BPRadiant
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Commander
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{"ops":[{"insert":"Animar is Bae"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Animar, Soul of Elements | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Temur (Blue/Red/Green) | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [4]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This one is personal. When the first Commander precons were announced and one of them was Temur, the excitement was immediate. "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" has been in the rotation ever since, going through countless iterations and builds over the years to arrive at this current version. He is the favourite commander of all time, full stop. The playmat, the deckbox, the tokens with "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" on the back, all of it reflects a genuine and longstanding love for this card and what it represents. This is the deck that comes out when people want a strong matchup, sitting comfortably at bracket four though it doesn't pretend to hang with the absolute fastest mana everything goes cEDH-adjacent pods. It's still really good and it rewards playing with urgency and conviction.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The gameplan is sticking "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" and making him as big as possible as fast as possible, then either pushing through for commander damage or comboing off to close the game. "},{"attributes":{"bold":true},"insert":"Ancestral Statue"},{"insert":" is the cleanest combo piece in the deck, letting "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" grow infinitely large on his own by bouncing and recasting repeatedly. "},{"attributes":{"bold":true},"insert":"Cloudstone Curio"},{"insert":" is the other engine piece that enables chaining creatures and "},{"attributes":{"bold":true},"insert":"Peregrine Drake"},{"insert":" extends or goes infinite alongside it. "},{"attributes":{"bold":true},"insert":"Trophy Mage"},{"insert":" exists specifically to find "},{"attributes":{"bold":true},"insert":"Curio"},{"insert":" when you need it. "},{"attributes":{"bold":true},"insert":"Bard Class"},{"insert":", "},{"attributes":{"bold":true},"insert":"Stadium Vendors"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Etali"},{"insert":" form the favourite infinite combo in the deck and are worth setting up whenever the pieces are available. "},{"attributes":{"bold":true},"insert":"Apex Devastator"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Maelstrom Wanderer"},{"insert":" dig for cheap hits through cascades and can chain into a winning position from seemingly nowhere. "},{"attributes":{"bold":true},"insert":"Kefka Palazzo"},{"insert":" wins a surprising number of games through damage either during the combo or by generating a massive amount of it all at once.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bard Class"},{"insert":" is the secret commander of the deck. With the density of legendary creatures in the list it does an enormous amount of work and shapes the gameplan more than any other non-commander card. "},{"attributes":{"bold":true},"insert":"Oblivion Sower"},{"insert":" deserves a callout for how well it extends combos and keeps things going when you need a bit more reach, particularly alongside "},{"attributes":{"bold":true},"insert":"Cloudstone Curio"},{"insert":". Everything in the deck marked as being on the cutting room floor has history here and hasn't been cut yet because of that history rather than because it's performing. Those cards will find their way out eventually but they've earned the right to stick around a little longer.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is a turbo deck and you need to play it like one. Every decision should be made with urgency. Get "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" out by turn three, start stacking counters immediately, and look for your combo pieces. Don't play reactively except when absolutely necessary. Your counterspells and protection pieces exist for one purpose: keeping "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" on the field and stopping something that would lose you the game outright. Don't spend them on minor threats. Red burn spells and blue bounce effects are your biggest threats since they bypass "},{"attributes":{"bold":true},"insert":"Animar's"},{"insert":" protection from white and black, so keep those answers available for exactly those scenarios. When you see a combo line open up commit to it fully and don't hesitate.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Red burn and blue bounce are the primary removal threats since they get around "},{"attributes":{"bold":true},"insert":"Animar's"},{"insert":" built in protection. Fast mana bracket four pods that can win before you establish your engine are also a genuine challenge since even a very good "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" build has a ceiling against truly optimized fast mana decks. Disruption that hits "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" early before he has counters stacked can also significantly slow the deck down since rebuilding from scratch at the bracket four level is difficult.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You need a line to get "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" out by turn three with something to start stacking and some draw to keep the gas flowing. Going down to five to find that combination is absolutely worth it and has happened before. A hand without a clear path to a turn three "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" is a mulligan every time. The deck rewards aggressive mulliganing to find the right opener.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard is an active testing ground where things don't tend to stay long since decisions get made quickly on whether something earns its spot. Cards marked as being on the cutting room floor in the main deck have history with the deck and are holding on a little longer than pure performance would justify. They'll make their exit eventually.\n"}]}
Combo
Bard Class
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
Legendary creatures you control enter with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
Enchantment - Class

Purphoros, God of the Forge
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Legendary Creature Enchantment - God

Combo
(CTRL to add secondary)
Copy
Delina, Wild Mage
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
Legendary Creature - Elf Shaman

Copy
(CTRL to add secondary)
Counters
Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Counters
(CTRL to add secondary)
Draw
Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

Etali, Primal Conqueror
Trample
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
Legendary Creature - Elder Dinosaur


Genesis Storm
When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
Reveal cards from the top of your library until you reveal a nonland permanent card. You may put that card onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield on the bottom of your library in a random order.
Reveal cards from the top of your library until you reveal a nonland permanent card. You may put that card onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield on the bottom of your library in a random order.
Sorcery

Maelstrom Wanderer
Creatures you control have haste.
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
Legendary Creature - Elemental

Vaultborn Tyrant
Trample
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature - Dinosaur

Draw
(CTRL to add secondary)
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

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Magus Lucea Kane
Spiritual Leader — At the beginning of combat on your turn, put a +1/+1 counter on target creature.
Psychic Stimulus — : Add . When you next cast a spell with in its mana cost or activate an ability with in its activation cost this turn, copy that spell or ability. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Psychic Stimulus — : Add . When you next cast a spell with in its mana cost or activate an ability with in its activation cost this turn, copy that spell or ability. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Legendary Creature - Human Wizard Tyranid

Roxanne, Starfall Savant
Whenever Roxanne enters or attacks, create a tapped colorless artifact token named Meteorite with "When this token enters, it deals 2 damage to any target" and ": Add one mana of any color."
Whenever you tap an artifact token for mana, add one mana of any type that artifact token produced.
Whenever you tap an artifact token for mana, add one mana of any type that artifact token produced.
Legendary Creature - Druid Cat

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Ramp
(CTRL to add secondary)
Removal
Duplicant
Imprint — When this creature enters, you may exile target nontoken creature.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.
Creature Artifact - Shapeshifter

Removal
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Animar is Bae"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Animar, Soul of Elements | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Temur (Blue/Red/Green) | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [4]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This one is personal. When the first Commander precons were announced and one of them was Temur, the excitement was immediate. "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" has been in the rotation ever since, going through countless iterations and builds over the years to arrive at this current version. He is the favourite commander of all time, full stop. The playmat, the deckbox, the tokens with "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" on the back, all of it reflects a genuine and longstanding love for this card and what it represents. This is the deck that comes out when people want a strong matchup, sitting comfortably at bracket four though it doesn't pretend to hang with the absolute fastest mana everything goes cEDH-adjacent pods. It's still really good and it rewards playing with urgency and conviction.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The gameplan is sticking "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" and making him as big as possible as fast as possible, then either pushing through for commander damage or comboing off to close the game. "},{"attributes":{"bold":true},"insert":"Ancestral Statue"},{"insert":" is the cleanest combo piece in the deck, letting "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" grow infinitely large on his own by bouncing and recasting repeatedly. "},{"attributes":{"bold":true},"insert":"Cloudstone Curio"},{"insert":" is the other engine piece that enables chaining creatures and "},{"attributes":{"bold":true},"insert":"Peregrine Drake"},{"insert":" extends or goes infinite alongside it. "},{"attributes":{"bold":true},"insert":"Trophy Mage"},{"insert":" exists specifically to find "},{"attributes":{"bold":true},"insert":"Curio"},{"insert":" when you need it. "},{"attributes":{"bold":true},"insert":"Bard Class"},{"insert":", "},{"attributes":{"bold":true},"insert":"Stadium Vendors"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Etali"},{"insert":" form the favourite infinite combo in the deck and are worth setting up whenever the pieces are available. "},{"attributes":{"bold":true},"insert":"Apex Devastator"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Maelstrom Wanderer"},{"insert":" dig for cheap hits through cascades and can chain into a winning position from seemingly nowhere. "},{"attributes":{"bold":true},"insert":"Kefka Palazzo"},{"insert":" wins a surprising number of games through damage either during the combo or by generating a massive amount of it all at once.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bard Class"},{"insert":" is the secret commander of the deck. With the density of legendary creatures in the list it does an enormous amount of work and shapes the gameplan more than any other non-commander card. "},{"attributes":{"bold":true},"insert":"Oblivion Sower"},{"insert":" deserves a callout for how well it extends combos and keeps things going when you need a bit more reach, particularly alongside "},{"attributes":{"bold":true},"insert":"Cloudstone Curio"},{"insert":". Everything in the deck marked as being on the cutting room floor has history here and hasn't been cut yet because of that history rather than because it's performing. Those cards will find their way out eventually but they've earned the right to stick around a little longer.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is a turbo deck and you need to play it like one. Every decision should be made with urgency. Get "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" out by turn three, start stacking counters immediately, and look for your combo pieces. Don't play reactively except when absolutely necessary. Your counterspells and protection pieces exist for one purpose: keeping "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" on the field and stopping something that would lose you the game outright. Don't spend them on minor threats. Red burn spells and blue bounce effects are your biggest threats since they bypass "},{"attributes":{"bold":true},"insert":"Animar's"},{"insert":" protection from white and black, so keep those answers available for exactly those scenarios. When you see a combo line open up commit to it fully and don't hesitate.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Red burn and blue bounce are the primary removal threats since they get around "},{"attributes":{"bold":true},"insert":"Animar's"},{"insert":" built in protection. Fast mana bracket four pods that can win before you establish your engine are also a genuine challenge since even a very good "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" build has a ceiling against truly optimized fast mana decks. Disruption that hits "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" early before he has counters stacked can also significantly slow the deck down since rebuilding from scratch at the bracket four level is difficult.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You need a line to get "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" out by turn three with something to start stacking and some draw to keep the gas flowing. Going down to five to find that combination is absolutely worth it and has happened before. A hand without a clear path to a turn three "},{"attributes":{"bold":true},"insert":"Animar"},{"insert":" is a mulligan every time. The deck rewards aggressive mulliganing to find the right opener.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard is an active testing ground where things don't tend to stay long since decisions get made quickly on whether something earns its spot. Cards marked as being on the cutting room floor in the main deck have history with the deck and are holding on a little longer than pure performance would justify. They'll make their exit eventually.\n"}]}















































































