Animar's Menagerie

by ShatterPalm on 12 August 2014

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Animar Aggro, as Animar decks should be. I trimmed down this deck over a period of weeks, figuring out what things didn't work, trying to get some more consistency, playing with the mana base, and trying to find ways to hit that infamous palinchron/animar infinite mana combo faster (still takes at minimum seven mana, four of which has to be blue. Make sure you don't have any pain lands out when trying that). Beyond that, this is one of the few decks I've ever made where I can say for certain that yes, absolutely everything in this deck has a purpose and a point.

How to Play

Basically just get animar out as fast as possible then use a combination of low cost creatures and mana ramping to get out the much larger creatures for a massive fraction of their cost. There are seven or eight colorless creatures (artifacts and eldrazi) that make this most of Animar's ability. Other than that, just play lots of creatures quickly and flood the board. Here are some of my favorite combos and plays. Always assume Animar is in play with several counters.

Palichron + Comet Storm = Game over. Unless someone has a counter spell (not uncommon, so watch for that) you can send lethal damage through comet storm at anyone and anything.

Conjurer's Closet + Purphoros + Any creature = large amounts of cross the board damage. Use Hornet Queen and chancellor of the forge for a particularly high output and use the evoke creatures (mulldrifter, walker of the grove, and nevermaker are particularly good) to get sweet bonuses from the flickering, and and creatures like Coiling Oracle and Elvish Visionary to get some mana ramp/ card advantage going.

The Clones. There are like 4 in this deck, all of them stupidly useful. My favorite thing to do is play a craterhoof behemoth then have one of the clones come into play as it, then kick a Rites of Replication at it. Seriously. That's Just Rude. But hey, no kill like overkill, right?

Increasing Savagery = Auto-huge Animar. Seriously a turn four Savagery means you can cast a Wurm Coil Engine for one mana the very next turn, the follow that up with a Colossus of Arkos for 2. Hitting an increasing Savagery means that you've basically time warped yourself. If you have 4 lands (2 green, one red, one blue), Palinchron, Comet Storm, and Increasing Savagery in your starting hand, all you need is a few more blue lands and you've won the game. And yes, I have gotten that hand before.

Deck Tags

  • Animar
  • EDH
  • Aggro
  • Creatures

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

02802136

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

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