|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Rare|
|Archenemy: Nicol Bolas (E01)||Rare|
|Magic Origins (ORI)||Rare|
Combos Browse all
- Sword of the Animist and Retreat to Emeria interaction
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- Which happens first in a case of a creature having multiple instances of "Whenever this creature attacks, X happens."
Sword of the Animist
Legendary Artifact — Equipment
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
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Sword of the Animist Discussion
1 day ago
Hi roastchicken !
My own iteration of Balthor is indeed more controllish. My meta evolved with lots of grave-hate, and I had to adapt with less graveyard-dependency. But I have a low creature count and sometimes nothing to reanimate.
Nether Traitor is my slowest "sacrifice fodder", among Reassembling Skeleton, Ophiomancer, Bloodghast and Bitterblossom. Their purpose is to feed Skullclamp for extra draws, Sword of the Animist suicide attacks and extra land triggers, Gate to Phyrexia's cleansing, Helm of Possession's stealing, and some tutoring effects with Diabolic Intent and Razaketh. I was going to remove it but I didn't think about the infinite mana combo with Pawn of Ulamog and I will probably change my list accordingly to add this one. But it produces only colorless mana.
I'm hesitating to play creature-based reanimation with Apprentice Necromancer and Doomed Necromancer. I've always considered them too slow due to the summoning sickness. On the other side, Reanimate is really strong because it can find a piece of meat from any graveyard. Necromancy also and is there instead of Animate Dead because of the "instant speed" option.
I will replace Grim Monolith with the Basalt one. I forgot about this infinite combo. Good catch!
1 week ago
Could Sword of the Animist be useful here? Snow-covered is still basic!
2 weeks ago
I can't think of any individual card I'm missing out on due to cost concerns.
If my opening hand is slow or land-light, Sword of the Animist will likely be tutored for instead.
2 weeks ago
Burnished Hart and Solemn Simulacrum are big ramping tools for the early game, Sword of the Animist to churn out more land once you start attacking. Alternatively, you could reduce the cost of your spells with the Jet Medallion or Sapphire Medallion respectively.
Propaganda can slow opponents down by making them pay to attack you, or Silent Arbiter works if you want to simply make fights more one on one.
Tapped lands are simply not good if you want more speed, Watery Grave and Polluted Delta helps you there, though obviously not budget cards.
Current standard has so much power in mill, No Navigator's Ruin, Patient Rebuilding or Psychic Corrosion? Winds of Rebuke is strong too in a multiplayer environment.
3 weeks ago
You can't have enough lands! +1 from me. I have some suggestion that may fit into your deck
- Blighted Woodland the colorless aman hurts, but it comes into play untap and nets you two carddraws.
- Baloth Woodcrasher with enough landfall triggers a real beast
- Deep Reconnaissance don't know if it is good enough for the deck but I think it is definitly better than Search for Tomorrow in your maybe board
- Nissa's Renewal maybe to high on the manacurve bit 3 cards, 3 lands and 7 life for six mana is good.
- Khalni Heart Expedition I like it a lot in my landfall deck.
- Sword of the Animist most of your creature don't want to attack, so maybe not that good here.
4 weeks ago
A few thoughts:
Urza's Ruinous Blast seems like a good fit for the deck since many of your non-land permanents are legendary. You can't cast it without a legendary creature or planeswalker, which can be a pain, but that shouldn't be too much of a hurdle for this deck.
Wrath of God, Day of Judgment, or Fumigate might be worth thinking about instead of Hallowed Burial. You might prefer creatures go to the graveyard so Yomiji can send the legendary ones back to your hand. (If you never find yourself wanting to wipe the board while you have your commander and another legendary creature, ignore this suggestion.)
Several of your Legendary creatures (including your commander) are quite expensive, so you might want Land Tax to ensure you have lands to play every turn. Sword of the Animist or artifact ramp like Marble Diamond, Mind Stone, Hedron Archive, or Dreamstone Hedron could also help here.
I'm not sure whether you want mass land disruption like Armageddon, Cataclysm, and Winter Orb. They can be effective at converting temporary advantage into a win, but the deck looks like it will play best when you have a lot of mana to cast your spells, and recast your legends if they die with your commander on the field. If you do, focus on effects that destroy or force the sacrifice of lands (Armageddon, Cataclysm, Magus of the Balance, Fall of the Thran, Ravages of War (though that last one is way too expensive because there weren't many printed)) instead of Winter Orb, and use Crucible of Worlds or legendary lands you can get back with your commander to break the symmetry. I'd recommend looking at Flagstones of Trokair, Mikokoro, Center of the Sea, Gods' Eye, Gate to the Reikai, Eiganjo Castle, Geier Reach Sanitarium, and maybe Hall of the Bandit Lord or Legion's Landing Flip. You might also want Dust Bowl in this case. I'm not sure you have enough density of legendary spells for Untaidake, the Cloud Keeper to be good, but it might be worth it.
I don't think Darksteel Forge is that useful here: you have useful artifacts, but not that many and you aren't super reliant on them.
There don't seem to very many activated abilities for Rings of Brighthearth to copy. You may not need that card here.
1 month ago
So let's talk budget, relatively speaking, land base upgrades. For starters all of the Battlebond lands almost always enter into play untapped Spire Garden Sea of Clouds Morphic Pool Luxury Suite and Bountiful Promenade and by rough estimate you can get all of them for about $35-40. These could easily replace the respective Scry Temples of the same colors so that you don't get in the way of your mana distribution.
Rootbound Crag and the similar style lands are quite good, except you aren't running any basic lands in this deck and therefore this will always enter into play tapped unless you happen to have your Canopy Vista in hand.
On that note, I would consider swapping out some of the enter into play tapped lands for a couple of Forest and running one of each basic land. This would allow you to push in a Cultivate or Kodama's Reach to allow you to ramp into the colors you need for what you have in hand at the time. This would have the added bonus of your Zendikar lands having a chance to enter into play untapped.
For the tri-color lands, I would consider running a full set of all the Lairs and removing the tri color lands that strictly enter play tapped. They are good in three color decks for early color fixing but in 4-5 color decks they just seem to slow you down. The lairs at least let you tap the land you bounce back first to get the mana in your mana pool so you can have a chance to play out something.
And finally, promise we are almost done!, if you can get more of the various lands that are "dual" types ex Plains Forest etc, those can be fetched out by Karametra, God of Harvests if they have Plains or Forest as one of those types. Sword of the Animist also allows you to go fetch basic lands out of your deck for swinging with a creature, which is something you're gonna want to do with this deck anyway.
Phew!! Sorry for the lengthy commentary, hope this helps or gives you some ideas of things you can do to improve you land base with spending thousands of dollars on true duals. :)
1 month ago
Good to hear from another Kalemne player! I would be happy to share what I know!
I used Sigarda's Aid in here for about half a year, from just after it was printed in summer 2016 until around that winter if I remember correctly. I ended up taking it out because my play style involves casting most of my equipment before Kalemne even hits the field, so it didn't end up being that useful. It allows for some pretty hilarious interactions with things like Sun Titan, but otherwise it just seemed like a "win more" card to me. I needed to use the card slot for more important things. If you like casting your commander first and then casting protective equipment afterwards, then Sigarda's aid should work just fine for you! I just don't feel safe having Kalemne be on the field naked for even one turn
As for my mana sources, you would be surprised at just how consistent this deck is! Land Tax and Sword of the Animist make good use of all 15 basic lands that I'm running, and they allow for constant value throughout the game, always keeping me on curve. This is also one of the few decks in all of Magic that heavily profits from Inspiring Statuary because I run a good balance of artifacts and non-artifact spells! With it on the field, it means that all 17 artifacts that I run that have no tap abilities count as mana rocks too! It is also hilarious when I get Inspiring Statuary and Howling Mine on the field at the same time :P Lastly, Sol Ring, Mana Crypt, and Chrome Mox all need no explanation, they are all fantastic!
After extensive play testing over the years, this decks feels as consistent as any non-green dualcolor deck can reasonably get with its mana base, and if you don't trust me, you can try it out for yourself :)