Animar, Soul of Elements

Animar, Soul of Elements

Legendary Creature — Elemental

Protection from white and from black

Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements.

Creature spells you cast cost less to cast for each +1/+1 counter on Animar.

Animar, Soul of Elements Discussion

plakjekaas on Working Around Volo

1 week ago

When you cast a Morph and copy it, you'll just get a token copy of the 2/2 morph creature, right? But the token has no backside, you can't turn it face up. So while yes, Volo will always trigger when you cast a morph, because the morph has no creature type to share with others in play or in the graveyard, but the copy will never be more than a 2/2 creature without types or abilities. Not sure if that's worth it building with Volo over something like Animar, Soul of Elements .

I personally think the coolest challenge of Volo is the search for utility creatures without overlapping types, without easy cheats. Lots of bounce and Regrowth effects to control the contents of your graveyard and battlefield, if you do decide to play multiple instances of the same type. Maybe Mutate, to hide types already in play.

Neotrup on Animar, Soul of Elements and …

3 weeks ago

Animar, Soul of Elements discounts creature spells, not activated abilities from creature sources. Its triggered ability to get counts only triggers from casting creature spells, not from activating abilities. Adapt would not interact with it.

Cheesysurvivor5 on Animar, Soul of Elements and …

3 weeks ago

Can I use Animar's ability for creature abilities as well, been told yes and no but can't confirm. Example: Using adapt mechanic from Ravnica allegiance and Animar, Soul of Elements has 4 or 5 +1/+1 counters on, will it work or not?

makronic on Elementalary

2 months ago

General Comments

I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.

I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:

  1. Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
  2. Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
  3. Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board

Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.

I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.

Cards I think you want:

Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.

Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.

Mana Drain - The much better counterspell

Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.

Cards I think you might not want:

Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.

Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.

Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?

Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.

Sylvan Awakening - why for?

Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.

Nissa, Vital Force - eh...

Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.

Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.

Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.

Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.

Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.

Acidic Slime - I love acidic slime, but it's not elemental and becomes single use. Might as well get a Reclamation Sage instead. Costs 2 less.

HouseMarkovBWR on

3 months ago

I really like Ordeal of Nylea in this. Makes me think of putting it in my korvold deck and maybe my Animar, Soul of Elements .

Doombeard1984 on AnimaDrazi (see what I did there?)

4 months ago

So, I want to add an Ulamog, the Ceaseless Hunger , as I have the possibility of bouncing and recasting amount of times with Cloudstone Curio and Animar, Soul of Elements , essentially exiling my opponents boards entirely. I have this effect with destroy with Ulamog, the Infinite Gyre and also damage by bouncing Ancestral Statue and having Impact Tremors or Purph on the board. If I have Animar on the board, I guess I have the opportunity to put an arbitrarily large number of +1/+1 counters on them as well, and have free bouncy Eldrazi. YAY! FUN FOR EVERYONE!

Advice on what to cut would be super helpful

Last_Laugh on Making a Kiki/Twin Temur EDH …

4 months ago

Animar, Soul of Elements is your best bet for infinite combos with creatures for pieces. My deck doesn't go for Kiki combos but it's a good template for a competitive Animar deck. Animar, Gaea's Hemorrhoid

plakjekaas on Please help save this game

5 months ago

EDH was created by judges, who after long days of running big tournaments, wanted to play some magic, but not the magic they had been observing and correcting all day. So they made some 3-color singleton (Highlander) decks, commanded by one of the original Shard-colored legendary Dragons from Legends: Arcades Sabboth , Chromium , Nicol Bolas , Palladia-Mors or Vaevictis Asmadi . 5 Elder Dragons, all 7 power. If you got hit 3 times by one of these, you'd lose the game, regardless of your life total. Elder Dragon Highlander, 21 commander damage is lethal.

This resulted in a casual, fun-oriented, table kitchen style of playing magic. Wizards does know that only a very tiny percentage of their player base is actually playing in sanctioned tournaments in established formats. By far the most Magic players are casual kitchen table players that play the game to have fun, beating their friends, not the world. EDH as a format will speak more to those players than to the PTQ- and pro tour-grinding players. Believe me, the top16 GP players at my LGS usually cower in fear when someone suggests to play a game of EDH.

Wizards knows all this and has been printing cards for specifically that casual multiplayer format for the past 10 years now. The first Commander (Wizards' legally safe name for exactly the same format as EDH is) Set came out in 2011 and gave us mainstay generals like Animar, Soul of Elements , Ghave, Guru of Spores , Kaalia of the Vast , Zedruu the Greathearted and The Mimeoplasm .

What has changed, is that more and more people use EDH as their main way of playing magic. Wizards is a company, to keep existing, they need to make money. So when Commander took over from Standard and Modern as the most popular to spend your Friday Night Magic, Wizards found a way to accommodate their finances accordingly. By including cards that work better for multiplayer than for competitive constructed formats in every single set, they ensure every set will be a financial success.

So the whole hipster "I liked commander before every set had specific cards for it"-attitude is understandable, but not at all useful in the world we live in. We made this format the most massively enjoyed format around the world. By making it that successful, we changed how the company makes its money. As long as those cards sell, we will get more splashy multiplayer nonsense, Arcane Signet s, Jeweled Lotus , etc. And that is why green is the kingpin of colors in multiplayer/EDH right now. Green is famously the color of ramp. The term "ramp" even originates from the green Rampant Growth . Green is also the color of big monsters. Green is the color of nature, of harmony, the color that lets you do everything you want, while generally not hurting other players' cards.

I'm going to talk in stereotypes for a bit. People think of black and see Murder , Damnation , not a friendly environment for your own stuff. Red will Vandalblast , Blasphemous Act , Jokulhaups your stuff away. White will Wrath of God , Rest in Peace , Swords to Plowshares , while Thalia, Guardian of Thraben makes it harder for you to play your game. Blue will Counterspell and Cyclonic Rift everyone out of the game. Green will just play a bigger beast ( Worldspine Wurm , Craterhoof Behemoth ). Of course I know of all the Beast Within and Krosan Grip removal green has, but you generally will think of green as the least board-controlling color of them all. It will execute its game plan without meddling with yours. Green will let everyone do broken stuff, but will be doing the most stuff itself because of its Abundance of mana and resources. That's the most friendly way to let everyone at the table have the most amount of fun without adjusting your strategy to group hug. No wonder people like playing with and against that.

When people like green, Wizards is inclined to print better green cards, which makes people want to play green more. This is a positive feedback loop that spirals out of control of you're not careful. It's also not specifically a green problem. I think people call it Power Creep. It's part of keeping a dynamic game like Magic interesting. I think a hypothetical future Standard set without any Commander playable cards in it will cause much more of an uproar in the Magic community than Kaldheim ever could. Hate it or love it, but EDH is ingrained in the fabric of magic itself now, and as long as we enjoy EDH, that will not change. I plan to have the most amount of fun with available cards, regardless of color or intended format. Your mileage may vary.

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