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.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Animar, Soul of Elements Discussion
1 month ago
I’ve been playing this deck for about 6 months 1v1. Recently started to get over my anxiety and play at a LGS. I struggled in that I kept getting shot down and had a hard time pushing through having multiple opponents. Is this deck not a good match up in a pod? I keep asking myself what I can do to advance. So here I am asking for advice.
All Cards are cards that can be cascaded into, it is important to not have wasted potential. :)
Elso, I looked at what was being cascaded into and tried to narrow down the selection to get at cards that will move the game forward.
The curve doesn’t look that great — at the same time - the synergy and flow is supreme. Having a bad hand proves that the low cmc get something and get to somewhere.
Are the +x/+x worthy of a spot with the current deck list. In play they are useful, buuut — I scratch my head and wonder if I am missing a component that will take Animar to the next level.
Sword of Fire and Ice. The deck can run without Animar, so is it justified?
Lack of counter spells. Cascading into a counter spell that is not modal sucks balloons. Options? Do I have enough conditions to react, or is there something more that can be done? In a pod, the constant board wipes are overwhelming. :/
Last few words:
Animar, Soul of Elements is a really fun deck, however what can anyone suggest to take this deck up a few levels?
Much Appreciation and I hope for you to have a next best starting hand!
1 month ago
Other Note: Rakdos morph, I Love It!!!
Rakdos, Lord of Riots + Experimental Frenzy could play like Animar, Soul of Elements except you get access to cards like Gift of Doom, Grim Haruspex, Soul Collector
digging deep with Necropotence then casting Final Fortune could be game ending
let me know how this deck goes
p.s. nether of these cards would benefit you lens only effects permanents which means only cards already on the field, Mycosynth Lattice & Chromatic Orrery would be better options
1 month ago
Not the way you're thinking. When Avatar of the Resolute enters the battlefield, it will trigger Pelt Collector. When the ability resolves, Pelt Collector will get a +1/+1 counter. It won't have the counter when Avatar of the Resolute enters, though, so Avatar won't enter with a counter. For that to work, you'd need a card that put counters on itself when you cast a spell, like Diamond Knight or Animar, Soul of Elements (either of these would have its counter before Avatar of the Resolute entered play).
2 months 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.
3 months 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.
3 months 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?
5 months ago
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:
- Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
- Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
- 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.