Tricks of the Trade

Legality

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

Printings View all

Set Rarity
Welcome Deck 2017 (W17) Common
Magic 2013 (M13) Common

Combos Browse all

Tricks of the Trade

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+0 and is unblockable.

Tricks of the Trade Discussion

Jaecen on Animar, Sec

7 months ago

Card Categorization

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.

Strategy

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:

Repeatable Bounce:

Synergies:

Unblockable Enablers:

We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.

Draw/Card Advantage:

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.).

triproberts12 on Lord of Stresserhorn

8 months ago

What is Nekusar doing for you in this deck? I get that it pings in when your commander comes down, but this deck doesn't seem like it cares about normal damage. I also noticed you're running Splinter Twin, but I don't see any combo pieces to make it a secondary win con. I like what you've done with the Bestow creatures, since some of them provide both evasion and future sac fodder, although you might also want to consider Aether Tunnel , Tricks of the Trade , and Infiltrator's Magemark , along with some damage doublers like Furnace of Wrath. I would also check out EDHREC for some more Grixis and Lord of Tresserhorn staples. It's odd that this deck isn't running Signets or Vandalblast and is favoring narrow answers like Annul over Negate

FiveEightFiveBC on Make the Hull Clade Great Again

10 months ago

Aside from Tricks of the Trade--which I can see a utility for, of course--there is certainly plenty of synergy here. The only thing I'm seeing in short supply here is card draw. That's definitely important for a fun game!

The_Cardinal on Sea-Borne Criminality

1 year ago

So ! The deck contains some cards that I like a lot. But ! There are some cards that I don't understand.. Tricks of the Trade can be replaced by Aether Tunnel. Traitorous Instinct can be replaced by Mob Rule. Also, I think you need more creatures. Your commander needs at least 3 creatures on board, but only 1/4 of ur deck is creatures. Also, I reeeealy think Dark Nourishment is a bad card. Good luck with your deck ! Building Commanders isnt easy.

zin1000 on (Budget- Infect) You Affect Me, You Infect Me

1 year ago

Trailblazer's Boots says if opponents have nonbasics, but yeah Prowler's Helm is definitely better for budget. Cloak of Mists, Tricks of the Trade, Tuskguard Captain, and Glaring Spotlight work too.

jordybear2002 on Intro to EDH, Budget Zur

1 year ago

Also if you are going to be attacking you need some artifacts to make your commander unblockable. Whispersilk Cloak Prowler's Helm and a Tricks of the Trade. I know the last one is not a artifact but you get the point.

djnewellmit on Re-growing Pummeler

1 year ago

Thanks for the suggestions and upvote, clayperce. I will definitely consider the graveyard-hating artifacts you recommended; I have managed to avoid seeing many God-Pharaoh's Gift decks at my local LGS since the recent energy ban, and this deck tends to outrun the midrange token decks I've faced. I'm leaning more towards the Sentinel Totem if I need to alter my sideboard, possibly swap it in for Confiscation Coup which hasn't proven its usefulness.

I wouldn't have thought of Tricks of the Trade out of the Welcome Decks. The relatively high CMC might hinder it in this deck, but it gives a little more reach that might otherwise be lacking in certain circumstances. I don't think Perilous Voyage will replace Unsummon since I use it around 2/3 of the time to bounce my own creature when I don't have a Blossoming Defense, or to avoid a Settle the Wreckage. I'll see how my first real tests go tonight and track how I end up using my maindeck Unsummons to see if there is more potential I may be missing.

clayperce on Re-growing Pummeler

1 year ago

this looks great; please let us know how it does!

A few thoughts:

Draw well!

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