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Creature — Drake
When Shrieking Drake enters the battlefield, return a creature you control to its owner's hand.
Shrieking Drake Discussion
2 weeks ago
Hey man a few cards to consider adding.
These trigger twice, and can help you create infinite manna:
More ETBs lets you get 2 creature and both have strong effects: Wild Pair
A possible big finisher:
2 months ago
Earthcraft screams combo with Shrieking Drake and such. It's worth investing in one of you ever want to turn the deck into it's competitive version. You would need to run approximately 8 or 9 basics, mostly islands and forests to run Earthcraft effectively.
2 months ago
Nice deck! Have you considered cards like Shrieking Drake , Temur Sabertooth , or Dream Stalker paired with Peregrine Drake ? Not only is it an infinite mana engine, but it also gives you access to more effects that allow you to bounce your permanents and repeat their ETBs. If you have access to infinite draw, Jace, Wielder of Mysteries and Laboratory Maniac are solid too.
Here's the link to my list. I built it as a sort of toolbox combo deck.
2 months ago
I don't know how casual you're going with this, but what about Shrieking Drake ? You pay one blue mana, remove a counter from Arixmethes, have the drake bounce itself... rinse and repeat. Technically speaking, you could animate Arixmethes on turn five and immediately attack with him this way.
3 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:
- Yavimaya Coast
- Shivan Reef
- Karplusan Forest
- Game Trail
- Sulfur Falls
- Breeding Pool
- Steam Vents
- Stomping Ground
- Exotic Orchard
- Botanical Sanctum
- Cascade Bluffs
- Flooded Grove
Ancestral Statue is the only creature enabler for Animar here. Consider more than Statue?
Upgrades to consider:
Other upgrades to consider:
- Fauna Shaman > Secrets of the Golden City
- Birds of Paradise > Explosive Vegetation
- Rattleclaw Mystic > Skyshroud Claim
- Paradise Druid > Kodama's Reach
- Beastcaller Savant > Rampant Growth
- Farhaven Elf > Search for Tomorrow
- Vizier of the Menagerie > Increasing Savagery
- Forgotten Ancient > Renegade Krasis
- Coiling Oracle > Hamletback Goliath
- Lifeblood Hydra > Hydra Broodmaster
- Signal the Clans > Solidarity of Heroes
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.
3 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.
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
3 months ago
4 months ago
Something I hadn't really thought about until recent testing is how Animar is supposed to remove Beast Whisperer from the board if you have it in play before going off with Ancestral Statue . The Caller's trigger is mandatory, so if it is out before the Statue you would end up decking yourself long before you were able to put enough counters on Animar to kill all your opponents with Walking Ballista . My deck still has enough jank cards in it that dealing with the Caller was never a real issue for me, but it is something that I have been thinking about more now that people are talking about potentially cutting Kiri.
Neoform and Eldritch Evolution can both sac the Caller, Kiri can bounce it, and in your list you could also use Dark-Dweller Oracle to sac the Caller. In theory, if you are drawing your deck you should be able to draw enough free mana sources to be able to use any of those options to get rid of the Caller. However, not everyone runs the Oracle and if they cut Kiri all they would have left are two spells, with a good chance that they may have used one of them to get the Statue. Thankfully, since both those spells require them to sac a creature as part of their casting cost, having those spells countered doesn't prevent them from getting the Caller off the board. If people can't afford the moxes though, or someone has Null Rod out, being able to cast those spells is a real concern.
I guess my conclusion from all of that is that if people decide to remove Kiri they should really consider including the Oracle as you have, or have some other bounce creature like Shrieking Drake or Man-o'-War that is able to get rid of the Caller.
Shrieking Drake occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%