Animist's Awakening

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Quest Magic Legal
Tiny Leaders Legal
Vintage Legal

Animist's Awakening

Sorcery

Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.

Catpocolypse on The Island Awakened

1 month ago

@king-saproling

Perilous Forays: Definitely a card I need to slot in, I'm just wondering what it should be slot in for? There doesn't seem to be an easy answer, I'm wondered what your thoughts on it are.

Concordant Crossroads: Undoubtably a very powerful card, I'm just not sure if haste makes enough of a difference in this deck to justify slotting this in.

Crashing Drawbridge: If I am going to slot in haste, its going to be through Concordant Crossroads

Akroma's Memorial: Definitely an interesting suggestion and a possible card to help close out games. It being removed can be a problem though, and I'm wondering what would be swapped out for it

Null Brooch: Having lands into my graveyard is good, but its very hard to get useful creatures or spell backs from the graveyard and I'm not sure if my entire hand is a good trade for one noncreature spell

Stone-Seeder Hierophant: Definitely synergistic, but it works similar to Lotus Cobra, but slower

Animist's Awakening: A very risky card, its possible to hit almost nothing for a very large mana investment, cutting down on some risks has been a point of upgrading this list.

Kamahl's Druidic Vow: Same reasoning as above, but less likely to miss

Traverse the Outlands: Most of the time, it hits about 5-6, which is a decent 1-1 payoff, but it costs more than cards such as Roiling Regrowth and there are other cards I would rather play with 5 CMC

Boundless Realms: If a game goes long, you will probably have more cards on the field than you can search up with this. It's a powerful card, but it doesn't have the speed that this list runs.

Reshape the Earth: Powerful card, great for finding certain lands like Yavimaya, Cradle of Growth, or Lotus Vale, but it is just too expensive CMC wise.

Pir's Whim: I will find a land card, but not everyone else will have an artifact/enchantment to sacrifice, especially in my pod. Its good, don't get me wrong, but there are more efficient cards imo.

Dryad's Revival: This is simply Timeless Witness, but Witness has a body that cards such as Ashaya, Soul of the Wild can use, or that I can sac to Greater Good, etc

unstable_anomaly on Jolene's Treasure Horde

9 months ago

Animist's Awakening and Genesis Wave are both great Xspells to add to the list, but might not be the best here. Both cards are great but you have a lot of spells and your land count makes me nervous. Especially without any dorks/ not many rocks. Pest Infestation and Steelbane Hydra are both great for removal. Unbound Flourishing is another great card that belongs in every xspell deck that can run it.

I'm seeing a lot of cards that support different strategies, pulling the deck in a lot of different directions. Would recommend focusing on one single strategy, with a backup/ support strategy. For example this could be mainly a treasures deck with an Xspell subtheme. Would also recommend more lands (35-36) and some more 2 drop mana rocks.

All just suggestions though, feel free to take em or leave em :) I'm building my own Jolene deck and it's been a ton of fun to test so far. Building mine in more of a typical Gruul smash theme though. Feel free to take a look if you want. Cheers.

Mana_Mythic_Legendary on Pursuing Perfection, Part 9: Gruul …

1 year ago

In the last article, I referenced the opinion that Heath Ledger’s Joker is a Rakdos player. Here, I further submit that Godzilla is a Gruul player, or would be if you could find cards big enough. Big, stompy, and gloriously unsubtle, if you like mind games then maybe this isn’t for you. The rest of us will have a grand old time stampeding over you in the true Rhythm of the Wild.

Parsing out themes within Gruul commanders was a little more challenging than the past color pairings. While there are obvious trends like ramp and damage, I’d prefer to discuss things that are more in line with both colors rather than one or the other. To that end, we’re discussing X, Power, and Unsubtlety. As always, please bear in mind that the point isn’t a discussion of the competitive but rather a celebration of the thematic.

X

Bear with me. There are only six legal Red-Green spells with X in the cost, and not all of them are playable. However, there are currently eighty red X spells in print, sixty-eight in green. The other colors all have less. Of those 148 cards, 71 do some sort of damage. My point is this: In the Green corner, we have the undisputed champion of ramp, while in the Red corner we see, by inference, the most willing color to serve as a mana dump. Klauth's Will is probably the only Gruul X spell I’d play, but there are lots, and I mean LOTS, of mono-colored choices for channeling your inner flamethrower.

Rosheen Meanderer

A 4/4 for four? Not bad. That taps for four? Woot! Heck, I run every Gilded Lotus I own, and that’s only good for three mana! If you like X spells, Rosheen is a nice, reliable bet that probably won’t draw much hate.

Tovolar, Dire Overlord

This guy? Unlike Rosheen, he might draw hate, and in spades. Doesn’t look relevant to X at first glance, does he? All that draw is magnificent, and an excuse to finally go tribal werewolves is well and good. Come nightfall, though, and he suddenly turns into a Kessig Wolf Run. Crack enough mana and you can kill everyone with one wolf token each. Good times.

Ulasht, the Hate Seed

This card was made for Goblin Bombardment and all it’s disgusting relatives. Sweet mercy, what a load of combo this is. Crack infinite, Make a pile of tokens, play it, empty it, play it again.

Power

Green’s fatties tend to be just that: well-rounded. Most of them have equal power and toughness, or near to it. In Red, however, you see things like Spark Elemental frequently: potent attackers made to die quickly, loudly, and messily. Both colors, though, have a passion for dominating in the combat phase. From Runes of the Deus to Fires of Yavimaya, there’s a fine sweep of support for storming enemy lines, and there are a number of Gruul commanders who do the same.

Zilortha, Strength Incarnate

Whoa nelly, let them fight is right! Suddenly all those glass cannons Red gave you are made mighty, mighty thick by offense being, after all this time, the best defense. Flowstone Slide is suddenly tempting to play, frighteningly so. I don’t know what other chicaneries you might get into, but this is something I’d love to see played.

 Klauth, Unrivaled Ancient

Omnath, Locus of Mana had a flying, hasty baby. I’m just going to leave this here and remark that any other commentary I would have made is being drowned out by maniacal laughter.

Xenagos, God of Revels

You like command damage, right? Of course you do. Well, that’s not the point here. However, playing big toys is strongly endorsed, especially when paired with Unnatural Growth and all those delightful parallels to the Pathbreaker Ibex. Get tall, go wide.

Unsubtlety

One could argue for the elegance of simplicity, but there’s nothing elegant about clubbing your opponents with chonks or hosing them down with napalm. Black, now, black’s plenty elegant. Blue is stupid elegant. Green and Red, though, lean towards an extremely direct approach. Here, we’re talking commanders that reward simplicity, encouraging unorthodox deck construction in order to reap some sort of reward.

Nikya of the Old Ways

Lands and critters, critters and land. And SUCH land! I always loved Heartbeat of Spring, but most similar effects double everyone’s stuff, or a particular kind of stuff. Not Nikya. Nikya gives only to you, provided you want to spend it on creatures. Props if you start pulling crazy tricks with Ashaya, Soul of the Wild.

Ruric Thar, the Unbowed

Always swing? Ok. Reach and Vigilance? With two heads, I’m not surprised. 6 damage to anyone not playing a proper spell? Gloriously unsubtle, and less prohibitive than Nikya. Faced with the prospect of self-immolation in seven spells, Blue is going to be very, very cross with you, to say nothing of artifact decks.

Borborygmos Enraged

The big guy puts me in mind of a line from X-Men Origins: Wolverine. “I'm coming for blood; no law, no code of conduct. You put me in the right direction, you get the hell out of my way.” This looks hard to pull off, but lordy the work it’ll do when you manage! I know from experience that green has all the kit necessary to fill a hand with land: give ol’ Borbor a deck excessively stocked with lands, a few choice options to shuffle your graveyard back in, stick him with Basilisk Collar and get to work.

And, for my personal favorite...

Omnath, Locus of Rage

We HAD to discuss him at some point. Nobody is going to look at this guy piloting your deck and wonder what’s going to happen. You are going to spam land drops like nobody’s business until you can afford to plunk his expensive ass on the field, and then you are going to start making an EFFORT. You are going to throw thiccness at absolutely everyone. And, above all, there will be a delightedly murderous glint in your eye whenever someone suggests boardwiping. I know because this is an old, old deck of mine; there’s a bare-bones toolkit, then 40-odd lands and a massive pile of land-rush and “whenever you play a creature.” Think Warstorm Surge, Animist's Awakening, and an excessive collection of the actual token.

That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for a real favorite of mine, Selesnya!

Prior Articles:

Rakdos

Dimir

Azorius

Green, with links to the other mono-colors

b0bjohnson on Mono Green burn

1 year ago

Aceh

I just cut Hurricane from the list, to make room for Gaea's Touch. I think the number of wincons depends on your playstyle/playgroup. Two might be too few.. In total I have 6 cards that usually leads to victory after flipping sasaya:

I used to play City of Solitude. It was amazing in this deck.. I think I might have cut it for Veil of Summer.. Both of your card-suggestions are excellent.

My issue with this deck is cutting cards. I do honestly not know what cards to cut anymore! If you have any suggestions for cuttable cards I would love to hear them!

Barbarian_Sun_Pope on My run in the Maze.

1 year ago

Love a good Maze's End deck (+1). Have you considered Animist's Awakening? It's legal in pioneer and considering the number of lands in this deck there's a pretty good chance you'll hit quite a few each time. Hope this helps.

edster on Synergies with Unbound Flourishing in Modern

1 year ago

Been testing unbound with newer cards and other deck lists: https://www.reddit.com/r/ModernMagic/comments/mdkh1w/ug_unbound_flourishing_tron/ https://www.mtggoldfish.com/articles/against-the-odds-unbound-wealth-modern-magic-online

Feels like Hydroid Krasis belongs in Game Winning. The value of a 2x/2x Flying Trample, draw x gain x is too much for most decks to come back from. Same for Walking Ballista, it's a great card all game. It can block then sac against aggro, disrupt creature combos and kill your opponent in the late game.

Magus of the Candelabra from testing feels like Great or even Game Winning. The copy goes on the stack, so you can target the same land twice. E.g. x=1, target Nykthos, Shrine to Nyx, copy also targets Nykthos. Use Nykthos once after copy resolves, and again after original ability resolves. If you have lands that produce more than one mana, such as Castle Garenbrig, Nissa, Who Shakes the World, Utopia Sprawl, Magus becomes insane.

Prismatic Ending would be god tier but the number of colors (converge cost) isn't copied. The copy can only exile a 0 cost nonland. This card is amazing even without unbounded. Probably belongs in Poor tho.

Repeal could be upgraded from Poor to Neutral / Good. Any card that double cantrips with Unbounded is decent. From my own testing and decks in the link above, it does well.

Shatterskull Smashing  Flip, Agadeem's Awakening  Flip and other modal lands are Good in the right decks.

The problem with cards like Genesis Wave, Vivien's Arkbow, Electrodominance, Fiend Artisan etc that put a card into the battlefield is your deck probably has cards with cost {x}. You have to pick x=0, so you have some dis-synergy. For that reason, unless you build around this, losing out on some really great {x} cost cards, they go down one synergy rating in my books. They are still great but not perfect. ;]

Animist's Awakening is a trap. I think it belongs in Neutral or Good in landfall decks. In a deck with 30 lands (which I doubt), without unbound you expect x/2 lands since half your deck is lands. With unbound, you expect x lands so pretty much it doubles your number of lands. Sure it gives you back your mana this turn and double next turn, but it doesn't quite affect the board state enough compared to other cards.

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