Sorcery (1)

Commander (1)

Commander: Animar, Soul of Elements

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Alt textALL ABOARD THE SOUL TRAIN!!

Overview

First thing's first: This is a Timmy deck that Johnny, and to a lesser extent, Spike, can appreciate. It's filled to the brim with fatties, rampers, and powerful draw synergy to keep the cards flowing. It's like a Naya/ Gruul beatdown but it HAS BLUE!! WE CAN DRAW CARDS!! That's why I think that Animar, Soul of Elements is the best commander for fatty decks.

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Breakdown

Ramp

Creatures

  • Burnished Hart: This little guy is fantastic. 3 colorless to cast means he's free if Animar has 3 or more +1/+1's on him, and for 3 more we can grab any 2 basic lands I want to fix our mana base (if I only drew forests, for example) and thin our deck late game.
  • Courser of Kruphix: God I love this card so much. Card advantage, ramp, and life gain with a nice 2/4 body for 3?!?! It rustles my Timmies.
  • Elvish Mystic: Essentially Llanowar Elves, great T1 drop to give me a little edge on mana.
  • Sakura-Tribe Elder: Basically a Farseek without allowing us to search for shocklands, but it triggers Animar which is more important in most cases.
  • Prophet of Kruphix: While not technically ramp, it allows us to untap all of our lands during each other player's turn and flash in our multitudes of creatures.
  • Solemn Simulacrum: I look at this card the same way I look at Courser up there: any deck that can fit him in, do it. For just 4 colorless mana (which, again, can be a free cast with Animar), we get a basic land, a 2/2 body, and when he dies, a card. If paired with Deadeye Navigator, we get a TON of land fetches. Phenomenal.
  • Sylvan Caryatid: In my opinion, one of the best mana dorks ever printed. One of the biggest problems with ramp has always been the vulnerability of our dorks to low cost spot removal. Caryatid looks at those cards and laughs. Plus, she's a great mana fixer on T2.

Artifacts and Enchantments

  • Sol Ring: There are very few EDH decks that shouldn't have this card in it. T1 Sol Ring is one of the best possible plays; you'll have mana advantage right out of the gate.
  • Exploration: Absolutely love this card. Mana ramp for G. Turns Courser into an Oracle of Mul Daya. Incredible value.

Sorceries

Card Advantage

Card advantage is EXTREMELY important in a deck like this. We going to be playing 2+ spells per turn after turn 4 in most cases, so we need to keep our hands full of cards and keep the creatures flowing

Creatures

  • Courser of Kruphix: Allows us to top-deck any land instead of playing one from our hand. That amounts to a drawn card in my book.
  • Elvish Visionary: Great at any point in the game. 1 or 2 mana for a blocker and a card. Very cost efficient. Becomes a great draw engine with Deadeye Navigator.
  • Eternal Witness: Maybe one of our big creatures was the tart of spot removal?? Maybe we want a removed enchantment back?? Maybe Karn Liberated died somehow?? Eternal Witness to the rescue!! A great recursion card as a backup plan, and if paired with Deadeye Navigator, we can get back anything we want many times over.
  • Garruk's Horde : This card is right at home in this deck, and has great synergy with Courser. Top deck land card?? Play it, hope for a creature, then cast it. I've had games where I cast 3-4 creatures off of the top deck. Huge card advantage and a really nice body to help whittle down our opponent.
  • Mercurial Chemister: Love this guy. U and tap for 2 cards?? Are you kidding?? That's nuts!! People tend to undervalue this guy when he hits the field, and by the time they realize the type of advantage I'm generating (especially with Prophet on the field) and kill him, it's too late.
  • Prime Speaker Zegana: Dear god this card. Generally she enters as AT LEAST a 4/4. We get to draw 4 cards and get a nice body for blocking or hitting the opponent. With Deadeye Navigator, we get one of the best draw engines in EDH.
  • Sigiled Starfish: A card that should be in most, if not all, Blue EDH decks. Not strictly card advantage, but it's incredible useful when we can send that unneeded land to the bottom of our deck in the late game.
  • Solemn Simulacrum: Explained above. An incredible card.
  • Soul of the Harvest: Great card in a deck where we're constantly casting creatures. Cast a creature, and if it resolves, refill your hand. Rinse and repeat.
  • Mulldrifter: A Divination that activates Animar and is flickerable?? Yes please.

Artifacts and Enchantments

  • Aqueous Form: Scrying is not strictly card advantage, but again, great to move a card we don't need to the bottom of your library. Also makes any of our creatures unblockable. All in all, a phenomenal card for just U.
  • Bident of Thassa: Any time we hit an opponent, we get a card?? Yes please.
  • Bred for the Hunt: Normally I would not put this card in a deck unless the commander had evasion and constant +1/+1 counters. This is the case with Animar. Anytime we deal damage with Animar (or any of the other ton of creatures with +1/+1's), we draw.
  • Curiosity: Love putting this on Animar. It's a great way to force blocking, or if Animar is unblockable, to draw cards.
  • Triumph of Ferocity: This is a fatty deck. Generally, we will control the creature with the highest power on upkeep, gaining us an extra card. Awesome.

Sorceries

  • Urban Evolution: Explained above. 3 cards and an extra land drop for 5 mana is great.

Synergies and Combos

Conclusion

This is not a deck looking for infinite combos. It's a deck meant to be fun and competitive all in the same without resorting to infinite combos. I always welcome suggestions!! +1 if you like the deck. Thanks for reading!!

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Revision 11 See all

(10 years ago)

-1 Island main
+1 Shivan Reef main
Date added 10 years
Last updated 10 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

39 - 0 Rares

21 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 4.22
Tokens Beast 3/3 G, Beast 4/4 G, Copy Clone, Elephant 3/3 G, Human 2/2 G, Hydra X/X G, Kobolds of Kher Keep 0/1 R, Plant 0/1 G, Wolf 2/2 G
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