Sorcery (3)

Commander (1)

Commander: Animar, Soul of Elements

Maybeboard


Aggro and reload. No infinites. The goal is to win with combat damage, and commander damage as an absolute backup.

If you've gained control of the game, you can close it out quickly using Pathbreaker Ibex . If you are at parity or behind, your plan should be to go hard on grinding value and pressuring lifetotals.

Card Draw - Use these to keep your hand loaded to either counter anything that threatens your boardstate, or to reload if you get wiped out:

Deepfathom Skulker - In this deck, it's often a 1-mana coastal piracy. The activated ability isn't used often, but is a great bonus. If you need to make more use of this ability, swap out the checklands for painlands for more access to colorless mana.

Hydroid Krasis - Great synergy with Animar, you can often cast him for x=8+ using just 2 lands, to hold up instants or immediately cast the cards you've drawn.

Shaman of the Great Hunt - Makes your team stronger and draws a ton of cards. One of the main reasons to be playing RUG aggro over other color combos.

Value Creatures - Be careful to protect these cards as much as you are able. They fuel your ability to go long:

Seedborn Muse - The biggest value engine in the deck when paired with Shaman of the Great Hunt , Shapers of Nature , or Desolate Lighthouse , letting you tap out for threats while sculpting and refilling your hand in case of emergency.

Temur Sabertooth - Lets you 'rebuy' your ETBs, most importantly Hydroid Krasis , Venser, Shaper Savant , Eternal Witness and Reclamation Sage . Obviously can also protect your creatures from removal.

Glen Elendra Archmage , in combination with Master Biomancer or Rhythm of the Wild Gives you 'permanent' access to the archmages ability. When I assemble these two, I often try and get Vizier of the Menagerie to let me hold more blue mana that I could otherwise.

This is a list of pet cards or meta cards that aren't that important for the deck

Balefire Dragon - not strong, but looks fun so I'm playing it for a while.

Spearbreaker Behemoth - my +1/+1 counter usage is going up a little, this might be a good repeater wrath-protection.

Both the cards above are the only ones that really ask you to protect Animar significantly. If your meta is able to keep Animar down or off the board, these should be the go-to cuts.

Primeval Bounty - Pet card

Shapers of Nature - testing it, it's one of the few creatures that can repeatedly add +1/+1 counters at-will, but is very medium in both that effect and is the decks weakest card drawer. However, the main draw is that it's the only card draw engine that can be tutored by Green Sun's Zenith (by itself, GSZ can get Pir->Toothy)

Arlinn Kord   - The decks only 'reach' win condition, but only really feasible with Pir in play, otherwise it's insanely slow.

Vivien Reid - Underperforming in this slot, 5 mana is a big ask in a turn for this desk.

Obsessive Skinner - Super powerful, but if there's any graveyard hate it can get turned off very quickly. The deck is low in Sorcery spells to easily turn on the Delirium.

Additions: Artifact and Enchantment removal. Trygon Predator carries a massive burden in this list, and the decks removal can be overloaded often. Ancestral Statue - your easy-button combo. I don't play it anymore due to the goals of deckbuilding, but it's an easy card to include, and can easily be paired with Walking Ballista to clear a table immediately.

cards in the Maybeboard are cuts from the start of the year.

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Casual

99% Competitive

Date added 6 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

52 - 0 Rares

18 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.09
Tokens Beast 3/3 G, Emblem Arlinn Kord, Emblem Dack Fayden, Emblem Vivien Reid, Human 2/2 G, Wolf 2/2 G
Folders 2019
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