Magic Duels

Magic Duels

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arenaynieve Sep 4, 2015 @ 12:11am
Don´t use Animist´s Awakening, it will help you to lose the game :)
Oh god...I have tried so many X1CMC cards. I can´t believe how horrible is this one...how a card that is supposed to help you get more mana depends THAT much on luck? What the hell? xD. I want my Cultivate back :´(. Let´s elaborate more on this with some examples:

Pays 4. Finds 2 lands (Ok...I guess)
Pays 6. You are like: Yes! I am going to find 5 lands and cast big creature! Results: 3 lands...or even 0, yes, you are reading right 0. But that´s not all: you see your 5 next important cards going to the bottom part of your deck. GG. You lose the game :D.

Yesterday that thing happened to me. On 3rd turn I played it for a 2 value. No lands. I played my 2nd Animist´s Awakening. No lands again...Oh yeah... xD.

So what´s the purpose of this thread:

1: some /cry because yeah, that´s normal lol
2: to suggest the removal of this card from the game. Please give us decent cards for mana ramping properly xd. I can´t really make a good 5-color deck right now...

Share your thoughts guys :). Maybe I am missing something? As an additional note I run Animists´s Awakening with 24 lands in deck.
Last edited by arenaynieve; Sep 4, 2015 @ 12:13am
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Showing 1-15 of 23 comments
SlackerBoe Sep 4, 2015 @ 1:02am 
It's definitly a risk vs reward card that I never use. Rather run Niss'a mana ramp card.
miltonwhatever Sep 4, 2015 @ 1:09am 
Yeah, Nissa's fetch is much, much better.
Muche Sep 4, 2015 @ 1:19am 
Here is my take on this: you're casting Animist's Awakening because you want more mana. If it finds them near the top of the deck - very good. If it doesn't find any, it puts nonmana cards on the bottom of the deck so you won't draw them in the next turns, since getting more mana is your priority.
If you lose the game after some important cards went on the bottom, you didn't lose because you didn't draw them, you lost because you didn't have enough mana.

They don't need to remove the card from the game, you can ignore it and just not use it in your deck.
Holyaapje Sep 4, 2015 @ 2:25am 
dont forget that fore now you need it to get a achivement.
when i get it a 2nd time i will make my 57 land deck and muligun like hell
HighLanderPony Sep 4, 2015 @ 2:26am 
Pay 6 to maybe find more... why'd people want more? And by that much? At that point they should play a potentially game winning card for 6, not something that might get them more land than Cultivate or whatever cheaper, more efficient land fetch would get.

Yeah, it's bad.
HighLanderPony Sep 4, 2015 @ 2:26am 
Originally posted by mbvz:
dont forget that fore now you need it to get a achivement.
when i get it a 2nd time i will make my 57 land deck and muligun like hell

You can't make a deck with that many lands.
export Sep 4, 2015 @ 3:05am 
yes you can. Also the game doesn't allow better cards to get mana. 1 cmc elves that produce mana? They will never be avaible since you aren't allowed to control the mana producers like you want them too.
Mjollnir49172 Sep 4, 2015 @ 3:15am 
The only way I see this card useful is when you have Zendikar's Roll, just to swarm the board. Or in extrem misluck, but it's still so bad.
Ok, maybe with a lot of scry, but it seems way more effort for just a little ramp.

But the expansion may change that with all the landfall and awaken coming... Even if you may have better slow ramp http://mythicspoiler.com/bfz/cards/nissasrenewal.jpg
Dukkha Sep 4, 2015 @ 3:15am 
You can only have up to 50% land in decks maid in duelist. Minimum 25%.
So for a 60 card deck you can have up to 30 lands.
HighLanderPony Sep 4, 2015 @ 3:26am 
Originally posted by export:
yes you can. Also the game doesn't allow better cards to get mana. 1 cmc elves that produce mana? They will never be avaible since you aren't allowed to control the mana producers like you want them too.

Ok, you can't make a valid deck. Now hush. :P
Mjollnir49172 Sep 4, 2015 @ 3:27am 
Originally posted by arenaynieve:
Yesterday that thing happened to me. On 3rd turn I played it for a 2 value. No lands. I played my 2nd Animist´s Awakening. No lands again...Oh yeah... xD.

It's actually interesting, since it's saying that your 5 next draws weren't lands. So maybe the fact that you waste two cards to avoid 5 non-land draws in a row made you win the game, or at least not lose so badly.
You could even believe that animist awakenig is a good card if you have a really high curve and enough control to control the oppenent's board you let grow. XD
Andrei Sep 4, 2015 @ 4:09am 
It's a flukey card, same as Talent of the Telepath. When I use TotT, I draw nothing, when the opponenent uses it, he pulls out both of my Into the Maw of Hell (this actually happened).
n00bdragon Sep 4, 2015 @ 7:23am 
When you cast it you should expect the number of lands you get to be somewhere around 1/3rd (or less if you are playing a lot of other land fetch effects). You'lll obviously get less or more quite often due to random chance but that's the expected value.

What gets me is how frequently the AI gets 75% or more of its X as lands, or choose X=1 and get a land nearly every time. I have a feeling it can see the top cards somehow but I can't confirm.
MrModeste Sep 4, 2015 @ 9:27am 
Originally posted by HighLanderPony:
Pay 6 to maybe find more... why'd people want more? And by that much? At that point they should play a potentially game winning card for 6, not something that might get them more land than Cultivate or whatever cheaper, more efficient land fetch would get.

Yeah, it's bad.

I actually like this card very much. Combined with Blaze Ravager, it's pretty fu cking t its.

Or for boosting your */4 R/B where * = number of lands, so you can either use trample on it or cast Chandra's Ignition.

Or in combination with Zendikar Roil.

Or with that red enchantement card that allows you to sacrifice lands in order to deal 2 direct damage.

I like it anyway. Also on average you're supposed to get around 1/3 of X in mana, if you have 20-24 lands.
Last edited by MrModeste; Sep 4, 2015 @ 9:28am
arenaynieve Sep 4, 2015 @ 10:27am 
Originally posted by MrModeste:
Originally posted by HighLanderPony:
Pay 6 to maybe find more... why'd people want more? And by that much? At that point they should play a potentially game winning card for 6, not something that might get them more land than Cultivate or whatever cheaper, more efficient land fetch would get.

Yeah, it's bad.

I actually like this card very much. Combined with Blaze Ravager, it's pretty fu cking t its.

Or for boosting your */4 R/B where * = number of lands, so you can either use trample on it or cast Chandra's Ignition.

Or in combination with Zendikar Roil.

Or with that red enchantement card that allows you to sacrifice lands in order to deal 2 direct damage.

I like it anyway. Also on average you're supposed to get around 1/3 of X in mana, if you have 20-24 lands.

Yeah, I am aware of these combos. They should happen, they sound awesome! But I lack all that awesomeness when I play it xD. It seems luck isn´t with me :steamhappy:
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Date Posted: Sep 4, 2015 @ 12:11am
Posts: 23