Sword of the Animist

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sword of the Animist

Legendary Artifact — Equipment

Equipped creature gets +1/+1.

Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)

Quicksilver on The Rabbit Proof Fence can't save you now >:)

1 month ago

Sorry, I phrased that a little too black and white. It's fine enough that I can pull a Hare Apparent from my deck when I play one, the whiffing comes from a good card or two being forced onto the bottom of my library. I could play a Hare Apparent then suddenly end up with a good land or an Anointed Procession ending up at the bottom of the library. Sword of the Animist does at least allow for shuffling, so I can be lucky enough to end up with cards back near the top.

dr.kronski on

1 month ago

theNeroTurtle, I agree with clayperce. It seems to me that the changes you’ve been making already show the direction you’re heading in. What needs to keep being done is continuing to filter the Angels and solidify the manabase. The focus should be, above all, on that and on card draw.

Some other options to keep in mind going forward, considering what I mentioned and also the possibility of exploring different approaches (+1/+1 counters, tokens, and so on): Herald's Hornfoil, Vanquisher's Banner, Conjurer's Mantle, Patchwork Banner, Stoneforge Masterwork, Warrior's Resolve, Cathars' Crusade, Court of Grace, Teleportation Circle (with Inspiring Overseer or Karmic Guide), Together Forever, Cut a Deal, Split Up (just because it’s better than Guan Yu's 1,000-Li March), Sword of the Animist, Door of Destinies

CommanderNeyo on The Ultimate Warriors (Updated)

4 months ago

I love Mardu! My favorite deck plays a lot like this one.

Below are some of my recommendations, but I would mostly recommend you check out the CommandZone on Youtube - they have a deckbuilding guide that is very good. Also, for some ideas on cards, you can check out EDHREC, which is a database for deckbuilding.

Anywho, here are some of my recommendations:

== ADD ==

Isshin, Two Heavens as One and Windcrag Siege double all your attack triggers.

Alesha, Who Smiles at Death and Terra, Herald of Hopefoil if you face a lot of removal.

Swords to Plowshares, Damn, Blasphemous Act, and Ruinous Ultimatum for removal.

Boros Charmfoil for protection.

Voice of Victory, Bone-Cairn Butcher, Infantry Shield, and Dalkovan Packbeasts for more Warrior tokens.

Hardened Tactician, Raiders' Spoils, Mindblade Render, Skullclamp, and Zurgo Stormrender for card draw.

Professional Face-Breaker for ramp and card advantage. Boros Signet, Orzhov Signet, Rakdos Signet, Talisman of Conviction, Talisman of Hierarchy, and Talisman of Indulgence for more ramp.

Shared Animosity, Fiery Emancipation, and City on Fire for buffs.

Reconnaissance to remove any creature your opponent blocks so it won't die, and Redoubled Stormsinger to double your tokens.

33 Lands is very low, especially since you have so little card draw and a high average cmc of 2.67. I recommend at least 38, if not 40 - you generally want to be playing a land every turn for the first 5 turns.

== CUT ==

Here are some cards I recommend cutting:

Aeronaut's Wings, Colossus Hammer, Greatsword of Tyr, Inquisitorial Rosette, Mardu Monument, Team Pennant, Amazing Alliance, Cartouche of Solidarity, Rally the Ranks, Shared Triumph, War Effort - Most of these provide modest buffs or require too much mana to use in one go. Most equipment are better in dedicated equipment builds, while Zurgo is generally more about going wide. If you do want to play equipment, I would recommend ones that provide utility (like Sword of the Animist, which you already have) or provide large buffs (like Blackblade Reforged). Cards that only buff your damage by 1 are generally underpowered.

Chromatic Lantern, Commander's Sphere - Your commander is 3-mana, so it is nice to have 2-mana ramp so you can still play your commander on curve.

Diabolic Tutor and Mastermind's Acquisition are a lot of mana for a tutor, and I would generally recommend cutting them.

Anywho, that's a lot, but let me know if any of it was helpful!

NV_1980 on Spencer's Vivi Deck

5 months ago

Nice! In my own version I'm using Coruscation Mage and Queen Brahne to increase the non-combat damage as a result of spell-casting. You could make this deck even more competitive by changing the balance a bit between lands and mana-rocks. As an Izzet deck, you won't be able to drop lands that often, but cheap artifact rocks ... you can cast those as often as you want per turn, as long as your mana last that is. Vivi already helps you with this, but including even more cheap mana rocks (instead of lands) would boost you even more. Ow, in case you're looking for ways to increase land drops for Izzet decks like this one, try Terrain Generator or Sword of the Animist. Good luck!

lil_cheez on Cloud's Courageous Coalition

7 months ago

Greetings friend, we've got a fine start here, I have some inputs but I'm not an equipment expert.

There are some cards that you can't legally run in this deck: Judge's Familiar, Vault of the Archangel and Age-Graced Chapel  Flip. In commander there's a thing called "Color identity", that is, cards in your deck can't have colors or mana symbols that are not on your commander.

You'd like to up the land count do 36, maybe 37; try and shove in more or less, 10 cards each that ramp mana, remove problematic stuff from your opponnents, and draw you cards.

Ramp suggestions: Sol Ring, Sword of the Animist, Gold Myr, Jhoira's Familiar.

Draw: Rogue's Gloves, Mask of Memory.

Removal: Generous Gift, Argentum Armor.

Cut cards that don't escalate very well in multiplayer. Champion of the Parish for example may be a beast in a 60-card, 4-copies each deck, but here he would be just a body.

I hope this helps for now, good luck adjusting the deck and have fun!!

Optimator on Aerith Gains

8 months ago

I do like how the new Sword of the Animist is Aerith in the art. Very flavorful of Cloud to bring her that staff.

EliseRococo on Aerith Gains

8 months ago

Vigilance has been a stronger consideration that I've gone back and forth on. I nearly slotted in Heliod, God of the Sun, but I felt the creatures were leaning too high cost. He got cut along with Serra the Benevolent, which could be some token generation and some +1/+1s in between. The 5+ cost creatures I've kept such as Archangel of Thune or Elesh Norn, Mother of Machines just seemed to be the bigger priority since they directly contribute to the counter ramp.

I could swap out one of my 1/1 Clerics since I'm looking at quite a few filling the role, but I also want to maximize having life generation if I lose one or two life generation sources early. It would require a fair amount of testing after I build to really know what balance feels right to me, I suppose.

Aside from that, Cloud, Midgar Mercenary is certainly more of a flavor inclusion, but he's still an easy to play equipment search. That can help to pull lands with Sword of the Animist or getting more lifelink online with the White Mage's Staff.

I'll have to think on the rest before I come to any conclusions about changes, I'll need to find the chance to throw a bunch of proxies together in the meantime.

KayneMarco on Obby’s Mono Black Landstorm

11 months ago

Profet93: definitely like the snow swamp idea. Made that change right away. If Panharmonicon worked for landfall abilities it would be in here and every other landfall deck I’ve built. As for your ramp suggestion, what is there in mono black that I don’t have in here other than swampcycling or basic landcycling? Between all the “fetch lands” and sad robot and Sword of the Animist type cards that are already in here what else is there?

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