Sword of the Animist

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Archenemy: Nicol Bolas (E01) Rare
Magic Origins (ORI) Rare

Combos Browse all

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.

Equip

Price & Acquistion Set Price Alerts

C17

E01

ORI

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Recent Decks

Sword of the Animist Discussion

Bababad on Baby's First Brew

6 days ago

drop Explorer's Scope and Herald's Horn for Sword of the Animist

drop Revitalize and maybe Entreat the Angels since it isn't super reliable to miracle unless you control your topdeck.

Serra's Blessing can be Angelic Field Marshal or Brave the Sands or dropped completely

Gleam of Battle is a little too expensive for what it does imo.

Indomitable Archangel doesn't seem on theme, usually used in decks to protect wombo artifice pieces

yeoman67 on Trailer Trash Ayli

1 week ago

K gonna try to build it into a value sac outlet, recursion plan. If you like it look at Shirei, Shinzo’s Caretaker who also can the the same strat.

Mana base changes boring I know

Desert of the True/Desert of the Glorified- Secluded Steppe\Barren Moor

Forsaken Sanctuary- Tainted Field

Orzhov Guildgate- Orzhov Basilica

Now onto cards to add

Command Tower, Scoured Barrens, Isolated Chapel, Vault of the Archangel, Bojuka Bog, Caves of Koilos, High Market, Temple of the False God, Shambling Vent

land base like this you have 3 tapped lands so a pretty fast mana base. I would say 1 of the land destruction lands ie Ghost Quarter would be a good addition, while over budget Urborg, Tomb of Yawgmoth is the best. Non budget options Fetid Heath, Godless Shrine,Westvale Abbey  Flip, Cabal Coffers.

Cards to ditch

Rogue's Passage, Blighted Fen, Opal Palace

8 other mana soucres Orzhov Signet, Sol Ring, Orzhov Cluestone, Burnished Hart, Hedron Archive, Darksteel Ingot, Commander's Sphere, Sword of the Animist

Removal package 5 pieces of spot removal in Utter End, Swords to Plowshares, Mortify, Anguished Unmaking and Unmake can target all toss Vindicate IF you can grab it. 3 board wipes Dusk, Fumigate, Day of Judgment Will post again am sleepy

K1ngMars on New list

1 week ago

Ti consiglio di togliere:

In ogni caso, ti suggerirei di avere 2/3 boardwipe nel mazzo, gestisciteli tu. In un mono-nero, non posso che consigliarti vivamente Mutilate, oppure anche In Garruk's Wake. Due tizi fighi che spazzano solo le cose degli altri, a proposito, anche se non sono vampiri, sono Dread Cacodemon e Reiver Demon.

Hai tanti single target removal, tipo 10-11 (contando anche Hex, Dregs of Sorrow...). Valuta tu se magari tagliarne 2/3 e mettere qualche vampiro in più, come Twilight Prophet, Champion of Dusk, Mirri the Cursed, Drana, Liberator of Malakir, Necropolis Regent o Defiant Bloodlord.

La tua mana base è un po' fatta di corsa, valuta sostituire qualche Swamp con delle utility lands come: Barren Moor, Mortuary Mire, Bojuka Bog, Myriad Landscape, Crypt of Agadeem, Cabal Stronghold. Se ti va, c'è sempre la combo Dark Depths + Vampire Hexmage.

Aggiungendo carte come Caged Sun, Nirkana Revenant e le terre che fanno tanto mana, insieme ad Extraplanar Lens, potresti valutare anche l'inclusione di Exsanguinate come alternative win condition.

OneMustachefart on Mana Ramp

1 week ago

Strobasourus: I do like the Gigantosaurus, Boundless Realms, Sword of the Animist and Constant Mists cards you suggested, specifically because they all work well with the Commanders passive. That was another thing I had a question with; How does the passive of Omnath, Locus of Mana work? (When I tap land, it goes into the "mana pool" then which the player can draw from to cast spells[I assume]. If I were to tap land and not use that mana, does Omnath, Locus of Mana still get the +1/+1 counter? Meaning that I just tap all my land every time my upkeep comes around and add those +1/+1 counters to my commander? Also, because the commanders power and toughness is equal to my "mana pool", can I then use whats inside the "mana pool" to cast spells outside of my turn as if it were untapped land?)

elgosu1337 on Go Ninja Go

1 week ago

I would recommend playing more Ninjas to benefit from Yuriko's ability. Silent-Blade Oni, Throat Slitter, and Sakashima's Student all have useful effects.

For unblockable creatures, Thada Adel, Acquisitor is really good since there's usually at least one player with islands so you can steal their artifacts. Ornithopter is a cheap way to ninjutsu a player with no flying blockers.

Notorious Throng could be good to generate more fliers, and also gives an extra turn since you have quite a few Rogues.

Dowsing Dagger  Flip is a really good way to ramp since your creatures are unblockable. Sword of the Animist helps too, and removing lands from the deck increases the damage you get out of Yuriko's ability.

You could try Larceny to make opponents run out of cards since your creatures will easily deal combat damage.

Cyclonic Rift is probably the best blue spell since it deals with any situation, so you should include it if possible.

Strobasourus on Mana Ramp

1 week ago

you maybe could replace Axebane Stag with Gigantosaurus, it has more P/T also it cost 2 less mana and since your mono green getting the 5 is not a problem. Boundless Realms for mass land fetch, Sword of the Animist for land search and creature buff, and Blackblade Reforged for straight up damage buff. All green really has in the combat control area are fog effects, Constant Mists may seem bad at first because you have to sacrifice a land, however, the ability to reliably fog over and over can seriously save you. Also with this deck's land fetch throwing a few into the graveyard shouldn't be an issue.

rewwer on Who doesn't like dragons?

2 weeks ago

First of, thanks a lot for your ideas! I probably will upgrade my dragon base as i am not really on a budget anymore. I am not home, so as soon as i get there i will look at my dragons and put that Hellkite Tyrant right in. I might add that dethrone and board nuke one as well.

Now as for other cards: Warp World is a lot of mana and by the time i get there, a lot of people will probably have way more permanents than me and thats not really what u want when u play that card. Also i don't even run that many dragons because i need mana rocks etc to make the deck consistent.

Mana Geyser i am actually thinking about that one. Its a lot of mana amd thats always nice. Biggest drawback is that its a sorcery speed. But i might slap it in instead of Seething Song. Whatever gets my Dragonstorm going haha.

Geosurge seems like a worse seeting song. U get 3 extra mana i stead of 2,bht with a big restriction.

Sneak Attack superb card. But since my commander works in kinda other way i go for lower COCs if possible, so i wont usually have 3 big dragons to cheat in. Also i have no recursion basically, so it seems like a way better 1v1 card instead of a 4 player game this deck is built for.

Feldon of the Third Path Real threat, probably will use him. Seems too good to pass on. Only downside: makes tokens so no Lathliss, Dragon Queen triggers :D

Hellkite Tyrant yea he's goin in

Chandra, Flamecaller idk i run a respectable ampunt of boardwipes and hate. Cards like Chandra's Ignition seem better. My other chandra is there because draw (might switch her for Chandra, Torch of Defiance for versatility) and Koth... Well he is a mono red staple

Where Ancients Tread seems like a worse Warstorm Surge u need 5 power to activate it, which not all dragons do and it can't do more than 5 damage per creature.

Now I'll try to explain the cards you didnt like,because i feel like they deserve the spot there.

Sword of the Animist because mono red has terrible mana base and this is an almost guaranteed extra land per turn from turn 4-5 on because i always have at least that 1 creature and especially early on i try to not overexpand so i dont get focused. This card is ideal for just that. I can put it on anything and i just ramp until i can do enough stuff to make a difference. Honestly dragons seem scary for some reason so i just try to control early on as much as i can and than somehow play like 3 dragons in 1 turn which is usually enough with Lathliss to kill at least the most troublesome opponent. But yea Sword of the Animist has proven its worth over and over again.

Sword of Light and Shadow besides that land that's a little gimmicky, this is the only recursion i have in my color. Now i know its kind of weird to give swords to dragons, but a little buff and protection from colors with the most amount of single target removal spells/abilities doesn't seem that bad. Also i would usually put it on some other dragon than Lathliss so if my opponent only has one removal spell to use i still get some value. A lot of decks can't really deal with this card and if this is the omly thing on my board after a boardwipe in midgame and i draw something like Dragonspeaker Shaman and have otherwise an empty hand... Well now i probably won't have that problem.

Thanks again for the suggestions and i hope i don't seem stubborn as far as my choices go. I just had a better experience with these cards :)

J_Tal on Chainer's Nightmare

2 weeks ago

I just updated the card list. The reason I have so many sac outlets is due to Chainer, Dementia Master exiling all nightmares if he dies. I'm replacing Myriad Landscape for Sword of the Animist due to the acceleration involved.

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