|Commander / EDH||Legal|
Printings View all
|Coldsnap Theme Deck (CTD)||Common|
|Masters Edition II (ME2)||Common|
|Ice Age (ICE)||Common|
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Creature — Plant Wall
Sacrifice Tinder Wall: Add to your mana pool.
, Sacrifice Tinder Wall: Tinder Wall deals 2 damage to target creature it's blocking.
Tinder Wall Discussion
1 week ago
Wow LurkerInTheBush, I hadn't realized you asked this question so long ago. I meant to reply sooner, but life got in the way. First, I'm glad you like the deck! Aside from the obvious change of the Cluestones to the Signets, I think card draw is the deck's weakest point by far. I prefer reusable effects, so cards like Darksteel Pendant and Seer's Lantern are good choices here for filtering away bad draws.
Ramping for mana other than green is a good choice too. Avacyn's Pilgrim will most likely replace Llanowar Elves for another way to get Woolly Thoctar out on turn 2. Tinder Wall and Orcish Lumberjack are also up for consideration here.
1 month ago
Ideally you would not be sacrificing things until Kresh is out mid-game right? I don't really see it as an issue. I think there are more cards with decent reanimation built in that you could use: Squee, the Immortal , Squee, Goblin Nabob , Gutterbones , Endless Cockroaches
If you want something to do early game I always fall back on ramp. Jund has so many ramp options. I would suggest you swap all your mana rocks for mana dorks since you can get benefits if they die. I did this same thing with my Prossh, Skyraider of Kher deck, and found many different dorks: Deathcap Cultivator , Elves of Deep Shadow , Llanowar Elves , Elvish Mystic , Tinder Wall and many more.
1 month ago
So Dockside Extortionist is already starting to show the fun it can potentially offer. I was goldfishing a few hands and had a pretty slow start with a turn two Tinder Wall and a turn three Animar. I had the Extortionist, a few 2 CMC creatures, and Weird Harvest in hand. I cracked the Wall to play the Extortionist, and realized that if this was a game where my opponents had enough mana rocks and enchantments out for me to get 6 treasure tokens I could potentially win that turn.
Cast Weird Harvest where X = 3. Grab Ancestral Statue , Walking Ballista , and Cloud of Faeries . Use the last token to cast the Faeries, untap two lands, cast two of the 2 CMC creatures to get Animar up to 4 counters, then win with Statue and Ballista.
Granted, with no protection available in hand I'm sure that something in that chain would have eaten a counter or removal spell, but it's fun to speculate on the potentials of new cards.
8 months ago
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.
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
- Panharmonicon !!!
- Cream of the Crop
- Decoction Module
- Impact Tremors
- Leyline of Vitality
- Hardened Scales
- Simic Ascendancy
- Path of Discovery
- Warstorm Surge
- Wild Pair
- 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.
- Vizier of the Menagerie
- Sunbird's Invocation
- Stolen Strategy
- Rashmi, Eternities Crafter
- Garruk's Horde
- Descendants' Path
- Elvish Visionary
- 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.).
8 months ago
Thanks for the suggestions! They seem like good ones, I'm sure I'll find a home for them at some point. I also need to add Rite of Flame and Tinder Wall . The problem is I'm lazy and... I kinda lost interest in maintaining or playing this deck. It sort of exists at this point only as a novelty. :/
For anyone else wondering about the turn two kill:
Use a Lotus Petal or Simian Spirit Guide (or Rite of Flame or Tinder Wall) to drop the Slaughtermaster on turn one.
10 months ago
@MrChowder20 - You may :P
Mox Diamond is not particularly necessary for the deck if you change up your playstyle to focus more on Omnath. Ramping by one is only really useful in the early game when you want to drop (and then play under) Stax pieces ASAP. Feel free to cut it for a land or some slower ramp piece of your choice.
Grim Monolith can be cut for Seething Song or Tinder Wall. While these are a bit worse (and make countermagic hurt a bit more), they will usually get the job done in most high power EDH groups (as opposed to full power cEDH).
Wheel of Fortune is rather unique in red, so it is a lot harder to replace its slot. The closest thing to it would be Reforge the Soul. Depending on the power level you are playing in, it will range from a perfectly adequate replacement to a mildly annoying extra-two-mana-but-still-worth-running replacement.
This deck is constructed to be as optimal as possible without regard to budget (with the caveat in mind that I only have so much time to dedicate to Magic, be it playing or theory-crafting). My playgroup is okay with proxies, so I tend not to think about budget replacements, so take my advice with a grain of salt since I never tested budget versions of the deck.
1 year ago
I still like Tinder Wall. It's a ritual that is able to help get Animar out turn 2, and getting access to that immediate two red mana allows you to be able to threaten to cast Kiki-Jiki when opponents may not be expecting it.
Turn 1) Green source + mana elf. Turn 2) Blue source. Flash in Pestermite before the start of your next turn. Turn 3) Red source, cast Tinder Wall and sac it to cast Kiki.
I know the red mana becomes less helpful as the game goes on, but the deck's package of red cards has been steadily increasing so the mana isn't quite as dead as it used to be.
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