Chromatic Lantern and Vizier of the Menagerie. (I will also strongly recommend the Vizier just by himself, as you can, with a few counters on Animar, easily cast through a large portion of your deck before hitting a non-creature card)
Increasing Savagery puts counters on way faster than casting creatures, and is fantastic for recovering from a boardwipe.
Paradoxical Outcome is probably my highest recommended card. Bounce all your creatures except Animar, keeping his counters so you can dump them all back for cheap, regaining your ETBs, extra counters, etc. heck, that's good enough. But you also draw a card for each creature bounced this way. With enough counters on Animar, this could be a game winning card. And it's second use, bounce everything including Animar to save from a boardwipe.
2 weeks ago
My favorite non-creature spells for Animar:
Paradoxical Outcome. This card works on a few levels. You can cast it and bounce all of your creatures except for Animar, letting you not only recast all those creatures (with Animar's discount) but also draw a large number of cards. The other possible use for this card is to protect from a boardwipe. It saves all your creatures, so you can build Animar back up and retrigger their ETBs, and it also allows you to recast Animar without any commander tax.
Increasing Savagery. Sometimes Animar dies. Nothing you can do about it. This lets you quickly power him back up even if you don't have a full hand of creatures. And if he dies twice, well, it's even better the second time.
Evolutionary Escalation. This enchantment builds Animar up far faster than casting creatures usually does. (Save those few creatures like Ancestral Statue) It quickly pumps him up to the levels that allow you to start dropping your big creatures for free. And, because +1/+1 counters mean so much more on your commander, the 1/1 black or white tokens that you have to buff in recompense is hardly a fair exchange.
Heroic Intervention. Because protecting Animar from a boardwipe is always a good thing. (This is my least recommended card, but I still wanted to offer it up for consideration if you lose your commander often)
2 weeks ago
Ok, I've found what I would consider to be the 7 easiest cuts. I'll suggest more later that are possibles, but these shouldn't effect the deck much if removed, and while not bad, their replacements would definitely contribute more.
Faerie Impostor: Replace with Temur Sabertooth. It can't bounce itself. Cards like Shrieking Drake and his two counterparts can all be played and bounced for repeatedly to quickly amass counters on Animar. Then, if need be, they can be allowed to remain in the field to bounce something else. Faerie Impostor is one time use. 1 counter, bounce something else. Not horrible, but you have 3 other creatures that do this better, plus Ancestral Statue.
Alchemist's Apprentice: Replace with Paradoxical Outcome. Alchemist's Apprentice is a weak card. Enters giving 1 +1/+1 counter, assuming you wait until Animar, Sould of Elements is on the field before you cast him. Then, you must sacrifice him to draw a card. An ability not easily repeated in your deck. The creature is lost, so overall you bet minimal gain.
Wild Cantor: Replace with Hardened Scales or Evolutionary Escalation. It is only good in your opening hand. Yes, it can get Animar out a turn earlier, but it is a single use card whose 1 mana is virtually useless later in the game. Basically a dead draw unless it's your first draw. The suggested replacements don't get your commander out that extra turn sooner, but they drastically increase his growth rate, getting him bigger in fewer turns than he would be one turn early.
Sylvan Ranger. Weak card. Land to hand, not even ramp. 1 +1/+1 counter, possibly. Could easily be cut.
Raven Familiar: Weak draw card. You draw him, then play him to gain a +1/+1 counter and hope to draw something good. Why not just replace him with something good? (Deepglow Skate or Chord of Calling would work well here)
Fortune Thief: Replace with Walking Ballista. This is such a situational ability, and requires you to have this card, ideally face down waiting to flip, right before you lose. And still you're left with 1 life and a 0/1 creature being the only thing protecting you. At the point that he is useful, you are already fighting a losing game. And that is on the few games that he is useful, and the fewer times you have him ready to use. He will most likely be a dead card in hand. I suggest Walking Ballista as the substitute because it is solid removal, or an instant game win. Keeps the same "last ditch" spot, but for a last ditch win as opposed to a last ditch survival effort.
Ok, this one I'm iffy on.
- Kiki-Jiki, Mirror Breaker. The reason he is in my cut suggestions is A, your Eldrazi are cast abilities, not etb, and B, his copies put no counters on Animar, Soul of Elements. He doesn't combo with anything, doesn't help your commander, doesn't do much with your big things, he's just there for the small etb triggers. Something more Animar focused, such as Increasing Savagery or the Deepglow Skate might do the deck better. That, or, I missed something in here.
Anyhow, these are my thoughts for now. I'll see what else I can come up with.
2 weeks ago
I am def looking at swapping swelts for cuts. I may change taking out a jace PW, scatter and zeal for the lilis if I choose 3. Also makes choosing lands better but thats preference.
Other options are increased Never count, planeswalkers such as chandra and gideon wreck the deck
2 weeks ago
3 weeks ago
You only have 1 non-permanent card in your deck. I would strongly suggest Primal Surge. It's pretty much an instant win.
Otherwise, some non-creature spells that could really benefit you:
Increasing Savagery: Cheap spell that puts a ton of counters on Animar. It's fantastic post-boardwipe/bounce, when you need to rebuild Animar but may not have the creatures left to do so. And it's flashback is amazing.
Evolutionary Escalation: 3 counters on Animar on each of your turns. The counters you put on your opponent's weakest creatures and mana-dorks aren't nearly as valuable as loading them onto your commander.
Chord of Calling: Any creature to the battlefield at instant speed. This lets you fetch any combo creature, (unlike Green Sun's Zenith), puts it to play instead of to hand, can be cast at instant speed, and can use your other creatures as mana to cast it.
Paradoxical Outcome: Possibly one of the most useful cards you could add, this card lets you return your field to your hand, drawing that many cards, only to dump it right back with Animar, in addition to the new cards just drawn. It is also fantastic protection vs a boardwipe, giving you a hand big enough to build Animar back up again, instead of losing everything. Plus, all the ETBs, all over again.
Tooth and Nail is a good card.