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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Gift of the Gargantuan
Look at the top four cards of your library. You may reveal a creature card and/or a land card from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.
Poolplayer on Fun with Nacatl
5 months ago
Updating to Alpine Meadow was a great call for Wild Nacatl being 3/3 on turn 2 with the right draw and came up quite a bit and with a forest in play ambusher surprised haste goblins on return attacks. I tried putting a plains and mountain alone but the cursed draws would give me those and no forests to power the deck from behind. Evolving Wilds is the cheap way to thin the deck and either Sol Talisman or Mox Tantalite work well by turn 3 to get an advantage without tapping out for artifacts of the same power. I was trying Gift of the Gargantuan but the rate of not drawing land wasn't working well and being stuffed with creatures I couldn't afford to play wasn't working as well as Kodama's Reach.
Anyways, a fun deck. Comments are welcome!!
Jaecen on Animar, Sec
4 years ago
I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar
The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.
There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.
The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:
- Animar only decreases colorless costs
- Animar only cares about creatures
- Animar only cares about casting creatures
Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.
Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.
Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.
To best abuse Animar, we want:
- Many creatures across a range of mid to high colorless costs
- As many of those creatures in our hand as possible
- An many +1/+1 counters on Animar as soon as possible
- A means to make Animar unblockable
The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.
Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.
Abusable Colorless Creatures:
- Myr Battlesphere creates four Myr tokens
- Precursor Golem creates two 3/3 tokens
- Artisan of Kozilek reanimates a creature
- Duplicant exiles a creature
- Anodet Lurker and Peace Strider gain three life
- Electrostatic Pummeler and Multiform Wonder give three engergy
- Reservoir Walker gains three life and gives three enery
- Grim Poppet gives three -1/-1 counters to put on something
- Meteor Golem destroys something
- Mirror Golem exiles a card from a graveyard
- Pierce Strider drains three life from an opponent
- Skyscanner draws a card
- Mindless Automaton draws a card via a +1/+1 counter interaction
- Solemn Simulacrum tutors a basic land into play
- Thought-Knot Seer can effectively mill and oppenent with ETB and LTB triggers
- Triskelion deals damage via a +1/+1 counter interaction
- Workhorse grants colorless mana via a +1/+1 counter interaction
- Oblivion Sower steals lands from your opponents deck
- Panharmonicon !!!
- Cream of the Crop
- Decoction Module
- Impact Tremors
- Leyline of Vitality
- Hardened Scales
- Simic Ascendancy
- Path of Discovery
- Warstorm Surge
- Wild Pair
- Herald of Secret Streams
- Thassa, God of the Sea
- Whispersilk Cloak
- Protective Bubble
- Aqueous Form
- Keeper of Keys
- Key to the City
- Passwall Adept
- Rogue's Passage
- Aether Tunnel
- Cloak of Mists
- Suspicious Bookcase
- Marchesa's Smuggler
- Tricks of the Trade
We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.
- Vizier of the Menagerie
- Sunbird's Invocation
- Stolen Strategy
- Rashmi, Eternities Crafter
- Garruk's Horde
- Descendants' Path
- Elvish Visionary
- Fierce Empath
- Wall of Blossoms
Changes to the Existing Cards
I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.
Cards that seem particularly problematic:
- Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
- Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
- Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
- Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
- Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
- Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).
Alkadron on Howlpack alpha brawl
4 years ago
Also: maybe drop a bit of the removal for some digging? With constant Immerwolf access, the werewolf cards actually get real good, but there aren't a lot and you gotta draw them. Stuff like Gift of the Gargantuan and Commune with Nature can be a big help in these situations. I especially like Gift of the Gargantuan 'cause it can put two cards in your hand, Seek the Wilds 'cause it's real hard to whiff, and Vessel of Nascency 'cause you can use it without contributing to the two-spells-a-turn-makes-your-creatures-suck issue.
Savage Silhouette , Withstand Death , Sheltering Word , and Serpent Skin can help keep the Immerwolf around as well, which seems important.
Asder on Jackie Treehorn's Logjammin'
4 years ago
Adventurous Impulse is close to a strictly better version of Gift of the Gargantuan
Ruffigan on Shaman of the Fireball | Pauper EDH
4 years ago
Here are some suggestions I have after looking it over:
- Add Farhaven Elf
- Since you have so many creatures you can run a couple of the Green draw cards like Bequeathal, Lead the Stampede, Gift of the Gargantuan, and Adventurous Impulse
- The Peregrine Drake combo is one of the common win conditions in the format, so along with your spot removal, I would add Relic of Progenitus and Shred Memory to remove Ghostly Flicker/Displace from their graveyard before the combo can start
eyes2sky on Jackie Treehorn's Logjammin'
4 years ago
greatgoofini I did consider Lead the Stampede (and might still play-test it), but Gift of the Gargantuan seems better here since it can get me both a land and a creature...and since I'm sac'ing lands It gives me more consistent land draws. Thanks for the suggestion.
Sligo on Titan Pinnacle
5 years ago
Hey I run titan/shift at my lgs. I really like Gift of the Gargantuan it looks like it would consistently get hits in this build. This archetype really loses out without Scapeshift however the price tag does kinda cut off accessibility to that spell. I don't run any fetches in my build because you really want as many mountains as possible in your deck so I am gonna strongly suggest you just take out your Evolving Wilds. Blood moon just wrecks pretty much your whole game plan so you might want to main-deck a copy or two of Destructive Revelry, or Beast Within anywho, I believe this build would benefit greatly from a copy of Kessig Wolf Run
Last but here (this is the good part) jam in four copies of Amulet of Vigor ensuring that every land you fetch for or play comes in untapped will speed you up in a subtle way the amulet itself doesn't draw a lot of hate, but the real reason to do This is so you can run a one of Hanweir Battlements so if you have an amulet on board then prime time always comes out swinging which usually results in a win.
5 years ago
Hello, multimedia. Thank you very much for you help!
Fauna Shaman & Gaea's Herald : I will definitely look for these cards, they would be a huge help. I would probably replace Weird Harvest, but I'm not sure with Autumn's Veil. I just wanted that extra coverage.
Fierce Empath : I took him out initially because I only had 1 creature with more than 6 cmc (Regal Force). I wanted to keep it pure tribal as possible, but I guess it may not work out... I'll try out Garruk's Horde (extra hand) , Thunderfoot Baloth (extra damage), & Lifeblood Hydra (extra draw/mana sink). On a side note: I've been thinking about using Nylea, God of the Hunt for her mana ability. What are your thoughts?
Lead the Stampede : I never thought about using this spell that way. It does seem like I would rather have creatures than lands later in the game. Maybe I will take that over Gift of the Gargantuan. I'm not so sure about taking out Crop Rotation and Sylvan Scrying, I need them to tutor Wirewood Lodge and/or Maze of Ith for faster infinite mana.
Harmonize : I had this card before, but I felt that it was too slow to include, and it could be countered easily if I didn't have Autumn's Veil, resulting in a waste of mana. However, I do have Momentous Fall, which is an instant, and since I may be including bigger creatures in my deck, I might have a better opportunity to use that draw power.
These suggestions are really wonderful, and it's giving me a much better idea in how I should form this deck. Thank you so much.