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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | 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 |
| Oathbreaker | Legal |
| Oldschool 93/94 | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rules Q&A
Wild Growth
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional (in addition to the mana the land produces).
DreadKhan on
Deforestation Techniques
1 month ago
I've wondered if I Ghostfire Slice is better in Commander than people give it credit for, 4 damage is enough to swat a lot more key cards than Abrade or Bolt, and most decks run multi-coloured spells that are important (especially their actual Commanders!). The Devoid is a really nice upside too actually, solving Protection based solutions. I'd love to hear how if it works out!
Mostly curious, but have you ever thought about stuff like Wild Growth and/or Utopia Sprawl? It's hard to find a more cost effective ramp solution that doesn't involve artifacts. Only G for an extra pip, which could even be available the same turn (making it neutral later game), yet they also play well early (offering you ramp turn 1 more often), surviving most early wipes/interaction. I've gone so far as to sneak a Sprawl into a 5C deck, so far it's been fine, I imagine a 2C deck would find it more practical though!
I'm actually thinking of sneaking a Faithless Looting into a Rakdos list, as a way to help dig for lands, but I can't decide if the card disadvantage is tolerable. If you drew Looting early did it usually work out well?
ViscountVonSausageRoll on
Trolling Thunder
2 months ago
+1 for Arbor Elf + Wild Growth
Also the idea of Wing Storm in' 'em to death is just chef's kiss.
RufusTheGrufus on
Anikthea's Enchanting Recycling Plant [Primer]
3 months ago
Goldbranner, Thank you for the kind words and for checking out the decklist!
I totally know where you're coming from with the suggestion to replace Arcane Signet with a more on-theme option; I've gone back and forth a few times with that idea. Ultimately I decided to go with Arcane Signet and Sol Ring because I was avoiding aura enchantments, (I may or may not have initially misread Anikthea and thought that her ability could target auras, and then later became very sad that she explicitly can't target auras..), and because Starnheim Courser and Starfield Mystic aren't enchantments themselves; and I simply didn't have room for Herald of the Pantheon
I took a peak at your profile and noticed you also have a great Anikthea list, and have opted out of running Sol Ring too! How has that been for you, have you noticed any differences in how your deck performs? I've considered cutting it from this build too, but haven't taken the plunge just yet. I don't think I've ever really noticed any amazing benefit from running just Sol Ring and no other sources of fast mana, so I think I'll expand on your suggestion and cut it as well!
I think I'll playtest with Wild Growth slotted in for Sol Ring and either Fertile Ground or Herald of the Pantheon for Arcane Signet just to maintain the deck's mana curve. I'm not 100% settled yet on the two-drop though so if you have any recommendation one way or the other, I'd be happy to hear it!
CNG_Stream on
My friends hate me
3 months ago
Adding more Karn and putting 1 copy of either of the Liquidmetal in the sidedeck would help get your combo assmbeled easier. If you are playing this deck with the idea of casual (bo1) I would advise a side deck of 7 cards for Karn to search for artifacts (default 15 for bo3). The artifacts can be something like Tormod's Crypt or similar situationally useful cards. You could also include a late game payoff to the sidedeck as well to help end the game.
Would suggest adding some kind of ramp like a 1 dorp mana producer so you can assmble your combo faster. The mana production can be either creatures like Llanowar Elves or auras for your lands like Wild Growth or if you add more "forest" subtyping to your lands then Utopia Sprawl would also work to help fix mana. To add forest dual type lands you could try to get some "shock" lands like Stomping Ground to replace the deserts, but the more budget friendly Wooded Ridgeline would aslo work. These lands would also help with your reveal lands as you could reveal these tap lands to help your land enter untapped in a pinch. Could also use the ramp spell Farseek as an option if you choose to add those to your mana base as they can be searched for with this spell and put to board.
I think your mana curve is also a bit greedy with only 18 lands while having multpile cards over 4 mana in your deck. With this mana curve you may want to be sitting around 20 lands for a more consistant draw to play your spells. Afterall the Inferno Titan is slow to the board and likely a win more card if you have your combo shutting down your opponents ability to be on board. If you want to keep land count low, then you could try adding cards like Generous Ent as your late game pay off in place of the Titan as you could cycle it to find a land and if you added the dual type lands then you could search for those if the share the land type (Radiant Grove / Temple Garden
or Wooded Ridgeline / Stomping Ground). The Ent could even be brought back from the grave late game if you put something like Portal to Phyrexia in your side deck for Karn to find when you are not needing him to do something else at the time.
Fun card option if you are more on the sacrifice 1 drop creature binge, you could use the enchatment Abiding Grace to keep bringing back 1 drops or gaining life ewhen there is nothing to bring back. Not really recomended, but something I thought fit your deck idea.
Hope these help your deck idea.
CommanderNeyo on
Mist-taken! Super Budget $14TCG $35CK
7 months ago
Some good, cheap ramp are Wild Growth and Utopia Sprawl (which you can often find under a dollar). If you ever decide to push the budget some, Sanctum Weaver is great! Other possible cards could be Jukai Naturalist and Starfield Mystic.
I highly recommend more card draw, so you don't run out of gas. Enchantress's Presence, Mesa Enchantress, Satyr Enchanter, Eidolon of Blossoms, and Verduran Enchantress are all great (and, again, if you want to push the budget include Setessan Champion, Kor Spiritdancer, or Sram, Senior Edificer, all of which you can sometimes find under a dollar).
SaberTech on
Mad World Rising
7 months ago
Thanks for the questions greyninja!
Grazilaxx is a remnant from an older, pre-banning of Dockside cEDH build for the deck. At that time in cEDH people were running Animar as more of a midrange deck because it wasn't fast enough for a turbo build to work well in the meta. I've kept it now that I run the deck as more of a Bracket 4 build and have to face off against more board wipes in the casual meta. It's mostly in the deck as another way of drawing cards to help recover but if an opponent would rather have me bounce back my creatures so that I can put more counters on Animar and get more ETB effects instead of drawing a card, then who am I to argue?
I've generally been pretty happy with Elvish Spirit Guide and Simian Spirit Guide. Like you pointed out, they help to increase the chances of a turn 2 Animar. There have also been times where I was digging through my deck with the help of something like Glimpse of Nature but have completely tapped out to do it. In those cases, having cards like the Guides, Lotus Petal, and Chrome Mox help to give free coloured mana that I might need to help close out the game. In cEDH the guides are a little more useful because they can pay for cards like Red Elemental Blast and Veil of Summer on their own but even in this build they can help to pay for a Wild Cantor or a Talisman so that I have blue mana up for counters to protect Walking Ballista. At 3 mana, the Guides can also be Neoformed into Ancestral Statue.
The 27 lands may not seem like a lot but some of the cEDH builds have even less. Animar doesn't really need many lands to go off considering the various cheap mana dorks and other ramp the deck provides. It is a bit tricky to go that low in lands and can require some aggressive mulligans to get a decent starting hand. While playing though, I've sometimes found that even just 27 lands can result in some mana flooding when I would really rather be drawing spells. The land count is something that you just have to experiment with for your own build to see where that sweet spot is for your own play style.
As for Utopia Sprawl, there are times where it has been a dead draw but it's not that often. Between the Dual Lands, Shock Lands, and Fetch lands in the deck it's not normally that difficult to get access to a land that counts as a forest on turn 1. Using Utopia Sprawl and Wild Growth as ramp synergizes well with Arbor Elf and can also net extra mana with the help of cards like Snap, Deceiver Exarch, and Peregrine Drake.
SufferFromEDHD on
Enchantment Recursion.
7 months ago
Lose the artifacts add Wild Growth, Utopia Sprawl and/or Fertile Ground. Possibly Stony Silence.
Extinguish All Hope > Blot Out
On Thin Ice, Oblivion Ring or Parallax Wave > Swords to Plowshares
FadingReality on
Dragons, Dragons, Dragons
8 months ago
A couple ramp options that are all either land ramp (the best) or ramp that isn't artifact or creature based.
1.) Wild Growth
2.) Three Visits
2.) Wargate. Wargate gets any land in the game untapped; a very rare effect at any mana range (much less 3 mana). It is as opposed to but aside from that it's superior to even Darksteel Ingot. 3 mana to get an untapped Command Tower is strictly better than 3 mana to get even an indestructible artifact (artifact can still be exiled). This card also gets utility lands that even fetches can't get. On top of all that, Wargate also gives you the additional option of making X be more than 0. If you do that, you can tutor any permanent in your deck directly onto the battlefield. Very useful late game in that regard. So there's a ton of utility in this card for the same price as a 3 mana rock that just gives any color. Lastly, the blue pip in the casting cost gets you closer to being able to run Force of Will
.
3.) Archdruid's Charm. Currently the only other card in the whole game besides Wargate that can get any land in the game for 3 mana. could be tricky, but your mana base can handle it honeslty. Although the land you get with it does come in tapped, Archdruid makes up for this by being instant speed! What really makes this card shine is its utility. It is ramp, removal for artifacts, creatures, and enchantments, AND it is a creature tutor. Again, compare this to a 3 mana rock that just gives any color. This gives any LAND instead of a rock, also tutors, and is also removal. This card is nuts.
Lastly, this card isn't ramp per se, but The World Tree can give you a Chromatic Lantern effect and doesn't take up a deck slot. It can be tutored with wargate or archdruid's charm. Just something to keep in mind if you do cut Chromatic Lantern. I'd try to implement all 3 of the land ramp recommendations and then add wild growth if you still need more ramp. Alternatively, you could cut Delighted Halfling for wild growth. Wild growth gives you colored mana for any spell (not just legendaries like halfling), survives WAY more boardwipes and removal, and is also slightly faster since enchanting an untapped land with wild growth allows you to use its mana immediately. Halfling will never tap for mana same turn unless it has haste.
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