Beast Whisperer

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Beast Whisperer

Creature — Elf Druid

Whenever you cast a creature spell, draw a card.

DreadKhan on EDH Merens Reanimator

4 weeks ago

When I built my Meren deck, I found that even with a pretty Black heavy deck, it was nice to run more Green than Black mana sources, since my Green ramp fixed my Black mana. I also cut lands for repeatable (and potentially repeatable) ramp like Diligent Farmhand or the Dawntreader you're considering, these can not only help get Meren out early, they give her something very useful to do with her ability as soon as she's out. There are quite a few now, but I only run ones that can find swamps. I also run a couple cards like Wood Elves, which don't sac themselves but can be sacrificed for value as soon as Meren is out. Using these types of cards allows my fairly low land Meren deck to be extremely rampy if Meren stays out. You can also run lots of 1 mana dorks in Meren, including Elves of Deep Shadow and knock-off Llanowar Elves.

I also find it's hard to run enough card draw, stuff like Grim Haruspex and Midnight Reaper or Beast Whisperer can draw a bunch of cards, and all of them are creatures. This brings me to another point, I found that in Meren that it's hard to run too many utility creatures of various sorts, you can do an astonishing amount of stuff with creatures in Golgari, I presently have 55 creatures in the 99, which makes cards like Lurking Predators insane and Heartwood Storyteller lots of fun, because Meren decks are also pretty good at pressuring the board, it's hard to know how many of the various Demon's Disciple family of cards you should run, but they feel pretty decent in Meren in my experience, if a bit obnoxious. There are also more cards like Grave Pact, Dictate of Erebos, as well as Savra, Queen of the Golgari, these are all super-obnoxious in a deck that likes to sacrifice stuff. One really weird 'one creature toolbox' is Callous Bloodmage, this can do a bunch of stuff and can be worth recurring if you can get it killed.

Not sure if you've ever come across these, they are old and rare even in Commander, but I find Ritual of the Machine and Helm of Possession can do work in Meren, the Helm is a sac outlet that grabs the best creature on the board. It rarely lasts too long, but it's a very strong effect if you're not worried about running artifacts. Ritual is nice and compact, you sac something you want dead to steal the best thing in a way that's hard to interact with for many decks. Final Parting is an interesting card in Meren, you can put a Protean Hulk or Razaketh, the Foulblooded, maybe Sheoldred into the graveyard and a Reanimate into hand, so it's 6 or 7 mana to put your best creature into play from the library.

If you want any ideas about infinite (or non-infinite) combos that can win games, I read a lot of Meren deck Primers, so I might have some ideas if you want to have that option.

Very good deck so far, hope you enjoy testing it!

jarncards on hasteland

4 weeks ago

For global haste you can use Fires of Yavimaya, Concordant Crossroads, Mass Hysteria, and Urabrask the Hidden who will also conveniently turn off other people's haste. Anger and Barbarian Class also give haste after more effort.

Ant Queen, Artifact Mutation, Battle Hymn, Circle of Dreams Druid, Dragon Broodmother, Pest Infestation, Scute Swarm, Tempt with Vengeance, Sylvan Offering, Termagant Swarm are all useful if you can give haste to all of them.

Birds of Paradise is just the best mana dork.

You have green, so you might as well use the standard ramp package with Cultivate , Kodama's Reach, Explore , Farseek, , Rampant Growth, Three Visits and Nature's Lore. Probably ignore most mana rocks, because people are going to want to vandalblast you just because of the treasures.

Relentless Assault, Scourge of the Throne, Combat Celebrant, Hexplate Wallbreaker, World at War grant extra combats, with Hellkite Charger and Aggravated Assault potentially going infinite.

Vandalblast goes in every red deck. Even though youll have a ton of treasures i'd still run Brotherhood's End too

For draw spells consider Scroll Rack, Garruk's Uprising, Elemental Bond, Soul's Majesty, Furious Rise, Rishkar's Expertise, Beast Whisperer, Shamanic Revelation, Disciple of Bolas, Pact of the Serpent, Painful Truths, Harmonize, Sign in Blood, Night's Whisper, Read the Bones, Ambition's Cost, Ancient Craving, Damnable Pact, Commune with Lava, Lifeblood Hydra, or maybe Necropotence although the color restricion on necro is tough, treasures should take care of it.

Fable of the Mirror-Breaker  Flip, Ragavan, Nimble Pilferer , The Reaver Cleaver , Gadrak, the Crown-Scourge , Ancient Copper Dragon , Old Gnawbone Ziatora, the Incinerator for more treasure makers. Pyrohemia and Pestilence could be fun with the extra mana. Awaken the Woods is an amazing x spell too, but wont appreciate the two aforementioned cards.

If you're using magda the deck will benefit from dragons and expensive artifacts. throw in Imperial Recruiter and Worldly Tutor, Vampiric Tutor, and Demonic Tutor all go in your colors. so you can get her more consistently. Darksteel Forge and Gate to Phyrexia can be tutored into play with her for five treasure.

If you use dragons, you could add Dragonstorm, but you should carefully consider how many cheap spells you expect to be able to cast if you arent building specifically towards this card. Chatterstorm, Empty the Warrens, Yawgmoth's Will, Jeska's Will, Mana Geyser, and Manamorphose, Past in Flames are all good on their own and would add synergy.

If it ends up dragon tribal, cards like Crippling Fear , Kindred Dominance, Crux of Fate

Swashbuckler Extraordinaire is a very good payoff for using treasures if you dont use certain other nightmarish dragons like Atarka, World Render, Blast-Furnace Hellkite, Terror of Mount Velus, Thrakkus the Butcher

LegionofSam on Chulane Budget

1 month ago

Thank you for these suggestions. I guess I would consider Beast Whisperer more the level of budget for this deck. Can see some of these making it in rather than Edric though the base of this deck was me taking an extra turns deck apart. Ironically, after doing that I can see how Chulane could be a good extra turns shell

CruelSilenc3r on Chulane Budget

1 month ago

Im not sure if I can edit my first post so I will say this, one of the best cards in any Chulane deck is Intruder Alarm generates insane value not only with chulane but other etb draw with cards like Guardian Project and Beast Whisperer

Spirits on

2 months ago

Hey Zorke,

I have a Budget Animar deck built around morph.

Couple questions, first is what is the goal of the deck? Briefly looking, seems to be a Tuned (Mid) 5 or 6 deck, is your goal to stay around that or looking to build towards an Optimed (High) 7 or 8? It really will change what the recommendations are in terms of Land Base / Ramp Efficiency / Combo / Mana-Curve.

The obvious missing card here is Ancestral Statue. With Animar, Soul of Elements at 4 counters, he can make an infinitely large general just by repeatedly bouncing Ancestral Statue with itself. It also contributes to the infinite ETB triggers for things like Beast Whisperer and Purphoros, God of the Forge as examples. You have some non-morph in there, so I'm not sure its a flavor exclude, but maybe a no-combo exclude?

Keep in mind too that although Animar, Soul of Elements discounts the casting cost to play the morph face down, however, he doesn't discount the morph cost to flip them back up, so you have to selective on the morphs you choose, otherwise you lose the ability to activate their morph abilities.

There are some noteable ramp creatures missings, Birds of Paradise for sure, flying/ramp/animar counter, checks lots of boxes. Solemn Simulacrum can be decent ramp, he sticks with a 5/6 theme a bit tougher to find space in a 7/8 if that is the goal. Peregrine Drake is another notable ramp createure.

Heraldic Banner is a bit strange, name by volume, or for a majority of the flyers? I'm not sure. Something like Ornithopter of Paradise feels better even without haste/riot.

Dunno why Stuffy Doll would be in here, he needs either a Blazing Sunsteel or Ill-Tempered Loner  Flip to elminate a single opponent, so no highly efficient. You dont really have a way to retarget him either, even with a Blazing Sunsteel would need more creatures like Icefeather Aven or Echo Tracer. Not recommending, just saying without more bounce he just wasting a spot.

Aether Hub just seems like a bad City of Brass or Mana Confluence. There a lots of lands that would improve your deck, commander lands like Rejuvenating Springs/Training Center or fetch lands like Misty Rainforest/Wooded Foothills.

Unless Tidespout Tyrant is a favorite or something, his CMC is ridiculous and shouldn't be in there, Animar, Soul of Elements can't pay the .

Keep Safe isn't a modular counterspell. Just a plain Counterspell would be better. Depending on power level, there are 0 mana counterspells, 1 mana counterspells, and good 2 mana counterspells. Also, don't forget you have your morphs with counterspells.

Shaleskin Plower is a good example of a heavy morph cost, for an ability you dont really need.

Gilded Lotus isn't reduced by the general counters, not sure why we would want it.

Have lots more ideas, just need a deck goal point of reference to give some better recommendations.

NV_1980 on So Many Spiders

3 months ago

I think you've produced an interesting deck, but there's something important that requires pointing out. Your land-count currently sits at 28. This could work, provided the deck has lots of low-cost ramp and/or rocks to compensate and/or lots of cheap draw/filtering. Problem is, it does not, which aroused my suspicions that this deck was going to act very slow.

To confirm this, I play-tested this deck 10 times. Here's what happened:

  1. Attempt 1: drew 6 lands in opening hand; could really start doing stuff by turn 4.
  2. Attempt 2: drew 1 land in opening hand; did a mulligan, again drew only 1 land, did a 2nd mulligan, again 1 land, 3rd mulligan, also 1 land (hand down to 4 by now).
  3. Attempt 3: drew 3 lands in opening hand but had to play 7 turns before I could cast anything meaningful.
  4. Attempt 4: repeat of attempt #2, although with 3rd mulligan I drew 2 instead of 1 land.
  5. Attempt 5: drew 2 lands in opening hand but no additional lands or ramp spells during the following 5 turns. Hand didn't contain anything useful to cast for 2 mana so was essentially stuck until turn 6.
  6. Attempt 6: first 'good' game; drew 3 lands in opening hand and also drew more in subsequent draws so that I could really play stuff from as early as turn 3.
  7. Attempt 7: second 'good' game; had Ishkanah out by turn 4 and could even use her delirium ability when casting her.
  8. Attempt 8: No lands on initial draw. Mulligan 1 yielded 3 lands. Couldn't cast anything until turn 5 though.
  9. Attempt 9: No lands on initial draw. Mulligan yielded two forests but drew no additional lands for next 8 turns and couldn't cast anything with two mana I had.
  10. Attempt 10: Repeat of attempt #9, only this time I couldn't cast anything until turn 7.

I don't know about you, but in my meta this kind of average speed would get me slaughtered. My advice to you would be to increase your land count to anywhere between 32 and 35, add some more cheap rocks (Arcane Signet, Fellwar Stone, Golgari Signet) and/or ramp spells (Rampant Growth, Three Visits, Cultivate/Kodama's Reach and maybe also add some more card draw opportunities like Beast Whisperer or Phyrexian Arena.

Good luck.

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