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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Creature — Human Druid
((R/G) can be paid with either (Red) or (Green).)
Sacrifice Wild Cantor: Add one mana of any color to your mana pool.
3 months ago
Hey dude! Gonna try to keep this brief and not go down a brewing rabbit hole lol.
Have you considered extra combat phases? Your Commander's strategy obviously hinges upon you being able to attack with it, so doing it multiple times a turn is the way to go imho.
Although I wouldn't go overboard with it, there are a few worth thinking over such as Aggravated Assault, Combat Celebrant, Breath of Fury (extra good if you're running creatures that want to be sacrificed on your way to drawing cards via your Commander, Cathodion for example), Seize the Day, Savage Beating & World at War.
Creatures that sacrifice themselves could also be great, stuff like Ball Lightning, Groundbreaker & Lightning Skelemental can do a lot of damage. Blood Pet, Goldhound, Reckless Barbarian, Generator Servant, Tinder Wall, Wild Cantor & Basal Thrull draw and ramp you at the same time, which is pretty neat. Eldrazi token generators like Sifter of Skulls, From Beyond & Awakening Zone can help you keep that engine running in longer games. Haywire Mite, Caustic Caterpillar &Cankerbloom draw, control the board and replace their presence on your own board for a great rate.
Lastly, you need a lot more mana dorks, my guy. As many as possible.
Sorry for being so long-winded! Cheers!
4 months ago
7 months ago
Thanks for posting, legendofa. Chamber Sentry is here mostly to make sure we have fuel to throw at the combo engine. I was leery just 4x Wild Cantor may not be enough, like if they’re buried at the bottom of the deck or something. I do really like Crashing Drawbridge though. I’m going to add that to the maybeboard—I’m not sure it’s worth removing Suppression Field for, but then again I could always kill my own Enchantment with Nature's Claim…
11 months ago
There's a few spots here where you've opted for non-creature effects over creatures serving the same functions.
Ramp: Beastcaller Savant is very similar to a morph creature thanks to haste and paying for his own 1 mana to recast in combos. Wild Cantor is a turn 2 Animar option. I'd suggest dropping your artifact/sorcery ramp for more 2 drop creatures (and Birds of Paradise). Cloud of Faeries and Peregrine Drake are both ramp and combo pieces here.
Combo: Weird Harvest and Ancestral Statue will enable a combo with Purphoros. It'd need 3 counters on Animar, , and Harvest in hand. Harvest for to look up Purph/Statue, play statue for , then play Ancestral Statue targeting itself with it's own etb over and over.
My list isn't budget friendly, but it should still help. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid ⫷PRIMER⫸
1 year ago
Yeah, chucking this into and actual deck will help with readability. Though at least what you’ve done here is still readable enough that I can provide some notes:
22 lands feels slightly too low for this style of prison deck. If feel like 23 would be the minimum, with you likely needing 24 to have reliable land drops.
i don't know why you have Boros Charm here.
I’m not convinced that you need Wild Cantor.
Overall looks like a fun & strong deck though, just feels like it needs a bunch of playtesting to help harden it.
1 year ago
1 year ago
@ArtPunch: Thanks! Glad to see someone with lot's of experience comment on the sideboard. Are there any cards you would recommend for going broad? I thought that a cheeky Dark Ritual into Rotting Regisaur might catch opponent's off guard, but that isn't exactly going wide... Perhaps Bitterblossom?
I don't, however, see what the value of Aeve, Progenitor Ooze would be in the sideboard? I might be overlooking something, but except for Flusterstorm I believe that most storm-hate cards would also stop Tendrils of Agony or Goblin Charbelcher. I agree that Aeve is a big nonbo with Summoner's Pact, but you never want to pact for it. I also agree that you want to maximise your T1 win rate. But for just 1 slot, Aeve basically guarantees a T2 win on a low storm count.
- Play Bayou
- Cast LED (storm 1)
- Cast Dark Ritual (BBB) (storm 2)
- Cast Cabal Ritual (BBBB) (storm 3)
- Cast Infernal Tutor holding priority and sacrificing the LED for green (BBGGG) (storm 4)
- Get and cast Aeve with the Infernal Tutor for storm 5
The line above is a win on T2, short of an Entreat the Angels of the top of the deck, or an opponent that turbo's out Ensnaring Bridge on T1/2. It's (nearly always) a T2 win. I find this preferable to grabbing a Draw 4 spell, hoping to continue building the storm count. You might get there, but might also not. In this regard, I view Aeve to be similar to Wild Cantor. You don't often cast the cards, but they're in the deck for the few times you need them.
Having said all this, I don't use Aeve that often to win (I usually have a high enough storm count for Tendrills). So, you could argue Aeve doesn't merit it's spot based on the frequency you cast it. Despite this, I still want to have an Aeve in my mainboard.