|Commander / EDH||Legal|
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|Welcome Deck 2017 (W17)||Common|
|Magic 2013 (M13)||Common|
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Tricks of the Trade
Enchantment — Aura
Enchanted creature gets +2/+0 and is unblockable.
Tricks of the Trade Discussion
8 months ago
I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar
The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.
There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.
The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:
- Animar only decreases colorless costs
- Animar only cares about creatures
- Animar only cares about casting creatures
Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.
Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.
Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.
To best abuse Animar, we want:
- Many creatures across a range of mid to high colorless costs
- As many of those creatures in our hand as possible
- An many +1/+1 counters on Animar as soon as possible
- A means to make Animar unblockable
The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.
Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.
Abusable Colorless Creatures:
- Myr Battlesphere creates four Myr tokens
- Precursor Golem creates two 3/3 tokens
- Artisan of Kozilek reanimates a creature
- Duplicant exiles a creature
- Anodet Lurker and Peace Strider gain three life
- Electrostatic Pummeler and Multiform Wonder give three engergy
- Reservoir Walker gains three life and gives three enery
- Grim Poppet gives three -1/-1 counters to put on something
- Meteor Golem destroys something
- Mirror Golem exiles a card from a graveyard
- Pierce Strider drains three life from an opponent
- Skyscanner draws a card
- Mindless Automaton draws a card via a +1/+1 counter interaction
- Solemn Simulacrum tutors a basic land into play
- Thought-Knot Seer can effectively mill and oppenent with ETB and LTB triggers
- Triskelion deals damage via a +1/+1 counter interaction
- Workhorse grants colorless mana via a +1/+1 counter interaction
- Oblivion Sower steals lands from your opponents deck
- Panharmonicon !!!
- Cream of the Crop
- Decoction Module
- Impact Tremors
- Leyline of Vitality
- Hardened Scales
- Simic Ascendancy
- Path of Discovery
- Warstorm Surge
- Wild Pair
- Herald of Secret Streams
- Thassa, God of the Sea
- Whispersilk Cloak
- Protective Bubble
- Aqueous Form
- Keeper of Keys
- Key to the City
- Passwall Adept
- Rogue's Passage
- Aether Tunnel
- Cloak of Mists
- Suspicious Bookcase
- Marchesa's Smuggler
- Tricks of the Trade
We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.
- Vizier of the Menagerie
- Sunbird's Invocation
- Stolen Strategy
- Rashmi, Eternities Crafter
- Garruk's Horde
- Descendants' Path
- Elvish Visionary
- Fierce Empath
- Wall of Blossoms
Changes to the Existing Cards
I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.
Cards that seem particularly problematic:
- Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
- Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
- Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
- Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
- Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
- Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).
9 months ago
What is Nekusar doing for you in this deck? I get that it pings in when your commander comes down, but this deck doesn't seem like it cares about normal damage. I also noticed you're running Splinter Twin, but I don't see any combo pieces to make it a secondary win con. I like what you've done with the Bestow creatures, since some of them provide both evasion and future sac fodder, although you might also want to consider Aether Tunnel , Tricks of the Trade , and Infiltrator's Magemark , along with some damage doublers like Furnace of Wrath. I would also check out EDHREC for some more Grixis and Lord of Tresserhorn staples. It's odd that this deck isn't running Signets or Vandalblast and is favoring narrow answers like Annul over Negate
11 months ago
Aside from Tricks of the Trade--which I can see a utility for, of course--there is certainly plenty of synergy here. The only thing I'm seeing in short supply here is card draw. That's definitely important for a fun game!
1 year ago
So ! The deck contains some cards that I like a lot. But ! There are some cards that I don't understand.. Tricks of the Trade can be replaced by Aether Tunnel. Traitorous Instinct can be replaced by Mob Rule. Also, I think you need more creatures. Your commander needs at least 3 creatures on board, but only 1/4 of ur deck is creatures. Also, I reeeealy think Dark Nourishment is a bad card. Good luck with your deck ! Building Commanders isnt easy.
1 year ago
1 year ago
Also if you are going to be attacking you need some artifacts to make your commander unblockable. Whispersilk Cloak Prowler's Helm and a Tricks of the Trade. I know the last one is not a artifact but you get the point.
1 year ago
Thanks for the suggestions and upvote, clayperce. I will definitely consider the graveyard-hating artifacts you recommended; I have managed to avoid seeing many God-Pharaoh's Gift decks at my local LGS since the recent energy ban, and this deck tends to outrun the midrange token decks I've faced. I'm leaning more towards the Sentinel Totem if I need to alter my sideboard, possibly swap it in for Confiscation Coup which hasn't proven its usefulness.
I wouldn't have thought of Tricks of the Trade out of the Welcome Decks. The relatively high CMC might hinder it in this deck, but it gives a little more reach that might otherwise be lacking in certain circumstances. I don't think Perilous Voyage will replace Unsummon since I use it around 2/3 of the time to bounce my own creature when I don't have a Blossoming Defense, or to avoid a Settle the Wreckage. I'll see how my first real tests go tonight and track how I end up using my maindeck Unsummons to see if there is more potential I may be missing.
1 year ago
this looks great; please let us know how it does!
A few thoughts:
- Tricks of the Trade may be worth considering if there are a lot of flyers in your meta (which will nerf Cartouche of Knowledge).
- Maybe some graveyard hate for your sideboard? I'm a fan of Crook of Condemnation but Sentinel Totem is great too.
- Depending on your meta, the extra versatility of Perilous Voyage (compared to Unsummon) may be worth the extra mana.
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