|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Rare|
|Masters Edition IV (ME4)||Rare|
|Masters Edition II (ME2)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
Land — Mountain Forest
(: Add or to your mana pool.)
Price & Acquistion Set Price Alerts
3 weeks ago
I went into a game store and a dishevelled looking guy was sitting alone at a table, shuffling a deck - he hopefully asked me "You gotta edh deck?" I replied "Yeah, sure man, let's have a game". He revealed Markov as his Commander and muttered that it was basically just the precon...I said that my Ur-Dragon Tribal was basically the precon too because I didn't want to make him feel bad about his current situation in life.
My Third Turn: Coin flip- Zero Damage, play and crack Polluted Delta for Volcanic Island play Dragon Tempest, play Mystical Tutor search for Mana Vault play Mana Vault, cast Scourge of the Throne. Swing in for 10 damage with Thunderbreak Regent and Scourge of the Throne.
The guy looks at me completely deadpan and says: "That is NOT just the precon dude."
1 month ago
Grandmaster5327, all of those are uncommon or higher rarity, so none of them are legal in Pauper format. Thus, none of those would work for this deck in this format. At the level of common, which is all that may be used for Pauper format, there are no dual lands that enter the battlefield untapped.
Rootwater Depths = uncommon Underground Sea = rare Volcanic Island = rare Tropical Island = rare Scrubland = rare Plateau = rare Savannah = rare Tundra = rare Taiga = rare Bayou = rare Badlands = rare
Looking at the cards from Alpha, Beta, Unlimited, and Revised, they didn't have the color designations for any symbols (indeed, they lacked symbols completely), but looking them up on Gatherer shows that ALL of them are uncommon, rare, and there are even some dual lands at mythic rare. None of the dual lands at the level of Common enter the battlefield untapped.
1 month ago
I agree that Prowling Serpopard should go in but there might be an argument for Gaea's Herald over Vexing Shusher. Since Animar doesn't run many counterspells, you could look at Dosan the Falling Leaf as a way to stop both counters and removal spells on the turn you want to combo off. If you are willing to look at non-creature inclusions, Autumn's Veil is another option.
I would also suggest considering Scryb Ranger. It's ability can untap Kiki if the opponents tries to stop you from comboing with removal, which would allow you to keep the combo going. It can help with mana ramping by untapping mana dorks or just returning a Tropical Island or Taiga to be replayed if you don't have another land to drop that turn. Its Protection from Blue also makes it a surprisingly viable blocker against a lot of the more aggressive commanders.
Because your life total is only 20 in Duel Commander, red decks are a lot more viable. Lightning Bolt sees a lot of play, as do other burn spells, which means that there are a lot more removal options floating around that can hit Animar. Lots of decks also run a Vintage format style package of blue and black counters and removal. Animar itself doesn't need to worry about the black spot removal but it does have to look out for the higher percentage of blue bounce spells. All of this makes Animar more fragile than it is in cEDH, so you will have to both play the deck more carefully and possibly shave some of the cards that are in for consistency out for a slightly higher concentration of cards that can function as stand-alone threats.
Animar decks used to see around a 1% meta play-rate at duel commander tournaments but was still powerful enough that for a while it was on their watch-list as a potential commander that needed to be banned. Now it looks like it sees less play than that, which is likely due to the life total being dropped from 30 to 20 and making red more viable in the format.
2 months ago
This deck is nearly perfect, but there's just a few areas of weakness that demand immediate attention.
First off, I would remove the following cards: Abrupt Decay, Angel's Grace, Anguished Unmaking, Animate Dead, Arcane Denial, Avacyn, Angel of Hope, Badlands, Bayou, Birds of Paradise, Blood Crypt, Bloodstained Mire, Brainstorm, Breeding Pool, Chromatic Lantern, Chrome Mox, City of Brass, Command Tower, Cultivate, Cyclonic Rift, Dance of the Dead, Deathrite Shaman, Decree of Pain, Delay, Demonic Tutor, Enter the Infinite, Exploration, Farseek, Fellwar Stone, Fist of Suns, Flooded Strand, Godless Shrine, Hallowed Fountain, In Garruk's Wake, Intuition, Jin-Gitaxias, Core Augur, Jodah, Archmage Eternal, Kozilek, Butcher of Truth, Laboratory Maniac, Lotus Cobra, Maelstrom Wanderer, Mana Confluence, Mana Crypt, Marsh Flats, Merciless Eviction, Misty Rainforest, Mox Diamond, Myojin of Night's Reach, Myojin of Seeing Winds, Mystic Remora, Mystical Tutor, Nature's Claim, Nature's Lore, Negate, Omniscience, Oracle of Mul Daya, Overgrown Tomb, Painful Truths, Polluted Delta, Praetor's Counsel, Progenitus, Rhystic Study, Rise of the Dark Realms, Savannah, Scalding Tarn, Scrubland, Sensei's Divining Top, Show and Tell, Skyshroud Claim, Sol Ring, Steam Vents, Stomping Ground, Storm Herd, Survival of the Fittest, Swan Song, Swords to Plowshares, Sylvan Library, Taiga, Tainted Pact, Temple Garden, Terastodon, Three Visits, Time Stretch, Toxic Deluge, Tropical Island, Tundra, Ulamog, the Ceaseless Hunger, Underground Sea, Vampiric Tutor, Verdant Catacombs, Volcanic Island, Vorinclex, Voice of Hunger, Watery Grave, Windswept Heath, Wooded Foothills, and Zacama, Primal Calamity.
There's really nothing you could replace these cards with that would make this deck competitive, so I'd recommend just stopping here. Good work.
3 months ago
Odysseus_97: You gave me quite a bit to think about, thanks for the comment!
Grow from the Ashes: This seems fine, but not better then my other ramp, and I really don't need any more right now.
Terramorphic Expanse: This could get a spot, but I don't want to lower my basic land count. Do you think there is another land I can take out?
Rampaging Baloths: This is a good question. To explain why this is not played, we have to ask why Om_rath himself is so good. The main reason is because it does not just require you to swing in order to win, but you honestly rarely do. Plus he is amazing removal in a pinch. However, Baloths does none of this. You just get a beast with no evasion that does nothing unless you have Craterhoof Behemoth (but is slow even then for 6 cmc).
Tilonalli's Summoner: This is ok, but REALLY conditional on other cards in play. If you have a sac-outlet is is pretty good, but completely horrible otherwise. Plus it dies really easy. You should NEVER swing with it more then once, and is just a slow Tempt with Vengeance in the best case.
Heroic Intervention: Kinda temping, just to protect Om_rath at instant speed. Might be worth trying.
Krosan Grip or Beast Within: I know we hurt for non-creature removal, but I bank on not caring in most games. If Om_rath is your primary commander and you get hated out a lot, then you will likely want to play these. However, I only pull out Om_rath every couple weeks, so no one plays hate cards for it.
Green's Sun Zenith: I have never been in a state where I think to myself "I really want to Tutor more right now!"
Animist's Awakening: This misses way to often. I use to play it back in the day.
Pir's Whim: This is both weak ramp and removal. Not really what I am looking for.
The Mending of Dominaria:VERRRY slow...
Triumph of the Hordes: REALLY MEAN, and not my style. Play it.
Mountain Valley: Only marginally better, but I might look into getting an alter made of it.
It is important to to note that all of these cards are ok in this deck!!! If you have then and are on a budget, run them! None are unplayable by any means, I am just running what I think to be a more optimized list. The beautiful thing about commander is that a deck does not need to be "optimized" to be good (and more importantly, fun!).
3 months ago
Nice to see an update on this deck :) I was wondering what you thought about some of these cards:
Grow from the Ashes: Seems like a decent Ramp spell
Wayward Swordtooth: How important are the cards that lets you play multiple lands, because they printed another one.
Rampaging Baloths: Seems like it could synergies pretty well with both landfall and token generation.
Tilonalli's Summoner: Seems like an interesting card to me with the elemental tokens.
Animist's Awakening: With 40% lands in the deck and all that mana generated, would this be a useful ramp spell?
Pir's Whim: A weak ramp spell for you, but removal against your opponents, or a little politics if necessary.
The Mending of Dominaria: Seems synergistic, even though it a bit of a one time use.
Ghost Quarter/Tectonic Edge/Field of Ruin/Temple of the False God: Any of these land seem interesting, with more land destruction synergy with Crucible of Worlds and very fast will have 5 or more lands with Temple?
Triumph of the Hordes: How about this one? Seem like a big game finisher with enough elementals on the field?
Blasphemous Act: How good has this been, as I would think with enough sac outlets it would be fine, and if you have enough elementals wouldn't it be more effective attacking with them?
I have not yet finished or playtested my version yet, so i hope it is alright to ask, and i havent missed any obvious points as why one would not include a given card :)
But AWESOME DECK, +1 :D Keep up the amazing work, love your Scarab God deck as well :D
4 months ago
The Taiga, and Stomping Ground doesn't make sense to me, it seems a little unnecessary and a bit detrimental due to Price of Progress. you can even cast the green specific cards without green, I can understand the moxes in aggre, but I would imagine basic mountains all the way through would be where its at.
I guess I'm just curious as to the decision made here.
4 months ago
I think you may want to be a bit more careful with the phrase "price is no issue." It's one thing to say you're willing to spend a couple hundred bucks to pack in some real firepower, but if you tell folks there's no ceiling on this Wonkavtor I can (and will!) go ahead and suggest a $1000 in mana base upgrades.
Shocks - Blood Crypt, Stomping Ground, Overgrown Tomb
Shocks are very strong in EDH because the damage they do is mitigated by starting at 40 life, and it's an option you elect as needed. They also boast land types, which makes them ramp targets
- Mana Crypt - If you have the cash this is an auto include; it's a 2nd Sol Ring
- Worn Powerstone - Strong in any deck with a moderate to high CMC
- Kodama's Reach - A second Cultivate, which is good enough to want two of
- Skyshroud Claim, Hunting Wilds, Ranger's Path - If you have duals with the "Forest" type these all become very powerful
- Tempt with Discovery - Hits nonbasics, the more opponents that bite the more it benefits you
- Ulvenwald Hydra - Ramp on legs, hits nonbasics
You can save a good deal of money and cut all the / lands without hurting yourself much since the deck is mostly , and ramp lets you fix. Though they're still strictly better than just a straight Swamp or Mountain. That said, even at 50% green spells that's not enough reason to be running Emerald Medallion over basically any rock.
Alright, that about covers it for the mana base. I've run out of suggestion boxes so I'll break this into two posts.