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Darth Nihilus
06-26-2011, 10:05 PM
So when i first saw Animar i was like: This dude NEEDS a new deck!
after about 70 games with him here is what i came up with:

Lands 37:


1 Wooded Foothills
1 Halimar Depths
1 Mosswort Bridge
1 Reliquary Tower
1 Reflecting Pool
1 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
1 Verdant Catacombs
1 Strip Mine
1 Glacial Chasm
1 Wasteland
1 Tropical Island
1 Temple of the False God
1 Volcanic Island
1 Vesuva
1 Steam Vents
7 Forest
1 Icatian Store
4 Mountain
1 Stomping Ground
6 Island
1 Breeding Pool
1 Command Tower


pretty basic stuff here, i kept the utility lands low to keep the base stable so a turn 2-3 animar always works



1 Farhaven Elf
1 Sakura-Tribe Elder
1 Duplicant
1 Wood Elves
1 Phyrexian Ingester
1 Consecrated Sphinx
1 Acidic Slime
1 Fierce Empath
1 Eternal Witness
1 Mystic Snake
1 Indrik Stomphowler
1 Man-o'-War
1 Draining Whelk
1 Glen Elendra Archmage
1 Ęthersnipe
1 Mulldrifter
1 Ęther Adept
1 Oracle of Mul Daya
1 Ulamog, the Infinite Gyre
1 Solemn Simulacrum
1 Kozilek, Butcher of Truth
1 Blightsteel Colossus
1 Yavimaya Elder
1 Genesis
1 Yavimaya Dryad
1 Anger
1 Palinchron
1 Woodfall Primus
1 Squee, Goblin Nabob
1 Wonder
1 Avenger of Zendikar
1 Dream Stalker
1 Fauna Shaman
1 Primeval Titan


The Creatures and a good bunch of them to keep Animar big, mostly Cantrippers+Beatz and some combo pieces.



1 Darksteel Plate
1 Brittle Effigy
1 Sol Ring
1 Lightning Greaves
1 Sensei's Divining Top


Well um i“d call them basic cards, brittle effigy is there to deal with BSC and Ulamogg


1 Mycosynth Lattice
1 Cloudstone Curio
1 Aluren
1 Equilibrium
1 Crystal Shard


The Enablers.


1 Survival of the Fittest
1 Beast Within
1 Counterspell
1 Spin into Myth
1 Pact of Negation
1 Mystical Tutor
1 Desertion
1 Worldly Tutor
1 Voidslime
1 Skyshroud Claim
1 Decimate
1 Hull Breach
1 Fabricate
1 Explosive Vegetation
1 Insurrection
1 Cultivate
1 Karn Liberated


Pretty basic stuff here again, some counters and utility spell aswell as tutors.


Animar, Soul of Elements


and finally my General and combo Engine!

So here some basic combos/synergies:

Animar+Aluren+Man-o-War/Aether Adept=Infinite P/T +Stormcount

Animar+Palinchron+10 Mana= Infinite P/T+Infinite Mana

Animar+Curio+Lattice+Bouncer+Ulamogg/Woodfall Primus/Acidic Slime=Boom

Animar+Equilibrium+Dreamstalker=Keeps creatures away

and so on, i guess anyone can imagine how nuts it gets as soon as get a lattice/curio down.

im still missing some slots for stormcount kills ala brainfreez/Grapeshot the problem i see with them is that they are bad on their own without a full combo established, while curio/equilibrium/lattice are allready good with only animar out.

so guys any input on this?

John Cox
06-27-2011, 01:32 AM
high tide would help the Palinchron combo. and if your using curio look into cloud of faeries , and tidespout tyrant , especially if you have high tide.

a-slice-of-cake
06-27-2011, 12:32 PM
I don't know if you're doing this for a tournament or to actually play "normal" commander -- but if it's the latter, you're doing it wrong. You'll win a game or two with some people, sure, but from then on you'll either be hated out from the beginning or simply not invited to play because you are the "douchey combo guy".

If it's for a no-holds-barred tournament, I'd throw in some more enchantment/artifact hate. Inability to deal with noncreature permanents, especially ones with shroud, is where a lot of Commander decks fall.

Darth Nihilus
06-27-2011, 01:29 PM
shoulda been more clear on that one, its multiplayer deck for my playgroup and its by far not the only combo deck among those 30 players