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.)
|Have (2)||, abby315|
|Want (4)||dchaffee02 , Aglaras , TrevStar7 , Secretagentmjl|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- Sword of the Animist and Retreat to Emeria interaction
- Sword of the Animist and Gideon Ally of Zendikar
- What is the order of Slab Hammer and Sword of the Animist?
- undergrowth champion given trample?
- Which happens first in a case of a creature having multiple instances of "Whenever this creature attacks, X happens."
Latest Decks as Commander
Sword of the Animist Discussion
1 week ago
I'd recommend Assault Suit. It fits Zurgo very nicely, since it forces your opponents to keep throwing him at each other's throats. You're not running a lot of basic lands, but otherwise Sword of the Animist goes very well with Assault Suit, since it keeps fetching you lands, even while your opponents have him.
2 weeks ago
You can easily get to about 10 pieces of ramp in Rakdos. Talisman of Indulgence, Rakdos Signet, Sol Ring, Fellwar Stone, Arcane Signet, Mind Stone, Thought Vessel, Sword of the Animist, and Herald's Horn (if you've got enough minotaurs). Dockside Extortionist and Mana Crypt too if you already got 'em or are able to proxy. Generator Servant is nice also if you really want to ramp into something once and give it haste (or 2 hastey creatures if you spend on each.).
If you actually build this... consider Pain Magnification in your list. It's kinda a curse all opponents type effect as you or your opponents can make each other discard (but not you).
3 weeks ago
Hi, can I check how competitive you'd like to be? Casual tables, FNMs, Tournaments?
I've got a few landfall ideas on the back burner that you might be able to make work with this. White black will rely more heavily on supporting cards than other landfall lists as 'lands matter' hasn't been printed on many cards in those colours. Overall, I'd look at being a lot lower on the curve, playing 1/2/3 drops that affect the boad - bodies, killing creatures or similar.
Try to focus budget on lands. Especially with landfall. Evolving wilds/Terramorphic Expanse/Warped Landscape for pure budget, the more expensive fetches when you can. Shocks can let you cheat on the exact colours of the fetches. Lands are the most important part of (almost) any deck, and with landfall that is emphasised somewhat.
Steppe Lynx. Most of the other options are in other colours, but decks it is in basically just 'play 1 drops, attack, crack fetches, maybe burn'.
Knight of the White Orchid is a great body with ramp, while Loyal Warhound a solid extra 4 copies. If you can turn them on, they make 'being on the draw' games a lot better - something not a lot of cards can say. Solemn Simulacrum is good. Especially if you get it back from the graveyard.
Felidar Retreat/Retreat to emeria are incredible value engines if you can turn them on. The rest of the deck would be setting up for that and making use of it.
Unearth + graveyard matters stuff, self mill and bloodghast shenanigans.
Black has land destruction, which is almost like ramp - a deck that gets itself lots of basic lands and casts Smallpox will work.
1 month ago
Cards I would add to this list:
I'm no good at suggesting what to remove for my suggestions, because I'm not the one playing the deck. And some of these might not be on your list because of price. Just thought I'd add my two cents.
1 month ago
TypicalTimmy here are my orginal thoughts of Wulfgar of Icewind Dale as a general.
You can have it or maybe use it to help build Naya
Early Game: Target Turns 1&2, Max CMC 2, But Lower Is Better.
(15)Cards That Ramp. Example:Sol Ring
Mid Game: Target Turns 3&4, Max CMC 4, But Lower Is Better.
(10)Cards That Fetch Lands. Example:Sword of the Animist
(10)Cards That Draw. Example:Werewolf Pack Leader
Late Game: Target Turns 5+, No Max CMC, But Lower Is Still Better.
(7)Cards With When This Creature Attacks It Gets Bigger. Example:Pathbreaker Ibex
(7)Cards with double Creatures Power. Example:Xenagos, God of Revels
(7)Cards that give addition combat. Example:Scourge of the Throne
Side Board: (Commander has no side board but i keep 12 cards in the deck to target meta)
(3)Cards That double triggers "Wulfgar fits here" Example:Strionic Resonator
What functions you add to the side board really depends on what your play group comes up with to stop your deck.
Base Suggested Functions: Grave yard Recursion, Damage Cant Be Prevented, Destroy Artifact/enchantment
1 month ago
Banding is always funny.
For ramp, one of my favorite monowhite cards is Oath of Lieges. Sure, it can help opponents, but group hugs are what banding is all about, right??? There are some of the classic artifacts people have mentioned, but I want to put Burnished Hart, Sword of the Animist, Wayfarer's Bauble, Monologue Tax and Terrain Generator on your radar. Oh, and Expedition Map to grab the Cathedral. Generally, I think 7-9 pieces of dedicated ramp in an EDH deck is about right, depending on the speed, colors, and avg cmc.
Outside of ramp, War Elephant would be good just to have a trample ability out on a creature. Nemesis Mask can make sure Abu Ja'far can really do some damage. You could also try out the totem armor enchantments to make it easier to reuse Abu in this way. Trapjaw Tyrant would also be funny in a band. Other than that, the only things that come to mind are Felidar Retreat, Kismet, Mass Calcify/Tragic Arrogance, and Blinding Light .
2 months ago
I've been playing monoblack in EDH for a while! So, I have some advice I can offer that I hope will help you out!
Land base: 35 should be enough, consider some utility lands: Maze of Ith Cabal Coffers (get it while it is cheap!) maybe some land destruction like Field of Ruin, Wasteland, Ghost Quarter, Strip Mine, etc. Nykthos, Shrine to Nyx Temple of the False God Cabal Stronghold Castle Locthwain Rogue's Passage
Equipment to boost your general:
Sword of War and Peace, life gain and protection Sword of Light and Shadow, recursion and protection Sword of Hearth and Home, protection, blink your ETB kill a guy creatures, ramp Sword of Feast and Famine, expensive, but super good Lashwrithe: ouch Vorpal Sword: haha double ouch Blackblade Reforged Sword of Truth and Justice Sword of the Animist
I might try to add a few more win cons in your creature base
Ramp and utility suggestions
Bolas's Citadel: super good but can be rough if you aren't gaining a lot of life Caged Sun: super good ramp and works when your opponents tap Skyclave Relic: better than darksteel ingot Tevesh Szat, Doom of Fools: good for draw and blockers Grief: hand control Thought-Knot Seer: hand control Ob Nixilis Reignited: stayed in my chainer deck for a while until Tevesh came along
Grim Tutor and Mastermind's Acquisition over diabolic tutor (depends on you play group if they allow a "wish board," some don't, I run acquisition but may pick up a grim tutor for groups not okay with it)
I might lose some of the instant speed removal for:
Some general removal as monoblack suffers from inability to handle certain types like enchant and artifact:
Tattered Mummy: Not that good, more consistent ways of grinding out damage Skyclave Shade: Bloodghast is better 1x Skeletal Grimace: I get the point, but there are better cards 1x Underworld Dreams: I am iffy on this one, Painful Quandary and Polluted Bonds may be better or good additions to complement it. The entire instant pool save hero's downfall and malicious affliction, there are better killspells Expedition Map: really only useful for setting up tron or land combos Liliana, Waker of the Dead: Liliana Vess works better
The True Meaning of Death and Taxes: this is my chainer death and taxes reanimator list, check it out for suggestions, I have a lot of cards in the maybeboard I have considered and even used at one point that may spark some ideas.
2 months ago
The Ramp, the Lands and Topdeck Manipulation
The major goal of every good Galea deck is the right method of ramp and topdeck manipulation. Every time you see a card that Galea cannot play, you should have a way to change the situation somehow. And there are two primary ways to achieve that:
Direct manipulation. Scroll Rack , Sylvan Library , Soldevi Excavations , Vantress Gargoyle and Jace, the Mind Sculptor directly manipulate with your topdeck, allowing you to gain card advantage. Let's look at Scroll Rack for example. If you have say three Auras/Enchantments in your hand that you can play this turn, and your topdeck isn't Aura or Equipment. You just draw three cards, put your Auras/Equipments on topdeck and play all them, actually drawing three cards for 1 mana!
Fetching lands. As long as Galea cannot play lands from top of your library, you should fetch lands as much as you can. This reduces the number of lands in your library (and the chance to see a land on your topdeck), and allows you to shuffle your library. We have six lands that fetch the other lands, and one of them ( Thawing Glaciers ) can fetch multiple times. We also have Sword of the Animist and Elvish Reclaimer that fetch lands repeatedly, and Expedition Map .
The Ramp strategy of this deck uses "the best of all worlds" principle: the best creatures, the best artifacts and the best Aura ( Wild Growth ). Most of the Ramp cards cost 1 mana, but there are few 0-cost and 2-cost cards. Why don't I use more Auras? Because creatures and artifacts are more efficient, and I need Ramp prior to playing Galea. Why do I use mana dorks? There are two reasons: I need early targets for my Equipment, and I want to sacrifice them later to Skullclamp .
This deck has three ways of fetching NON-basic lands: Elvish Reclaimer , Expedition Map and Tolaria West - and if you have Academy Ruins , you can recycle Expedition Map to fetch more lands. One of the best targets for the fetching is Urza's Saga , which can create a giant token and fetch Skullclamp or Expedition Map . Another very important target is Glacial Chasm , which can allow you to survive and grab victory even in a grave sutuation. Of course, Academy Ruins and Hall of Heliod's Generosity are also the popular fetch targets.
The Aura Selection
Most Auras in this deck steal or spoil enemy creatures (especially Commanders). It's hard to win when your Commander is stolen or converted to Insect :) There are only two Auras that should be played on your creatures: Mantle of the Ancients and Unquestioned Authority . Most of the time they are played via Sovereigns of Lost Alara : you attack, then fetch one of them from your deck, and, in case of the Mantle, also play all Equips from your graveyard.
The Hidden Gems
Conqueror's Flail prohibits opponents from playing spells during your turn. This allows you to play all your stuff without pesky counterspells and attack safely. It's very important for this deck.
Dowsing Dagger Flip should be transformed into a land that provides three mana of any color. It's a great Ramp, especially if you consider that Sword of Feast and Famine and Treachery untap your lands. With a bit of luck, you can even create two Construct tokens with Urza's Saga !
Fractal Harness is the easiest way of creating an enormous creature. It will grow very fast, and Belt of Giant Strength may give it +10/+10! If you get both in play, follow the "Trident Punch" path and look for Surestrike Trident .
Umbral Mantle doesn't have a lot of good targets in this deck: there are no creatures with powerful "Tap:" abilities. But you can steal them! :) Talking seriously, the Mantle is used to untap our Ultron after attacking. I am not a big fan of using Galea for this purpose: it's better not to put all the eggs into one basket. Plus, the Mantle makes a great combo with Surestrike Trident .
Shimmer Dragon is really great for this deck. It flies and almost always has Hexproof. It provides insane amount of cards. And it is much better material for Ultron than Galea IMHO. Most of the time you would need just one Scytheclaw or Kaldra Compleat on it to deal very serious damage.
Fierce Guardianship means that you always might have a counterspell :)
Thassa, God of the Sea is very helpful for two reasons: it can make your creature unblockable (even a tiny Elf with the Scytheclaw becomes a very dangerous threat!) and it provides a free Scry 1 every turn (see above on topdeck manipulation). Still, you have a chance of turning her into creature, since there are several permanents with UU in their casting cost. Having an indestructible creature is always nice!