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W/L 6-6

The Deck; In 7 Parts 

This is How We Draw

Beast Whisperer and Soul of the Harvest = 4 drop possibly 2, draw a card for each creature we play afterwards. Really speeding up the process of finding our wincons. 

Elvish Visionary, Fblthp, the Lost and Wall of Blossoms = early game draw and some defense. Mainly here for just the draw.

Gitaxian Probe = to check and see if that one guy has that counter, to make sure we can safely go off without a hitch.

Mulldrifter = Mulldrifter gives us guaranteed draw two.

Loyal Drake card draw every turn.

Sea-Dasher Octopus, Toski, Bearer of Secrets and Oakhame Adversary are attack and draw. I can do this.

Sylvan Library = cause draw three for 8 life, lessgo!

This is our Ramp

Arbor Elf = untaps those dual forest to give us the additional color, and give us that turn 2 Animar.

Beastcaller Savant = hasty Mana dork.

Birds of Paradise = best turn one Mana dork ever. Helps get that turn 2 Animar.

Bloom Tender = best turn 2 Mana dork

Elvish Mystic, Fyndhorn Elves and Llanowar Elves= generic turn 1 Mana dork. Helps for those counters on Animar if it goes late game.

Dockside Extortionist = great card for potentially going infinite Mana, and solid ramp early game

Peregrine Drake = untapping 5 lands can be easily manipulated nicely and in the right combo, generating infinite Mana.

Mox Amber seems bad at first, but can give us some good ramp and an explosive turn on turn 3, after animar comes out.

Growing Rites of Itlimoc   = when flipped, generating a ton of mana

Wild Growth = turn 1 on a dual, giving us that turn 2 Animar

Farseek, Nature's Lore and Rampant Growth = 2 drop land tutor.

Wood Elves = 3 drop land tutor and blocker

Ragavan, Nimble Pilferer = early damage/ramp/card advantage

Don't need that Negativity

Caustic Caterpillar, Abrade, Goblin Cratermaker and Ainok Survivalist = seems minimal to have this specific removal, but the reason why we have it is for that pesky Torpor Orbfoil. We have a lot of creatures in the deck that is heavily focused on enter the battlefield effects. We can't and will not stand for it.

Reclamation Sage, Gemrazer and Acidic Slime = spot removal for any pain in the butt enchantments or artifacts.

Pongify and Reality Shift = creature spot removal in the form of actual spells. It's needed, so we don't have to worry about anything.

Ancient Animus = animar creature hate

Need to Find my Stuff

Fauna Shaman = this card makes tutoring other creatures such as Imperial Recruiter a breeze. Get rid of something we may not need to get something we much rather want.

Mystical Tutor = can find our Weird Harvest combo.

Shared Summons = just like Weird Harvest at instant speed, we can find our wincon that's in Ancestral Statue and Walking Ballistafoil

Neoform, Weird Harvest, Imperial Recruiter and Spellseeker = these cards will are all part of a winning combo at any point of the game. The combos are listed below.

Pushing our Progress. This area also includes things that I'm willing to cut off first, if it's not part of the larger pay off.

Bond Beetle, Generous Patron and Rishkar, Peema Renegade = these creatures not only give animar a counter just for coming out on the board, but their etb's also allow them to give him extra counters. Which can really change and push animar for the faster win.

Den Protector and Eternal Witness = allowing us to retrieve things that have been sent to the 'yard that we don't want in there>

Phyrexian Metamorph and Spark Double= really the only one I need is phyrexian metamorph. Because I can pay 2 life to be able to get it out. But a little bit of redundancy I feel is nice. I can combo with other things and spark double is nice if I want to make a copy of animar and really get broken.

Temur Sabertooth and Kiri-Onna = restarting combos and initiating some powerful combos to go about winning the game.

Wandering Archaic   lets maybe copy some spells?

Augur of Autumn and The Reality Chip = play off the top

Ending the Game

Ancestral Statue = Notorious with Animar, and here it helps build his counters infinitely. Why would we need infinite counters on Animar?

Walking Ballistafoil = With a ton of counters on Animar, we can beef up Ballista and just ping our opponents to death.

Game Over.

Imperial Recruiter, Bond Beetle, Birds of Paradise, Mox Amber, 3 lands, each producing at least a green, blue, and red.

Turn 1 forest into birds of paradise.

Turn 2 island into Animar, Mox amber into bond beetle. Gaining Animar 2 counters.

Turn 3  mountain imperial recruiter into the neoform line.

C-c-c-c-c-c-combo!!!

Requirements

2 counters on Animar, and .

Imperial Recruiter> Phyrexian Metamorph> Spellseeker> Weird Harvest> Ancestral Statue + Walking Ballistafoil.

Depending on your Mana situation, this may be the proper line for you

Requirements

2 counters on Animar, , and

Imperial Recruiter> Phyrexian Metamorph> Spellseeker> Neoform> Ancestral Statue> Walking Ballistafoil.

Neoforming spellseeker into statue giving us a ton of counters on Animar, finally bouncing metamorph to fetch ballista winning the game.

Requirements

2 counters on Animar, , and a ton of life.

Imperial Recruiter> Phyrexian Metamorph> Kiri-Onna> Peregrine Drake

Imperial recruiter finds metamorph, which metamorph comes in as recruiter to then find kiri-onna. Kiri bounces metamorph. Metamorph comes back in as kiri to return Kiri to hand. Then Kiri bounces both metamorph and recruiter. Recruiter comes out finding peregrine drake.  Drake untaps all our lands. Metamorph comes back in copying and bouncing Kiri. Kiri comes in bouncing drake and metamorph. Metamorph bounces Kiri and then you play Drake. With this, you can go infinite with looping those three cards whilst getting infinite counters on Animar.

Infinite Mana - peregrine Drake and Temur Sabertooth

Millions of swans - requirements - 2 counters on animar and .

Imperial recruiter into phyrexian metamorph. Copying the recruiter, we then seek out Kiri-onna. Kiri bounces metamorph returning it back to hand. One more time returning with metamorph returning Kiri to hand, then kiri returning metamorph and recruiter to hand. Imperial recruiter retrieves peregrine Drake. Drake, Kiri and phyrexian metamorph loops to get infinite Mana. We then return metamorph and recruiter again from the cast of Kiri once we have achieved the desired Mana. Recruiter comes back out bringing along with it spellseeker. We loop seeker twice, retrieving a throw away spell and Swan Song. We bounce recruiter and metamorph again to get eternal witness. Returning both swan song and the throw away spell to then cast throw away spell and countering it with swan song to get a bird. Loop that for infinite birds.

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Comments

Casual

93% Competitive

Date added 5 years
Last updated 2 months
Exclude colors WB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

40 - 1 Rares

15 - 0 Uncommons

22 - 1 Commons

Cards 100
Avg. CMC 2.28
Tokens Ape 3/3 G, Bird 2/2 U, Elemental 4/4 UR, Manifest 2/2 C, Spirit 1/1 C, Treasure
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