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Animar, soul of big beaters

Commander / EDH RUG (Temur)

GuztheManII


Now I've always just said that this is just BDE (Big D#@! Energy) Animar. Animar was my first real commander deck I actually tried making. This was the first time I actually understood what I was doing while deck building and build on my own. So over the years I've continued to update and refine it. Obviously the lands aren't perfectly optimized because I Can't afford to get dual lands. I know I could proxy it but I'd prefer to keep all the cards in this deck from what I've Traded and/or bought. There for all the cards are real, granted I have traded out some cards for proxies but I still have the real cards. So maybe one day I will say Eff it and actually buy dual lands or proxies. Until then I only really plan on blinging out this deck. Obviously this is a far cry of what the deck used to be and is much more effective than what it was 10ish years ago. I do like changing cards in decks but I don't really know what else to add so, SUGGESTIONS ARE ALWAYS WELCOME. So I hope you enjoy a more consistent and more in-depth look at the deck. Now with Animar it's hard to look at the cards as what they're actual CMC or MV actually is. I usually half the CMC of creature cards and the reason I do this is because if Animar remains unchecked its obviously a force to be reckoned with, but if your Animar is continually being dealt with over time there are more than enough threats and other things that will allow you to get back into the game. It's an extremely flexible deck that allows you to stay in the game and not play sideline spectator a good portion of the time. The deck is basically a combination of mana dorks followed by problem creatures that 50 percent of the time will be so cheap that you don't have to worry about CMC and that allows you to annihilate other decks. The only real problem with the deck is that if you do play in a more competitive pod that creature heavy decks aren't necessarily viable or have the issue of interaction, But that is on me or you if you use this deck to tweak as you see fit. I know that a lot of people look at pact of negation now a days and see it as mediocre at best. I think that's a pessimistic look on the card. It is a free Counter spell that you may have to pay 5 for but if you use it in a defensive option as in to protect a game winning piece or as fodder fuel for Force of will or negation it is infinitely more useful, that is the only reason I keep it in my decks. More recently I've personally been seeing a lot more of "Oh Animar is broken commander or Animar is to strong", I simply don't agree. I think it's broken if you don't run creature removal or commander removal. Yes, Swords, Path, Assassin's Trophy, and the good White and black removal spells aren't useful against the pro- white and black creature but there are a plethora of those cards in Blue, and Red. Hell Lightning Bolt or Spark kills him. Sorry green you don't remove creature's you just do everything else. So if Your friends complain about it, tell them to look at there deck and add more interaction. Magic is has vast arsenal of spells and it's all dependent on how you make your deck.

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Comments

92% Casual

Competitive

Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

46 - 0 Rares

8 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 4.36
Tokens Day, Morph 2/2 C, Night
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