Commander (1)

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PSA: This is part of a deck building challenge my playgroup did. The deck was only allowed 1 non creature spell if you wanted, otherwise all creatures and lands

Welcome to Animar's Wildlife Sanctuary

                        Ferocious Beasts and Exotic Creatures Galore

The great and mighty elemental wildlife expert, Animar, Soul of Elements, bids you a fair welcome to his humble establishment of amazing and exotic wildlife. This deck features a neat twist, whereas there is only creatures and lands in the deck. None of that hocus pocus or fancy techonological advancments that other establishments employ. This is nature at its finest.... or freakiest, you can decide for yourself. This build was inspired by my friend's [Karador Deck](http://tappedout.net/mtg-decks/heavy-corpses/) that also only runs creatures and lands, with one sorcery as a wincon.

This deck is designed to take full advantage of Animar's cost reduction for creatures, so I can cast the big beefcakes for practically nothing and take over the board, while simutaneously building up Animar's power to be able to swing for lethal commander damage. So lets take a look at the crew that man the zoo and all the amazing and wild attractions shall we?

With all these special creatures, you got to have special Pens and grounds to hold them in.
  • Alchemist's Refuge/Winding Canyons - Allows me to flash in creatures for the turn.
  • Command Beacon - Great tool to keep Animar's cost down.
  • Homeward Path - protects against poachers and thieves from taking the wildlife.
  • Kessig Wolf Run - Great way to strengthen up a creature for the turn, works well if I have Pathbreaker Ibex out so all my creatures get buffed from the creature I target with this.
  • Miren, the Moaning Well - Helps keep me alive if health gets low. Targetting the older legendary Eldrazi is a great way to gain a lot of life and shuffle my graveyard back into my library.
The humanoid creatures of the Wildlife Sanctuary help keep everything running smoothly, training the animals and exotics, maintaing the grounds, and keeping everyone else in line.
  • Angrath's Marauders - Doubles the damage of everything in the deck, very powerful card.
  • Champion of Lambholt - With a deck that has only wincons through combat damage, making your creatures is unblockable is important.
  • Combat Celebrant - Gets me extra attack phases and can pair with Deadeye Navigator to make infinite combat phases.
  • Farhaven Elf - Great mana ramp creature.
  • Fortune Thief - Survival tool for those just in case moments.
  • Harsh Mentor - Helps dissuades shenanigans from my opponents.
  • Herald of Secret Streams - Another great card to help make my creatures unblockable.
  • Master Biomancer - Gives all my creatures a much needed boost to take opponents out faster.
  • Mina and Denn, Wildborn - Another great ramp tool, with the ability to give a creature trample if needed.
  • Momir Vig, Simic Visionary - This card is an amazing tutor to help get all my big creatures out and start rampaging.
  • Ogre Battledriver - Gives all my creatures haste and a temporary buff, being all creatures, haste is really important.
  • Purphoros, God of the Forge - Auto include, and an absolute beast in a deck with nothing but creatures.
  • Rashmi, Eternities Crafter - This card is great, with so many high CMC spells in the deck, I should be able to cast a free creature almost every turn with him out.
  • Rattleclaw Mystic - Ramps in my 3 colors with the added benefit of getting mana if I morph him.
  • Reclamation Sage - Great removal tool.
  • Ruric Thar, the Unbowed - If I'm not casting noncreatures spells, I might as punish everyone who does. And no one does it better than this guy.
  • Sages of the Anima - With 2/3 of the deck being creatures, this should get multiple hits every trigger.
  • Shaman of Forgotten Ways - Great ramp card and the an alternate wincon through his psuedo Biorhythm activated ability.
  • Shaman of the Great Hunt - Buffs my creatures through combat and and great card advantage tool.
  • Sombarwald Sage - Great ramp card, can only use it the mana for creatures, which is perfect for this deck.
  • Surrak Dragonclaw - The lieutenant of the deck. Keeps my creatures from being counters and give trample, great guy to have watching Animar's back.
  • Venser, Shaper Savant - Great for stopping nasty spells or getting rid of pesky permanents. Super abusable with Deadeye Navigator.
  • Vizier of the Menagerie - Help get creatures my deck into play and helps with mana fixing.
  • Yeva, Nature's Herald - Flash in those creatures either offensively or defensively.
In order to maintain a wildlife sanctuary, you have to have wildlife. Many different species make up the vast ecosystem at Animar's Wildlife Sanctuary, you will not be disappointed with the attractions here.
  • Arbiter of the Ideal - Great way to help cheat in creatures and ramp up, will always be 100% effective in the deck.
  • Archetype of Endurance - Provides ample protection for all of my creatures.
  • Consecrated Sphinx - One of the best creatures for providing card advantage in the game.
  • Craterhoof Behemoth - Amazing creature for buffing all of my creatures and is a wincon. Abusable with Deadeye Navigator.
  • Hellkite Tyrant - With mana rocks and just amazing utility artifacts used in EDH, this card will be a big burden to my opponents. Plus, you know, the alternate wincon he provides.
  • Hellrider - Great damage output that will help at least a little if I get fogged.
  • Indrik Stomphowler - Great removal tool.
  • Moonveil Dragon - Strong flyer that gives mass firebreathing.
  • Murkfiend Liege - Buffs a huge chunk of my creatures and untaps them every turn, allowing me to continue to use mana dorks to flash in more creatures and have blockers.
  • Mystic Snake - Allows me to have a counterspell, abusable with Deadeye Navigator.
  • Nezahal, Primal Tide - Gets rid of maximum hand size and punishes opponents for casting noncreature spells by giving me card advantage.
  • Pathbreaker Ibex - The G.O.A.T. I love this card, great way to buff all my attackers and with so many big creatures, it will always be a big buff.
  • Prowling Serpopard - Another way to keep my creatures from getting countered.
  • Siege Behemoth - Another great way to get my combat damage through if my creatures aren't unblockable.
  • Stonehoof Chieftain - Provides trample and Indestructible to all my attackers.
  • Terastodon - Great removal tool, because it targets any noncreature permanent, my opponents getting wimpy 3/3's is of no consequence.
  • Trygon Predator - Great removal tool and with so many ways to give trample and/or make creatures unblockable, should be very reliable.
  • Urabrask the Hidden - Provides haste and slows down my opponents creatures.
  • Wayward Swordtooth - Great mana ramp card with a fairly strong body.
  • Woodfall Primus - Great removal tool with Persist. Pairs really well with Deadeye Navigator.
Every animal refuge has to have a place for exotics creatures from far away planes. And Animar's Wildlife Sanctuary is no exception. We have spirits, elementals, even the mighty Eldrazi on display for all.
  • Acidic Slime - Great removal tool with deathtouch.
  • Artisan of Kozilek - Big body. Gets me a creature from the graveyard and has annihilator.
  • Bane of Progress - Ultimate removal creature, doesn't hurt me in the slightest and can completely destroy an opponents board state.
  • Conduit of Ruin - Tutors for a one of my other Eldrazi and helps reduce cost if I need it.
  • Deadeye Navigator - The ultimate combo card for this deck, pairs well with most of my creatures to provide extreme offense/defense, removal, or counterspells.
  • Draining Whelk - Great counterspell that buffs itself.
  • It That Betrays - Annihilator and lets me steal my opponents nonland permanents.
  • Kozilek, Butcher of Truth - Card advantage. Annihilator. He also allows me to shuffle my graveyard into my library.
  • Kozilek, the Great Distortion - Card advantage and can provide extra counterspells.
  • Maelstrom Wanderer - Provides haste and that double cascade is insane.
  • Malignus - Huge creature that can't be stopped. Pairs well with Siege Behemoth.
  • Primordial Sage - Provides ample card advantage.
  • Regal Force - Huge card advantage engine. Only gets me cards for green creatures, but that's the majority of the deck so it should work out just fine in almost every instance.
  • Soul of the Harvest - Provides ample card advantage.
  • Ulamog, the Ceaseless Hunger - Targeted exile removal of 2 permanents on ETB, indestructible, and exiles 20 cards out of a library on attack.
  • Ulamog, the Infinite Gyre - Removal, annihilator, and allows me to shuffle my graveyard back into my library.
  • World Breaker - Targeted exile removal, and the ability to get itself out of the graveyard.

Thank you for visiting Animar's Wildlife Sanctuary

We hope you enjoyed your experience here. Please feel free to give any feedback about your journey, especially if there's any amazing or exotic animals we could add to to the attractions.

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Date added 1 year
Last updated 3 weeks
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 5.49
Tokens 3/3 Elephant, 1/1 City's Blessing, 2/2 Morph
Folders Uncategorized, EDH
Top rank #43 on 2018-03-15
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Revision 16 See all

3 weeks ago)

+1 Grothama, All-Devouring main