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Welcome to Animar, the wanna be power ranger cheerleading mascot! If you love Temur colors and playing a variety of archetypes mashed together into one deck, then read on fair friends!

So the basic plan of this deck is to cast animar, and get them to three counters ASAP. Once this is done, you can start casting morph creatures for free, as Animar reduces the cost of casting a morphed creature face down for free.

It's very very easy to paint a large target on your back with this deck, as once mostly everything in your hand is free, you tend to want to do all the things you can do in a turn.

So how do you win, and how do you play?

I've built this deck to reward myself for playing a bit slower and actually flipping my morph dudes. This allows you to play a more interactive game while you build the board state and mana base you need to go off and win. You're end game is to essentially elf ball a big board with haste and murder everyone with trample damage, while presenting counterspell backup and board interaction to make sure you connect successfully.

The goal of this ramp is to get a turn 3 animar consistently, then build on top of that. All of our talismans and signets tap for green first. Green and Blue are the most important colors in this deck. These are the cards that set you up for success and ensure that your deck runs smoothly.

One thing to note: Trail of Mystery is low key the strongest card in your deck, as it draws you an obscene amount of lands, thinning your deck and providing you with consistent land drops and mana fixing. It's good. It's really good.

Primary Cards: Nature's Lore

Farseek

Birds of Paradise

Rattleclaw Mystic

Solemn Simulacrum

Sol Ring

Talisman of Curiosity

Talisman of Impulse

Gruul Signet

Simic Signet

The Great Henge

Domri, Anarch of Bolas

Trail of Mystery

Yedora, Grave Gardener

So how do you keep it moving? There's two primary categories. There are a lot of effects that will draw you a card when you cast a creature, these are the most straight forward, but also the most threatening. The second category are permanents that reward you for flipping your morph creatures. If you're looking to build a more competitive version, the latter group is probably the first place to look for cards to replace for interaction, staples, etc.

Trail of Mystery

Soul of the Harvest

Zendikar Resurgent

Primordial Sage

Guardian Project

The Great Henge

Beast Whisperer

Vizier of the Menagerie

Secret Plans

Aphetto Runecaster

So here we are at the meat and potatoes. You want a critical mass of morph creatures so that once you have a number of draw effects, you can reliably draw and cast enough of your deck in one turn to win. I would separate the morph creatures in my list into two categories. There is a core group of morph creatures that I found were staples as I researched different builds, and there are the cards I would label as flex spots, that I chose because I liked them and wanted a critical mass of morph creatures. These are all creatures that show up sometimes in some lists but aren't always included most lists (that I found and liked, at least).

Core Morph Creatures

Thousand Winds

Kheru Spellsnatcher

Thelonite Hermit

Nantuko Vigilante

Icefeather Aven

Ainok Survivalist

Kadena's Silencer

Den Protector

Stratus Dancer

Silumgar Spell-Eater

Willbender

Voidmage Apprentice

Rattleclaw Mystic

Echo Tracer

Chromeshell Crab

Dwarven Blastminer

Akroma, Angel of Fury

Voidmage Prodigy

Sagu Mauler

Mistfire Weaver

Master of the Veil

Dulcet Sirens

Flex Morph Creatures

Deathmist Raptor

Salt Road Ambushers

Maelstrom Djinn

Ire Shaman

Fortune Thief

Jeering Instigator

Unblinking Bleb

Mischievous Quanar

Primarily, these are all cards that reward you for doing what you want to be doing. Namely casting a lot of face-down and colorless creatures that can morph. There isn't a lot to say necessarily here. A lot of this is oriented around cheating flipping morph creatures, or benefiting from flipping morph creatures.

There are a few cute interactions that are worth noting. Glen Elendra Archmage is just good, and it works very well with the different cards that give your creatures +1/+1 counters when they enter the battlefield, like The Great Henge.

Likes Morphing Stuff

Ixidor, Reality Sculptor

Temur Sabertooth

Trail of Mystery

Ixidron

Secret Plans

Aphetto Runecaster

Temur War Shaman

Skirk Alarmist

Forsaken Monument

Yedora, Grave Gardener

Master Biomancer

Fill multiple roles or are just super good

Domri, Anarch of Bolas

Mockery of Nature

Phyrexian Ingester

Eternal Witness

Lashweed Lurker

Glen Elendra Archmage

Elfball combo finish:

Decimator of the Provinces

Temur Ascendancy

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Comments

94% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

42 - 0 Rares

28 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 4.00
Tokens Manifest 2/2 C, Morph 2/2 C, Saproling 1/1 G
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