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Said on Ancestral Animar...


I think that Mox Amber has a place in Animar's 99. While it's true that it doesn't help ramp Animar out turn 2, and it probably won't help get Animar out again if he dies (we do have Purphoros for it to work with on the odd occasion), it does allow the deck to make a couple of important plays.

Turn One dork into Turn Two Animar + mox + dork means you are likely to have 6 available mana and one Animar counter on Turn Three. That's enough mana to let you combo off with Ancestral Statue without committing any other cards. I think that any card that can open up a possible Turn Three combo for Animar is important to consider given that the competitive environment is continually getting faster.

Another important play it offers is being able to play both Animar and Sylvan Safekeeper on Turn Two, which would greatly improve the chances of Animar sticking around on turns Three and Four to eventually combo out.

I've always been biased against the other moxes that Animar runs because my luck with lands often makes Mox Diamond sketchy for me and I hate having to throw away any of my other spells to imprint on Chrome Mox. At least Mox Amber's restriction doesn't require an extra resource from hand and is limited only by whether or not I have Animar out, which I will almost always want anyway.

I don't think that I agree with JMCraig's opinion of taking out Lotus Cobra for the Mox though. Just like how I support the Mox for enabling a possible Turn Three infinite Ancestral Statue, it's possible for the Cobra to let you do the same thing. (Turn One dork. Turn Two Animar. Turn Three one-drop + Lotus Cobra + drop and crack fetch should give you the mana and counters you need to combo off with Statue.) As this deck continues to focus down on the Statue combo line, I think it would be a mistake to take out cards that allow the combo to occur as quickly as possible.

April 20, 2018 8:22 a.m.

Said on Ancestral Animar...


Guardians of Koilos can't return itself to its owner's hand, it has to be "another" historic card. Ancestral Statue statue can just bounce itself repeatedly, so it doesn't really need another card to go with it. The Guardians are really close to what the deck needs, but it just doesn't quite work. I might have considered it if it could bounce any creature, but since it can only bounce artifact or legendary creatures I don't think that it is worth a slot.

April 13, 2018 10:31 a.m.

Said on Ancestral Animar...


Darn. Guardians of Koilos from Dominaria was almost Ancestral Statue #2.

April 13, 2018 5:14 a.m.

I think that one aspect of the original Phyrexians that you could have elaborated on in regards to their ideology is their use of disease, because it sets up a nice contrast to how Phyresis itself is seen as a disease in the Scars of Mirrodin block.

Phyresis was a response to disease, an attempt to strengthen the weak and dying. Phyresis was intended to be a treatment. So why, during the Invasion, did Phyrexia employ Engineered Plagues as one of their primary weapons in the war? The logic behind it is that Phyrexia seeks improvement, and so goes the old cliche, "What doesn't kill you makes you stronger." In the face of disease, the weak die off and the strong remain to multiply and make the species stronger as a whole. Phyrexia doesn't seek improvement by working on and strengthening weak points, it removes and replaces them. Phyrexia starts the process with disease because that is where Phyresis itself began and Phyrexia sees itself and the culmination of its past as the steps needed for perfection to be reached.

Now contrast that to how the Glistening Oil is portrayed in the Scars of Mirrodin Block. Phyresis is treated as an infection itself, corrupting all that it touches. Mirrodin's nature of merging organic life with metal, most likely inherited from the oil within Karn, was already a watered downversion of what the oil was originally intended for. Phyresis in New Phyrexia grew into its current form, as opposed to the purposeful reconstruction that defined Yawgmoth's Phyrexia. New Phyrexia's history and character is defined by the act of taking, where as Yawgmoth's Phyrexia, in an odd way, is based around a twisted characterization of giving.

Yawgmoth's Phyrexia forced their opponents to come face to face with the sort of power that they themselves could achieve if they wished. It presented the temptation of the Faustian bargain. The New Phyrexia instead taps into the existential fear of the zombie infection, where danger potentially lurks just below the skin and the odds rise exponentially against you.

@ berryjon If you ever have the time, I think that it might make for an interesting article to compare the ideologies of Yawgmoth's Phyrexia with those of the Simic guild under the leadership of Momir Vig, Simic Visionary. Both seek improvement in a manner free of moral constraints that most people would probably find horrifying. Momir's Simic always felt like proto-phyrexian mad scientists to me, although the lack of interest in artifice certainly gave it its own unique (if perhaps less impressive) flavor. It would be fun to see what an entire plane subjected to the guiding hand of the Simic would look like, so that we would have a more even scale to compare the outcomes of Simic ideology versus those of the Phyrexians. I'd be really interested in hearing your opinion regarding the two.

April 8, 2018 12:34 p.m.


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Commander / EDH SaberTech


Finished Decks 88
Prototype Decks 61
Drafts 2
Avg. deck rating 3.00
T/O Rank 404
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Favorite formats Commander / EDH
Last activity 2 days
Joined 6 years