Anara, Wolvid Familiar MTG Card
Card sets | Released in 3 setsSee all |
Mana cost | |
Converted mana cost | 4 |
Rarity | Uncommon |
Type | Legendary Creature — Wolf Beast |
Abilities | Partner |
Power | 4 |
Toughness | 4 |
Text of card
As long as it's your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)
Cards like Anara, Wolvid Familiar
Anara, Wolvid Familiar has carved its niche in Magic: The Gathering as a unique beast commander. Much like Tolsimir, Friend to Wolves, Anara offers a companion ability, providing a boost to your other creatures. While Tolsimir brings Wolf tokens and a fight mechanic into the fray, Anara ensures that your commanders stay active even after they would be destroyed. This perk, while not adding to your creatures’ offensive capabilities, shores up your defenses substantially.
Comparatively, Saffi Eriksdotter presents a kindred spirit to Anara, offering a one-time protection to a creature targeted by destruction. Saffi, however, is limited to a single usage, while Anara provides ongoing insurance throughout the game. Then there’s the stoic Broodhatch Nantuko, which doesn’t shield your commanders but instead retaliates by creating tokens upon taking damage, a stark contrast to Anara’s protective nature.
In essence, when evaluating companions that strengthen your forces, Anara presents a reliable and enduring guardian for commanders. It is a testament to the variety of strategies in play, making it a compelling choice for player decks that value resilience over aggression.
Cards similar to Anara, Wolvid Familiar by color, type and mana cost
Card Pros
Card Advantage: Anara Wolvid Familiar provides sustained card advantage by safeguarding your commander. With Anara on the battlefield, your commander becomes harder to permanently remove, ensuring that your key piece remains active to continue generating value turn after turn.
Resource Acceleration: In Commander, a format where your commander plays a central role, Anara accelerates your game plan simply by making your commander indestructible during your turn. This lets you freely use your commander’s abilities without the danger of losing it to common removal spells, keeping your resources intact for progressive gameplay.
Instant Speed: Although Anara itself is not an instant, having it as part of your board state allows you to play more aggressively with instant-speed spells during opponents’ turns. Since Anara provides a safety net for your commander, you can confidently keep mana open for other instant interactions or responses, knowing that your primary strategy remains secure.
Card Cons
Discard Requirement: Anara Wolvid Familiar necessitates discarding to leverage some of its capabilities, which could deplete your hand and put you at a disadvantage, especially during the late game when every card counts.
Specific Mana Cost: This card comes with a distinct mana cost that includes green. This requirement can sometimes restrict the card’s integration into multi-colored decks, particularly those that do not prioritize green mana production.
Comparatively High Mana Cost: With a casting cost that is on the higher side for its effect, Anara Wolvid Familiar might not be the most economical option available. Players may find alternative creatures or spells that offer similar benefits or better synergies with less mana investment.
Reasons to Include Anara Wolvid Familiar in Your Collection
Versatility: Anara Wolvid Familiar seamlessly integrates into Commander decks that require robust creatures for combat and those that capitalize on having a commander consistently in play.
Combo Potential: Pairing Anara with cards that create token copies can ensure a formidable board presence, as those tokens gain indestructibility as long as it’s your turn, opening up numerous strategic avenues.
Meta-Relevance: Given the creature-heavy format of many current meta-games, securing the longevity of your key creatures can be crucial, making Anara a relevant inclusion to outlast and outmaneuver opponents.
How to Beat Anara, Wolvid Familiar
Anara, Wolvid Familiar is a unique creature card that provides consistent advantages to commander players in MTG. Its key feature is granting your commanders indestructible as long as it’s your turn, which protects your pivotal creatures from a wide array of removal spells and destruction effects. To overcome Anara, focus on abilities and spells that bypass indestructibility. Namely, exile effects found in cards like Swords to Plowshares or direct player actions such as forcing a sacrifice with Diabolic Edict prove effective.
Timing is also crucial when dealing with Anara. Since its ability works only during your turn, take advantage of opponent’s end phases or their own turn to target their commanders with removal spells. Utilizing board wipes that do not destroy, but rather return creatures to hand or library, sidestep the indestructibility feature, making cards like Cyclonic Rift or Terminus excellent options. Strong counterplay involves strategic removal and alternative ways to handle threats, ensuring Anara, Wolvid Familiar does not dictate the pace of the game.
As with any card interaction in MTG, it’s vital to understand the synergies involved and devise the right strategy to dismantle your opponent’s plan, turning the tide in your favor.
BurnMana Recommendations
As players relentlessly pursue the thrill of victory and the mastery of MTG, cards like Anara Wolvid Familiar become invaluable allies. Ensuring the resilience of your commander can be game-changing, fundamentally shifting the dynamics of play in your favor. With continuous advancements in MTG strategy and an ever-evolving metagame, the importance of adaptable and robust cards cannot be overstated. We encourage you to further explore the profound impact Anara can have on your gameplay. Dive into our wealth of insights and analyses to refine your decks and strategies, ensuring that each match you enter is a showcase of skill and sagacity. For those ready to elevate their commander game, step this way and let’s uncover the depths of power that Anara Wolvid Familiar has to offer.
Where to buy
If you're looking to purchase Anara, Wolvid Familiar MTG card by a specific set like Magic Online Promos and Commander Legends, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.
For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.
Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.
Below is a list of some store websites where you can buy the Anara, Wolvid Familiar and other MTG cards:
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Printings
The Anara, Wolvid Familiar Magic the Gathering card was released in 2 different sets between 2020-11-20 and 2020-11-20. Illustrated by Jesper Ejsing.
# | Released | Name | Code | Symbol | Number | Frame | Layout | Border | Artist |
---|---|---|---|---|---|---|---|---|---|
1 | Magic Online Promos | PRM | 86254 | 2015 | Normal | Black | Jesper Ejsing | ||
2 | 2020-11-20 | Commander Legends | CMR | 214 | 2015 | Normal | Black | Jesper Ejsing | |
3 | 2020-11-20 | Commander Legends | CMR | 577 | 2015 | Normal | Black | Jesper Ejsing |
Legalities
Magic the Gathering formats where Anara, Wolvid Familiar has restrictions
Format | Legality |
---|---|
Commander | Legal |
Legacy | Legal |
Paupercommander | Restricted |
Oathbreaker | Legal |
Vintage | Legal |
Duel | Legal |
Rules and information
The reference guide for Magic: The Gathering Anara, Wolvid Familiar card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
---|---|
2020-11-10 | An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders. |
2020-11-10 | Anara's first ability affects commanders you control even if you don't own them. It doesn't affect your commander if another player controls it. |
2020-11-10 | Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a commander you control may become lethal if Anara leaves the battlefield during that turn. |
2020-11-10 | Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library. |
2020-11-10 | If Anara is your commander, its first ability affects itself during your turn. |
2020-11-10 | If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens. |
2020-11-10 | If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue. |
2020-11-10 | Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined. |
2020-11-10 | To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander. |
2020-11-10 | You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes. |