|Commander / EDH||Legal|
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|Vintage Masters (VMA)||Rare|
|Masters Edition IV (ME4)||Rare|
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|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
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Land — Forest Island
(: Add or to your mana pool.)
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Tropical Island Discussion
2 weeks ago
I only recently got my Living Plane. I'd say the land base for this deck is far more important to get right to begin with but that doesn't mean you 100% necessarily need the most expensive ones asap... there are alternatives as long as they enter untapped and are able to create 2 to 3 ( , , ) colors like the ones you mentioned. (Yes duals make your fetch life easier by a small amount but Breeding Pool instead of a Tropical Island does the trick too, you just have fewer targets for your Fetch land and can't thin out your deck as effectively.)
(There is also the poor man's cradle... A card that flips into it, I guess I have it somewhere in my Sideboard and it did have synergy because of the number of creatures we run. And then there is also Nykthos, Shrine to Nyx... But I mean you should get upgrades if you feel like you are missing out on them not if you don't understand why you should get it therefor Proxy one and test it? nothing wrong with that?)
I have some alternatives in my Binder/Sideboard to give you more ideas : 京 An illusion? (SideBoard) 京 (Some which aren't on the list as they reside in other decks but I mostly keep it up to date because I use it for different meta (It also has a little card explanation as on why what and when ;) )
- Tier list/ Collection
And I also have a collection of the most interesting Derevi decks on tapped out : 京 The Cedh Derevi tier list collection 京. As I Highly doubt all of these run an exact same land base. Hope you can find Alternatives or ideas there as well.
To tutor is to find answers that need to be dealt with in the near future, I typically tend to go for hate above engines, gas, and ramp... For example, a person on your table is playing a heavy tutor game with Momir Vig, Simic Visionary... A good tutor against a deck like this would be Aven Mindcensor and after that Linvala, Keeper of Silence as they play an army of dorks as well... Playing against a heavy artifact table or someone who got ahead and almost emptied their entire hand for artifact ramp who is ready for perhaps a game-winning big play turn 2 could be dealt with by using Kataki, War's Wage... Ofource the generic "everything costs 1 more to play" stops or slows down some decks as well... The way this deck plays out is very straightforward if you can see those details but how you win or present a lock is genuinely never the same but very effective when played correctly.
Knowing your opponent's commander therefor is key, it is not necessary to be aware of every jank adaption or card they use. It is necessary to know how a deck using a certain commander can win... (how do you even begin with a task like this? Play a lot, look at a lot of top-tier Cedh decks, Read their primers carefully, research combos and many more details...)
Yes at some point you can look for Things like Edric, Spymaster of Trest but they should never be your first choice as they don't really present a direct threat other than having people attack for card advantage. You should always try to go for lines that improve your disruptive play but you Shouldn't forget you're not playing to control or win because This deck is not as control as it seems in that it can rely on drawing gas, as that gas may or may not align with adequately disruptive lines of play!
2 months 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.
2 months 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.
3 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
Just made a bant edh deck and I need Noble Hierarch, Breeding Pool, Hallowed Fountain, Tundra, Savannah, Tropical Island. Binder is mostly up to date, 1 or two things might be off. Hit me up with any offers.
4 months ago
Sabor2th- Wargate seems interesting, since it can pull a combo piece. It might be an effective tutor in that regard, I'll think about trying it out. Lost Auramancers is interesting, but I'm not too keen on it. It doesn't always go off, and even if it does, 3 turns is a lot of time to telegraph we're about to pull something big. Academy Rector seems fast enough.
As far as lands, I'm gonna update the mana base today. Of course, I would LOVE to play Savannah, Tropical Island, and Tundra, but there cost is a bit too prohibitive for me. I have thought about a few budget options for some of the cards, and I might write a section for budget alternatives. However I assure you, if you're running your ABUR duals, you have only helped the power level of this deck!
4 months ago
I'm not sure Vesuva combos with Arixmethes because it enters the battlefield as the copy and would then also have slumber counters. Other than for the combo, the alternate casting cost cards like Thwart require a strong emphasis on lands with the island type. Since Breeding Pool, and Tropical Island are the only duals in GU, I'd rather have more basics than Vesuva. Thanks for the input SenseiRamen!
4 months ago
Sure thing. Sorry that took a while:
- Woolly Razorback: too expensive, not good
- Hindering Light: not good
- Remove Soul: not good
- Render Silent: too expensive, hard to cast
- Rewind: you don't wanna leave 4 mana open
- Chromatic Lantern: fixes all your mana, so it will be destroyed right away
- Cultivate: not good
- Skyshroud Claim: too late
- Condemn: not good
- Disenchant: claim is better
- Shield Wall: calculate mana cost/toughness boost. a 2 toughness per mana boost is good, anything wose should just stick or do something(like Call to Glory or Glorious Anthem, and even these are kind of bad.)
- Steadfastness: see shield wall
- Disallow: trickbind is better imho
- Pongify: leaves a 3/3
- Mana Leak: can be useless
- Dispel : very narrow for a deck like yours. I'd prefer Autumn's Veil or Heroic Intervention. adding the latter.
- Reality Shift: exile is awesome
- Noble Hierarch: mana dorks
- Elvish Mystic
- Llanowar Elves
- Fyndhorn Elves
- Arbor Elf
- Birds of Paradise
- Wild Growth
- Selesnya Signet: mana rocks
- Azorius Signet
- Simic Signet
- Mystical Tutor: finds everything
- Nature's Claim
- Echoing Truth
- Muddle the Mixture: finds a lot of really crucial cards and doubles down as an emergency counter
- Sylvan Library: too good not to run, even without paying life, fetches make this great. maybe also consider Mirri's Guile
Mana base(33 is enough at this average cmc):
- Tropical Island
- Arid Mesa
- Flooded Strand
- Marsh Flats
- Misty Rainforest
- Polluted Delta
- Scalding Tarn
- Verdant Catacombs
- Windswept Heath
- Wooded Foothills
- Horizon Canopy
- Reflecting Pool
- Adarkar Wastes
- Yavimaya Coast
- Ancient Tomb
- Nimbus Maze
- Strip Mine: Maze of Ith so you always wanna have one of these four sooner or later during a game.
- Ghost Quarter
- Tectonic Edge
- 3 Forest
- 3 Plains
- 4 Island
That's what I'd do and then playtest it and go tweaking. Hope that helps and also that it wasn't too brutal. For real tweaking please add a list of decks you play against or how a normal game looks like(amount of combo decks, creature decks, control decks per game). You do run lot's of creature spot removal, but I let that in, since you might need it.