Creature — Elemental
When Slithermuse leaves the battlefield, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke (3)(Blue) (You may play this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
Price & Acquistion Set Price Alerts
1 month ago
Possible cards to add:
4 months ago
7 months ago
PossibilitiesFevered Visions, Dictate of Kruphix, Psychosis Crawler, Chandra, Flamecaller, Jori En, Ruin Diver, Keranos, God of Storms, Bedlam Reveler, Chasm Skulker, Forgotten Creation, Kami of the Crescent Moon, Dragon Mage, Rushing-Tide Zubera, Slithermuse, Tomorrow, Azami's Familiar, Windreader Sphinx, Pongify, Reality Shift, Rapid Hybridization, Into the Roil
More counters/bounces etc
7 months ago
Hi SaberTech, the Shrieking Drake was a card I never wanted to put in because its unique purpose is to give a counter on animar when this list at early game need to stay open, but I will give it a try because it give a good start to the sinergy of all the creature-draw like Merchant of Secrets Striped Bears and the likes with Words of Wind. it was only for joke with a friend but it turned as an increadible way to bounce back a lot of opponent's permanents, of his choice obviously, and when it encounter Earthcraft is a GG. If you will play multy give it a try, it's much more powerfull of what you may think. About Descendant of Soramaro is a card that when I think that I have to take out it comes to play and see 4-5 cards and it open to a move that at blind eyes you will never do and you win the game... and it take another day in the deck. Jokes apart I know it is the most weak card of the deck and I was thinking the other day of Slithermuse so I will give it a try. Are you sure I can respond to the sac of Slithermuse?? If we put it down with evoke the ability has to resolve entirely so even the sac part no? .Soul of the Harvest and Primordial Sage was in but i put them out with big doubts but I felt that the draw part of the deck was ok and solid. After Momir Vig, Simic Visionary it has reached the top so cards like Fauna Shaman that will die before I pass have never entered the deck. The side was used only one time, it has to be revised. Thanks of the suggestion and I'm glad you like the build. Try Words of Wind and you'll have a lot of fun!!
7 months ago
It's interesting to see an Animar list that has been designed for group games with more than 4 people. My own experiences with Animar have mostly been 1v1 games, which has pushed me more towards an emphasis on speed than on sitting back and finding a chance to combo in one turn like your deck seems designed to do. Still, there are a few cards I highly recommend you try play-testing if you get your hands on a copy.
Shrieking Drake is an amazing inclusion in any Animar deck. It only cost 1 mana to start with, and you can keep using it to bounce itself back to your hand like you would with Man-o'-War. It can't bounce opponents creatures like Man-o'-War, but it can do everything else without Animar having any counters. It is great to have against control decks, because it gives you a cheap way to stock up Animar's counters without having to commit a bunch of creatures to the board and risk losing them all to a wrath spell.
Slithermuse gives you the option of being able to play more aggressively, even in the face of wrath spells. Since there will often be someone in a group game that has a mostly full hand, you can just dump a bunch of spells in one turn and then Evoke Slithermuse to refill your hand. Since Animar's ability also reduces how much you have to pay to evoke a creature, you can often grab 3 or more cards for just 1 blue mana. you can also keep bouncing it back to your hand with cards like Crystal Shard to give yourself a strong card draw engine. I would probably take out Descendant of Soramaro for it, since the Descendant's ability doesn't put cards in your hand and becomes less efficient the less cards you have.
You have Merchant of Secrets in the deck, but for the same cost I think that it would better to run either Sea Gate Oracle or Fierce Empath. The Oracle lets you dig two cards deep instead of just one, and the Empath lets you tutor for your larger combo creatures.
Soul of the Harvest, Primordial Sage, and Glimpse of Nature are all options that can help you get infinite cards draw. Soul of the Harvest has the bigger body for attacking, Primordial Sage lets you draw cards even if your creature is countered, and Glimpse of Nature is cheap to cast but you have to pay attention to your triggers because the card draw is mandatory.
The first card I would take out of the deck would be Words of Wind. Giving up a mana and a card draw while giving opponents the option to choose what card to return to their hand is not what Animar wants to do. You lose to much card advantage if you are giving your opponents the opportunity to return an ETB creature Eternal Witness or Snapcaster Mage to their hand.
Shaman of Spring and Striped Bears have a high casting cost for what they do. Having more creatures that draw you a card is beneficial in an Animar deck, but in my opinion the 4 mana casting cost makes them clunky if you have them in your starting hand. A higher percentage of cheaper creatures helps smooth out Animar's early game. Maybe replace at least one of them with Fauna Shaman?
Evolutionary Leap is useful to have if your creatures are just going to die to a wrath spell, since it lets you get some value out of them, but it also runs the risk of filtering your non-creature combo pieces and tutor spells to the bottom of the library. In my mind it's not worth it, but I will concede the point if you have found it worthwhile in the games you have played.
Gruul Turf, Izzet Boilerworks, and Simic Growth Chamber should be replaced with lands that don't come into play tapped, even if it is just basic lands. I know they help fix mana and that they work well with creatures like Peregrine Drake, but they are slow, can make the mana in your starting hand awkward, and are huge targets for cards like Strip Mine. You probably don't see many land destruction spells in such big group games like the ones you play in though, so maybe that is less a worry for you than it is in the games I play.
Anyway, those are the most prominent suggestions that come to my mind. I hope that you find at least a couple of them are helpful for your deck. I'm really curious about how effective the Llawan, Cephalid Empress in your sideboard has been for you, so if you have the time I'm interested to hear your thoughts on it.
9 months ago
11 months ago
Love Animar! It's by far my favorite commander, and can consistently close out 1v1 games by turn 5.
I'd consider ditching some of the creatures with no ETB triggers, double colored mana costs, and abilities that require tapping. Also some of the higher cost noncreature spells (Akroma's Memorial/Asceticism), and noncreatures spells that can be replaced with creature equivalents (Deglamer/Farseek/Mind Spring/Mizzium Mortars). If you really like the Tranquility wipe, consider Back to Nature for 1 less and instant speed.
Swap Burnished Hart/Farseek/Sylvan Caryatid/Birds of Paradise/Rattleclaw Mystic out for creatures with land fetching ETB triggers (Yavimaya Granger/Farhaven Elf/Wood Elves). Mana generating ETB triggers work well too (Priest of Urabrask). Untappers is another way to go (Great Whale/Palinchron/Cloud of Faeries/Peregrine Drake.
Aluren+Cloudstone Curio can make for insane combos. Possibility Storm makes things fun and exciting, and can gives 2 counters on Animar for 0 or 1 mana (though since it costs 5 mana itself, its a bit too slow to really be competitive). Cascade creatures work well here also (Bloodbraid Elf/Maelstrom Wanderer/Shardless Agent. Earthcraft is also a great enabler, allowing for more infinite combos.
In addition to Phyrexian Ingester, Duplicant works great for removal. AEthersnipe (and the many cards like it) are great, since you can bounce your own guys or your opponents. Rishadan Brigand/Rishadan Cutpurse/Rishadan Footpad also work great. Reclamation Sage and all the similar green creatures work well for non-creature removal.
11 months ago
Well your list isn't bad. Actually its much better than most animar lists I see. However, I do have a few things I disagree on. First off, You don't seem to run many mana dorks. Bloom Tender, Alloy Myr, Copper Myr, Silver Myr, and Iron Myr all make for great mana dorks. The Myrs you have the potential of casting them for free, and Bloom Tender creates three colored mana a turn as a two drop. Next, You have neither Earthcraft Nor Aluren. Both of these allow for you to break the game with your bounce creatures. Not only that, but Earthcraft can allow you to get an immediate mana refund on the creatures you cast for cheap, allowing you to play more creatures in a single turn.
Next, Surrak Dragonclaw is "too expensive", or for Animar has too many colored mana symbols compared to what he gives you. Ruric Thar, the Unbowed does not produce any card advantage or win condition for you. Realistically an Animar deck should be dumping its hand too fast for Reliquary Tower to ever be relevant. The only thing Nylea, God of the Hunt brings to the table for Animar is trample for him, and there are other cards like Thassa, God of the Sea that give Animar better evasion. Also, Kalonian Hydra is strictly better than Vorel of the Hull Clade in Animar.
You also don't have Phyrexian Metamorph in your deck, which often will be a clone for 2 life. Neither do you have Vesuvan Shapeshifter, which you can cast for free because of morph, and then only pay 2 mana to flip it later to transform it into any creature you could want. And, if you put him in, you can also run Brine Elemental to be able to lock down your opponent's untap phases indefinitely. Some other good cards for consideration are Voidmage Husher, Whirlpool Warrior, Etherium-Horn Sorcerer,Duplicant, Wurmcoil Engine,Slithermuse, Steel Hellkite, Thought-Knot Seer, Nullstone Gargoyle and Deadwood Treefolk. I would suggest taking out some of the non-creature spells for these cards, or even a few lands for the mana dorks. Finally, I would suggest takiing out some of your mana sources that tap for only colorless mana such as Temple of the False God, Sol Ring, and instead either run utility lands or more lands that can tap for either colorless or for colored mana, such as Kessig Wolf Run,Nykthos, Shrine to Nyx, Homeward Path, Holdout Settlement, High Market,Grove of the Burnwillows, Ghost Quarter, Desolate Lighthouse, Command Beacon, Buried Ruin,Alchemist's Refuge, Mikokoro, Center of the Sea, Rogue's Passage,Sanctum of Ugin, Sea Gate Wreckage,Thespian's Stage,Wasteland,Winding Canyons,and Yavimaya Hollow are all better than mana sources that ONLY tap for colorless mana.
Well, that's my 2 cents. Hopefully this advise will help you improve your deck.