Rattleclaw Mystic

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Rare
Promo Set (000) Rare

Combos Browse all

Tokens

Rattleclaw Mystic

Creature — Human Shaman

{T}: Add , , or to your mana pool.

Morph (You ma play this face down as a 2/2 creature for . Turn it face up at any time for its morph cost.)

When Rattleclaw Mystic is turned face up, add to your mana pool.

Rattleclaw Mystic Discussion

SP3CTR3_chelts on Will there Ever Be a ...

2 days ago

There are actually quite a few along those lines (excluding the creatures that tap for one of any color or one of any color a land could produce/untap land):

U/G that tap for U/G:

Gyre Engineer

Avid Reclaimer

Maraleaf Pixie

U/G that taps for mana:

Weaver of Currents

G that tapps for U/G/X:

Noble Hierarch

Rattleclaw Mystic

Urborg Elf

Taps for U:

Sea Scryer

Silver Myr

I'm sure there are more

multimedia on Animar, God Of Hydras

4 months ago

Hey, your deck looks good except the manabase. You've neglected the manabase in favor of the rest of the deck :( This manabase is for a $100-$200 budget deck not a $400+ deck. If deck price is a concern then cut Primal Vigor since it's a redundant five drop because of Doubling Season and one of Palinchron or Ulamog, the Ceaseless Hunger ; use the $56+ to improve the manabase. Palinchron can be cut and replaced with less expensive price Peregrine Drake .

I would start with getting one of each of the Pain lands and Shock lands, more dual lands that ETB untapped which are wanted to cast Animar on curve. Shock lands, Pain lands and Check lands manabase is fine with basic lands. 21x basic lands is a lot for a $400+ three color deck that wants to make difficult mana cost turn three/four consistently.

Lands to consider adding:


Ancestral Statue is the only creature enabler for Animar here. Consider more than Statue?

Upgrades to consider:

Other upgrades to consider:

Creatures who ramp give you more with Animar because if cast before can help to cast Animar and then afterwards if cast can add counter to Animar. These mana dorks who can make any color of mana for Temur can help the manabase, bringing consistency of color fixing for playing Animar faster. The same can be said for creatures who can put a land onto the battlefield because it's then ramp who can be bounced and played again. There's already more Forests than any other lands which is good when playing green mana dorks. Good luck with your deck.

JonnyG21 on Harvest Animar

4 months ago

Also, just wanted to ask about a few cards you're not running that aren't in maybeboard:

Lightning Greaves / Swiftfoot Boots : provides protection, and even if the dude dies to a wipe, the boots stay on the field. Also, haste Animar is kinda nice to swing for infinite unblockable against any deck with white or black creatures.

Somberwald Sage : Just really strong on paper. Lots of dudes in the deck, and they often require colored mana. Seems good.

Glen Elendra Archmage : negate on a stick, AND you can use it twice. Seems weaker than siren stormcaller due to necessary counters on Animar, but worth considering imo.

Fierce Empath : 1 mana tutor to hand for Tishana/consecrated sphinx. Need I say more? Maybe.

Fabricate : ok this one seems to be the most obvious to me. Tutor ancestral statue to hand. Seems like a must go in. Also finds ball, metamorph, and spellskite notably.

Gamble : another obvious one imo. One mana tutor. Idk how often you're dumping your hand, but I like those odds.

Rattleclaw Mystic : Mana good, plus converts colors.

Wall of Blossoms : more useful elvish visionary: has health.

Weaker contestants:

Skullclamp : draw cards. lots of dudes with 1 toughness. One of the stronger cards in the "weaker" section.

Den Protector : recursion on a stick. Seems good. Puts in hand instead of on top like noxious revival. Comperable to eternal witness, doesn't cost double green (ouch).

Shrieking Drake / Dream Stalker / Man-o'-War : good for combos, good for value. Most lists run them. Why not here? I think i might be missing something, although I can also agree that maybe they're not as powerful as the other 100 cards currently in.

Verdurous Gearhulk : it's at WORST a 5/8/8 trample, can be a 2/4/4 that buffs Animar 4, not to mention possible Rishkar or Generous Patron synergy. One of the weaker cards in this list imo.

Ainok Survivalist : morph is fun with Animar, 1G for a naturalize, plus free counter on Animar. I think it's worse than nature's claim or reclamation sage though.

Cloudstone Curio : I know it's not needed to combo, but seems like you could generate a lot of value, or a possible combo.

Purphoros, God of the Forge : one R for an indestructible body for ancestral combo, instead of using ball.

Hardened Scales : Double counters on animar, really good turn one.

Deadeye Navigator : forget the infinite combos associated with him, he's a great value card. Problem is paying the double blue, and then the blue to bounce. Also provides built in protection for himself and another card.

Thanks for looking through this whole message.

Last_Laugh on Animar Counters

4 months ago

I have several suggestions for you. First, you need to take conventional deck building and toss it out the window lol... Animar doesn't get built like a regular deck.

For example, you are running 22 non-creature spells and in Animar you want about 15 tops. Any non-creature that can be replaced with a similar effect on a body needs to happen.

Ramp: Beastcaller Savant , Rattleclaw Mystic , Sakura-Tribe Elder , Shaman of Forgotten Ways , Somberwald Sage , etc.

Draw: Beast Whisperer , Soul of the Harvest , Primordial Sage , Tishana, Voice of Thunder , and Glimpse of Nature if it's in your budget.

Land Untap: Cloud of Faeries , Peregrine Drake , Stadium Vendors , Great Whale , etc.

multimedia on Animar Spaghetti Party

5 months ago

Hey, lots of good cards here, but I think you're taking the Eldrazi theme too far; so far that it's hindering the rest of your deck.

You don't need 45 creatures who are all Eldrazi. The Eldrazi plan is good with Animar since they're colorless creatures, but before you can consistently play good Eldrazi creatures you need a lot of counters on Animar. This is where mana dorks can shine because they can put a counter on Animar and also be used as ramp for Eldrazi. It's also beneficial to play a few low mana cost support creatures who are excellent when you can bounce them or because they give you repeatable value.

Ancestral Statue is an engine with Animar since it can bounce itself back to your hand and if you have four or more counters on Animar it can be a loop of casting Statue for free and putting a counter on Animar each time, that's good with Eldrazi Titans. Fierce Empath is a very good Eldrazi tutor since most of the best Eldrazi have six CMC or higher. Being able to bounce Empath to then play it again can give you a repeatable Eldrazi tutor.

When casting a lot of creatures then Beast Whisperer is good repeatable draw. Fauna Shaman can be a repeatable creature tutor; discard an Eldrazi Titan who you can't cast yet, shuffle your library and then tutor for any other creature. Eternal Witness is an not Eldrazi, but she's and upgrade for a few cards here and is very good when you can bounce her. Thespian's Stage is another source of colorless mana that can potentially be another Eldrazi Temple .


Eldrazi to consider cutting:

  • Eldrazi Devastator
  • Wretched Gryff
  • Vile Aggregate
  • Tide Drifter
  • Ruination Guide
  • Nettle Drone
  • Kozilek's Channeler
  • Eldrazi Obligator
  • Deepfathom Skulker
  • Brood Monitor
  • Breaker of Armies
  • Vexing Scuttler
  • Mockery of Nature

Caerwyn on Ramos deck -Does Rattleclaw Mystic ...

6 months ago

A card's colour and a card's colour identity are related with one another, but slightly different.

A card's colour is defined as follows:

Rule 105.2: An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object's color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.

Colour Identity, on the other hand, is defined as follows:

903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card's mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).

Notice how Colour Identity adds mana symbols in the card's rules text.

Applying these to the two cards:

Transguild Courier has a characteristic-defining ability that makes it five colours. As such, it is a five-colour card, and will put five counters on Ramos. It also has a five-colour identity.

Rattleclaw Mystic is only one colour, , since colour does not look at mana symbols on the card's rules text. However, it would have a colour identity of, because show up in the rules text.

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Rattleclaw Mystic occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

RUG (Temur): 2.75%