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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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Guardians of Koilos
Artifact Creature — Construct
When Guardians of Koilos enters the battlefield, you may return another target historic permanent you control to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
![Animar, Soul of Elements feature for "Pauper" Animar + Keruga [Budget/Casual]](http://static.tappedout.net/mtg-cards-2/mtg-commander/animar-soul-of-elements/animar-soul-of-elements-cropped.jpg)
king-saproling on
Orcus Onslaught
3 years ago
You might like these: Umbilicus, Blood Clock, Ancestral Statue, Cloudstone Curio, Dragon Mask, Guardians of Koilos, Revel in Riches
SynergyBuild on Tezzeret combo. war of spark. …
5 years ago
No it doesn't. Saheeli, Sublime Artificer only triggers on non-creatures, Guardians of Koilos is a creature.
ghgiunco on Tezzeret combo. war of spark. …
5 years ago
with Tezzeret, Master of the Bridge in field and at least 5 artifacts play Karn, the Great Creator for free (cause tezz give affinity), -2 to get Guardians of Koilos from side, play it for free bounce the karn, repeat it and in the process saheeli makes servos for each noncreature then +2 tezz.
Legendary_penguin_of_death on
6 years ago
You have most of an infinite combo why not play the rest seeing as it only takes up two cards in the sb. Guardians of Koilos play Tez turn six then use the static ability to cast karn. -karn grab koilos bounce karn, play karn -karn again to grab the other koilos and let the koiloses bounce each other infinitely. If you have sai out you get infinite thops. Alternatively run 4 koiloses sideboard and then it becomes a 6 mana 2 card combo.
Jaecen on
Animar, Sec
6 years ago
Card Categorization
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.
Strategy
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
Repeatable Bounce:
Synergies:
- Panharmonicon !!!
- Cream of the Crop
- Decoction Module
- Impact Tremors
- Leyline of Vitality
- Hardened Scales
- Simic Ascendancy
- Path of Discovery
- Warstorm Surge
- Wild Pair
Unblockable Enablers:
- 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.
Draw/Card Advantage:
- Vizier of the Menagerie
- Sunbird's Invocation
- Stolen Strategy
- Rashmi, Eternities Crafter
- Garruk's Horde
- Descendants' Path
- Elvish Visionary
- Mulldrifter
- 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.).
FrozenHotSauce on
Midrange Izzet
6 years ago
Was also going to suggest Blink of an Eye but Perilous Voyage could also be a slight upgrade. River's Rebuke for late game as well. Perhaps a Dream Eater or Guardians of Koilos If you need more creatures.
stensiagamekeeper on Help me break Omnicience
6 years ago
Despite full knowing it isn't gonna be anywhere close to top tier. I really want to build something in standard with Omniscience (O.S.). My criteria is that O.S. has to be either the MVP or at least a viable alternate win condition for the deck. I'd appreciate it if people posted decklists running it, give suggestions or just share their thoughts below.
I'll post some decklists as I finish them but for now here's some of my rough concepts:
general:
- UG version of the standard 'Elf Ball' list running multiple O.S. and a Nexus of Fate. All the elf mana dorks+Beast Whisperer/Vanquisher's Banner. Ramp into O.S. and draw you deck.
Casting:
-
Treasure Map Flip + all 6 land drops can can mean 10 mana on turn 6.
Payoff:
-
Salvager of Secrets/Naru Meha, Master Wizard/The Mirari Conjecture + Blink of an Eye/River's Rebuke/Quasiduplicate/Unexplained Disappearance+ Diamond Mare/Diligent Excavator etc for post O.S. infinite something.
-
Nexus of Fate turns
I'll still be adding stuff to this list as people suggest things.
SaberTech on
Ancestral Animar
6 years ago
Red gets some fun spell names. Being able to say, "I finish you off with a gut shot," or, "Thud. You're dead," is sometimes all the reason you need to build some janky deck to include them in.
It's nice to see Reclamation Sage reprinted in an actual set. I consider that card an EDH staple at this point. Exclusion Mage was almost another Man-o'-War option for Animar, but of course they had to design it so that it couldn't bounce itself. It seems to be a trend with bounce abilities now, like with Guardians of Koilos. It makes we wonder if at some point someone on the design team had to play against an Animar deck.
Overall, I think the new set is looking pretty mediocre right now. There are a handful of interesting new cards and reprints for constructed, but nothing yet that would make me want to go buy a booster box. In draft though, I think I would almost always try to go mono-white weenie. The curve that the white creatures in the set offer is nuts, and that is JUST with common cards that you are pretty much guaranteed to see a lot of in every draft game.
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