ON THE RISE
Finally, it seems, the Internet is catching up with the aggressive nature of this deck.
In the past year, Animar decks have been gaining steady ground, and I can definitely understand why. In 1v1, there are very few consistent strategies that can beat it, outside of some of the "Top Tier" UR decks. Edric is banned in the silly French formats, and this is the next best thing. Though it doesn't draw you into counterspells, here's a nice little combo with Man-o'-War and Phyrexian Metamorph if you can afford the Imperial Recruiter to go along with it.
In the past year, Animar decks have been gaining steady ground, and I can definitely understand why. In 1v1, there are very few consistent strategies that can beat it, outside of some of the "Top Tier" UR decks. Edric is banned in the silly French formats, and this is the next best thing. Though it doesn't draw you into counterspells, here's a nice little combo with Man-o'-War and Phyrexian Metamorph if you can afford the Imperial Recruiter to go along with it.
This deck has a lot of trouble beating Wraths, but it does make a majority of your opponent's best single removal useless. Animar's a deck that wants to play aggressive, and makes a case for being the best aggressive deck, as well as a very powerful Tier 2 deck.
In multiplayer, beware though- you are the innate threat. So just don't die.
ALWAYS AROUND(?)
Riku isn't a deck in my metagame, or "a deck," as in something I believe that's worth playing- yet it still seems to linger and get people excited to talk about.
I consider it very overrated, especially when you compare it to the value oozing out of Animar and the next card we're going to talk about, Maelstrom Wanderer.
Allegedly, Riku is supposed to be a competitive "Toolbox" deck predicated on doing a lot of Kiki-Jiki/Pestermite style cards with Tooth and Nail as security. Clearly, this is just shenanigans, because this is something the better decks in the format already do, and they can do it in a more concentrated, less diluted way.
This deck needs a bunch of mana to get online, and while it has green, that doesn't mean we can actualize its dream. Once Riku is gone, your little 2/2 Dudes (cause he's two creatures, I think) cost 7 to play again. Hence, why I think the fact that Riku being a playable deck, even in more casual multiplayer environments, is as mythic as the card itself.
Allegedly, Riku is supposed to be a competitive "Toolbox" deck predicated on doing a lot of Kiki-Jiki/Pestermite style cards with Tooth and Nail as security. Clearly, this is just shenanigans, because this is something the better decks in the format already do, and they can do it in a more concentrated, less diluted way.
This deck needs a bunch of mana to get online, and while it has green, that doesn't mean we can actualize its dream. Once Riku is gone, your little 2/2 Dudes (cause he's two creatures, I think) cost 7 to play again. Hence, why I think the fact that Riku being a playable deck, even in more casual multiplayer environments, is as mythic as the card itself.
UNDER THE RADAR(?)
Relative to RUG Legends, I do feel that Wanderer is slighted due to mana cost.
Still, if people haven't played this, or played against this deck, they need to know that the deck is a total house. Unlike Riku, Wanderer's need for land is aligned with the strategy that you're going to get big and play big stuff, whether it's off a Cascade trigger, or out of your hand, it doesn't matter.
Additionally, Wanderer is a 3-turn clock by itself, which forces trades, thereby allowing you to keep casting him.
While Wanderer is a key part of what I do in Animar, GG plays a deck designed around Wanderer, and it's pretty good.
Recently, one surfaced in my new playgroup, and it's doing some serious face-beating with any and all Storm spells he could find.
From what I can tell, Wanderer and Animar do a pretty good job of straddling the fun/power balance. Though certainly not fair in design, they are aggressive, and have provided the metagame with some serious threat power in the RUG wedge. In my opinion, it's just what they needed to really "tie the room together."
Until next time, don't let thugs or school bullies put your head in a toilet, or nihilists unleash a marmot unsuspectingly at bath time.
-UL
Relative to RUG Legends, I do feel that Wanderer is slighted due to mana cost.
Still, if people haven't played this, or played against this deck, they need to know that the deck is a total house. Unlike Riku, Wanderer's need for land is aligned with the strategy that you're going to get big and play big stuff, whether it's off a Cascade trigger, or out of your hand, it doesn't matter.
Additionally, Wanderer is a 3-turn clock by itself, which forces trades, thereby allowing you to keep casting him.
While Wanderer is a key part of what I do in Animar, GG plays a deck designed around Wanderer, and it's pretty good.
Recently, one surfaced in my new playgroup, and it's doing some serious face-beating with any and all Storm spells he could find.
From what I can tell, Wanderer and Animar do a pretty good job of straddling the fun/power balance. Though certainly not fair in design, they are aggressive, and have provided the metagame with some serious threat power in the RUG wedge. In my opinion, it's just what they needed to really "tie the room together."
Until next time, don't let thugs or school bullies put your head in a toilet, or nihilists unleash a marmot unsuspectingly at bath time.
-UL
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