Elllie
175 views30 days ago
Commander
Size: 100Est cost: $492.41Salt sum: 33.42
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{"ops":[{"insert":"Animar got amnesia and forgot he was an elemental, and his freinds won't tell him, lest he also remember eldrazi exist. Instead, he played too much Defect on slay the spire, and just wants to keep playing cards. He does this by playing only colourless creatures that he can play for free, every creature gives him something for \"free\", card draw or more mana. He doesnt wan't any 2 mana artifact ramp, instead those are all replaced with 2 mana atifact creatures, the goal being to play him Animar on turn 4, and hold up a way to protect him(never bounce, or flicker, he loses all counters). Turn 5 onwards you want a way to draw a card whenever you play a creautre, and have a weird creature storm turn. Win conditions are either having a giant fucking indestrucitble wall of metal, giant ballista hitting people, a small amount of infect/proliferate, or just make animar giant and fucking hit people.\n\nTo win, either play enough creatures on other people's turn's (by giving your artifacts flash), that you can untap and swing. Or Creature storm and hope to find Krang so that all your creatures have haste \n\nAfter some testing where my friends got mad at my 20 minute turn, tutor's have been added so that you can garuntee finding krang, which will let the giant wall of metal hit people really good. Counterspells are mostly to stop aetherise or other mass board clears that happen on YOUR turn, mostly when you are swining for lethal. Other Protection is to make sure that animar makes it through a turn cycle, and must be cheap as you usually have very few colour pips to actually play with. Never fully tap out on your turn unless everyone else is tapped and you are going for lethal, you are the issue, and people will kill you with hammers if they get the chance.\n\nA good way to get a clock on your opponents is to get an infect counter on them (there are a few cheap ways to get at least one creature unblockable), at that point you can use surge conductor to start whittling them down.\n\nModular creatures are the secret glue that holds this deck together, plofierate is obviously insane with them, but even if you dont have Surge Conductor, you should be able to find a sac outlet. With this, you can move your counters to creatures that really want them, walking ballista, marketback walker, and mindless automaton. This can be done at instant speed, use this to hide that your ballista is way bigger than it looks, then use it to punish anyone that dares try to hurt you.\n\nScrapyard Recombiner has a few cards it can tutor for, it can get you thermal navigator which is a better sac outlet as it doesnt need to tap to sac; walking ballista if your proliferatie engine is up; marketback walker if you have a lot of counters on animar; or mindless automaton if you need a reliable cardraw engine.\n\nI have taken out all token doublers in the deck, testing always showed that I would rather just have card draw, instead I have added more card draw/selection. Similarly, I have removed garruk's uprising, as not enough creatures in the deck trigger its draw condtion.\n\nDeck currently sits at bracket 4, but you can swap out ancestral statue to move it to bracket 3.\n"}]}
"Free" Creature/good stuff
Darksteel Colossus
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
Creature Artifact - Golem

"Free" Creature/good stuff
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"Free" creatures/draw
Scrapwork Mutt
When this creature enters, you may discard a card. If you do, draw a card.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Dog

"Free" creatures/draw
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"Free" creatures/ramp
"Free" creatures/ramp
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Draw
Cool but Rude
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Enchantment - Class

Does Machines
(Gain the next level as a sorcery to add its ability.)
When this Class enters, mill two cards, draw two cards, then discard two cards.
: Level 2
When this Class becomes level 2, return up to two target artifact cards from your graveyard to your hand.
: Level 3
At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it isn't a creature, it becomes a 0/0 Robot creature in addition to its other types.
When this Class enters, mill two cards, draw two cards, then discard two cards.
: Level 2
When this Class becomes level 2, return up to two target artifact cards from your graveyard to your hand.
: Level 3
At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it isn't a creature, it becomes a 0/0 Robot creature in addition to its other types.
Enchantment - Class

Draw
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Draw Engine
Abundance
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment

Draw Engine
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Dual lands
Dual lands
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Finisher
Finisher
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Hy commander is fucking massive
Hy commander is fucking massive
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Protection
Change of Plans
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Protection
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Removal
Removal
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Sac Outlet
Scrapyard Recombiner
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
Creature Artifact - Construct

Sac Outlet
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They Flash Now?
Liberator, Urza's Battlethopter
Flash
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Legendary Creature Artifact - Thopter

They Flash Now?
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Tutor
Archmage Ascension
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment.
As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
Enchantment

Tutor
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Utillity Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Utillity Land
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Animar got amnesia and forgot he was an elemental, and his freinds won't tell him, lest he also remember eldrazi exist. Instead, he played too much Defect on slay the spire, and just wants to keep playing cards. He does this by playing only colourless creatures that he can play for free, every creature gives him something for \"free\", card draw or more mana. He doesnt wan't any 2 mana artifact ramp, instead those are all replaced with 2 mana atifact creatures, the goal being to play him Animar on turn 4, and hold up a way to protect him(never bounce, or flicker, he loses all counters). Turn 5 onwards you want a way to draw a card whenever you play a creautre, and have a weird creature storm turn. Win conditions are either having a giant fucking indestrucitble wall of metal, giant ballista hitting people, a small amount of infect/proliferate, or just make animar giant and fucking hit people.\n\nTo win, either play enough creatures on other people's turn's (by giving your artifacts flash), that you can untap and swing. Or Creature storm and hope to find Krang so that all your creatures have haste \n\nAfter some testing where my friends got mad at my 20 minute turn, tutor's have been added so that you can garuntee finding krang, which will let the giant wall of metal hit people really good. Counterspells are mostly to stop aetherise or other mass board clears that happen on YOUR turn, mostly when you are swining for lethal. Other Protection is to make sure that animar makes it through a turn cycle, and must be cheap as you usually have very few colour pips to actually play with. Never fully tap out on your turn unless everyone else is tapped and you are going for lethal, you are the issue, and people will kill you with hammers if they get the chance.\n\nA good way to get a clock on your opponents is to get an infect counter on them (there are a few cheap ways to get at least one creature unblockable), at that point you can use surge conductor to start whittling them down.\n\nModular creatures are the secret glue that holds this deck together, plofierate is obviously insane with them, but even if you dont have Surge Conductor, you should be able to find a sac outlet. With this, you can move your counters to creatures that really want them, walking ballista, marketback walker, and mindless automaton. This can be done at instant speed, use this to hide that your ballista is way bigger than it looks, then use it to punish anyone that dares try to hurt you.\n\nScrapyard Recombiner has a few cards it can tutor for, it can get you thermal navigator which is a better sac outlet as it doesnt need to tap to sac; walking ballista if your proliferatie engine is up; marketback walker if you have a lot of counters on animar; or mindless automaton if you need a reliable cardraw engine.\n\nI have taken out all token doublers in the deck, testing always showed that I would rather just have card draw, instead I have added more card draw/selection. Similarly, I have removed garruk's uprising, as not enough creatures in the deck trigger its draw condtion.\n\nDeck currently sits at bracket 4, but you can swap out ancestral statue to move it to bracket 3.\n"}]}














































































