Anim Pakal, Thousandth Moon
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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vintage Legal

Anim Pakal, Thousandth Moon

Legendary Creature — Human Soldier

Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.

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Crow_Umbra on Fight For Survival

3 weeks ago

Hi there, have you had a chance to play this deck irl at all yet? In terms of upgrades, is there any specific area you want to focus on first? Lastly, do you have a general budget in mind for upgrades?

The tricky thing with Mardu Humans is that there are a lot of great options available to these colors; especially Legendary humans. Some more general spitballing ideas that should be fairly budget friendly:

  • Shanid, Sleepers' Scourge could maybe be a swap in over Captivating Crew. He has upside that helps your Legendary creatures, and can draw you some cards. Bonus points for being a creature that Alesha can recur.

  • Plumb the Forbidden is a solid draw option in Aristocrats and token-focused decks. It's one of my favorite responses to board wipes in the decks that I run it in.

  • Anim Pakal, Thousandth Moon can be a solid option over maybe Perimeter Sergeant. She can balloon & spit out gnomes if left alone too long.

  • Loran of the Third Path could be a potential swap out over Devout Chaplain. I think it depends on if you value an ETB removal source over one that is potentially repeatable, but needs more set up to pull off. Loran also opens up a more political draw option.

  • Depending on your preference, but Morbid Opportunist, Nelly Borca, Impulsive Accuserfoil, or Species Specialist could all be potential alternatives to Disciple of Bolas as draw options.

Hopefully these suggestions are helpful. Mardu Humans have so many great options available to different versions of the build archetype, that it can be hard to narrow down your options. Budget considerations can definitely help narrow down your options.

Last_Laugh on Galaxy News Radio

2 months ago

Definitely run Dolmen Gate and Iroas when you get them but first and foremost of these effects is Reconnaissance. The good news is it's getting reprinted in Assassin's Creed in just a few weeks. Reconnaissance let's you attack with every creature safely, deal combat damage in most situations, and have every one of those creatures untapped by the end of combat.

Anim Pakal, Thousandth Moon, Krenko, Tin Street Kingpin, and Call the Coppercoats are all excellent ways to go wide here for more dudes to carry those Aura copies.

Hall of Heliod's Generosity is another card I suggest. It's another card that's not budget friendly but repeatedly getting enchantments back from your grave in these colors is tough but definitely worth it here.

Feel free to check out my Three Dog list for more ideas. I've admittedly never played the list but I'm confident the deck would slap (I just don't want to track all the Aura copies tbh). Upvotes on any of my decks are appreciated. "Wake Up, Wasteland! It's Me, Three Dog!"

artistickamenrider on WOTC announcement - All Commanders …

3 months ago

When I learned about this event, the first pair I thought of were Ezuri, Claw of Progress and Anim Pakal, Thousandth Moon. That is mainly due to how fast it can get out of hand.

lhetrick13 on Anim's Automotives

3 months ago

muzack - I finally got around to making those update I was talking about. I still am making edits to the deck but this was the first major revision. I played the deck twice at my LGS last night and it was an absolute powerhouse going 2 for 2 games in dominate fashion. First game Impact Tremors and Witty Roastmaster did work while Roaming Throne was triggering Anim Pakal, Thousandth Moon's ability twice quickly dwindling down my opponents' health. The second game Anduril, Narsil Reforged quickly added extra +1/+1 counters to Anim Pakal early and a well timed Cathars' Crusade generated a army of absolute jacked gnomes that nearly sweep the game early.

Overall, I am very happy with how this deck has been turning out!

lhetrick13 on Anim's Automotives

4 months ago

muzack - I know right? Anim Pakal, Thousandth Moon is surprising fun to play and is a very overlooked commander.

The deck could go in multiple directions but the direction I was taking this in was more of a burn deck with the inclusion of various ways to hit opponents with non-combat damage with cards like Impact Tremors and Sunshot Militia, compounding that damage with multipliers like Fiery Emancipation or trying to trigger it multiple times per turn with extra combat via cards like Aurelia, the Warleader. The entire concept of the deck is trying to either make gnomes and ping for damage or just creatures to ping for damage. The inclusion of Roaming Throne made me want to give the deck a tribal feel so that is why you see a strong human theme as Roaming Throne will let me trigger Anim twice.

I won a game with this deck by getting out Anointed Procession, Fiery Emancipation, and Impact Tremors throughout the game and in a single turn created 18 gnomes for a total of 72 damage directly to each opponent :) Keep an eye on this as I recently just put in a order to Cardkingdom to pick up better support cards. Many of the cards in this deck were just what I had one hand and are not exactly a good fit. So I will be altering it heavily in the near future.

Regardless, thank you for the compliments and feedback! I am pretty humbled that you legitly piloted the deck. That is pretty cool!

Master_J on Attack Attack!

6 months ago

Out: Grave Titan, Heliod, God of the Sun

In: Firemane Commando, Anim Pakal, Thousandth Moon

Bringing down the curve of the deck a little, since Zombie Boy doesn't have a big impact at the top end of my curve.

I've also noticed the ability to flood the board with tokens can help keep me safe from crack backs, so I don't need the Vigilance God's help as much, especially considering it has no attack trigger either.

Crow_Umbra on two wind assault

7 months ago

Nice! Isshin is a lot of fun, and can quickly become arch-enemy, as I'm sure you've probably experienced. I think if you're going to move on from the Samurai, I'd suggest also trimming back on the equipment subtheme, as they can be pretty mana-intensive without additional equipment support.

I've personally had more experience with playing a more tokens go-wide take on Isshin, which I think can be pretty fun and dynamic. A few general suggestions if you do cut back on Samurai & Equipment, and decide to focus more on going wide:

Just some quick ideas for how you could make use of those Samurai and Equipment slots if you decide to change them up. Hopefully these suggestions were helpful

Last_Laugh on Isshin, Two Whoopins as One

7 months ago

Anim Pakal, Thousandth Moon is an amazing token producer here that's on par with Krenko.

Devilish Valet will 1 shot at least 1 player out of the game. Just 6 tokens entering (aka 1 Adeline trigger) makes him 64 power. I've hit for 8 million personally (23 tokens).

Vault of the Archangel is expensive to activate but you don't usually need to. Just the unspoken threat of potential activation effects combat in your favor.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. EngrIsshin - All Your Base Are Belong to Us!

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