Arcane Foundry › Commanders › The Astonishing Ant-Man
The Astonishing Ant-Man
Legendary Creature — Human Scientist Hero · {G}{U} · Green/Blue commander
Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man.
{2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens.
Build a The Astonishing Ant-Man deck →
What The Astonishing Ant-Man actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · drawWhenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man.
- Activated ability{2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens.
What a The Astonishing Ant-Man deck needs
Plays as counters. What the commander asks of the other 99 — read from the card and checked by hand.
- card draw, wheels and cantrips (each card drawn triggers it)
- +1/+1 counter producers and payoffs (its text places or reads +1/+1 counters)
- token payoffs — anthems, sacrifice outlets and go-wide finishers (it makes tokens on repeat)
- haste and untap effects that reach the commander (a tap ability is unusable the turn it lands)
The The Astonishing Ant-Man deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 5× Untap the commander so the tap ability is an engine, not a one-shot
- 14× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 12× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 4× A team pump that actually pumps tokens
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
Best cards for The Astonishing Ant-Man
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Runadi, Behemoth Caller3 mana
- Akroma's Memorial7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
- Shang-Chi, Master of Kung Fu2 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Bear Umbra4 mana
- Freed from the Real3 mana
- Pemmin's Aura3 mana
- Sting, the Glinting Dagger2 mana
- Umbral Mantle3 mana
- Unstoppable Plan3 mana
- Genji Glove5 mana
- Copperhorn Scout1 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Branching Evolution3 mana
- Hardened Scales1 mana
- Ozolith, the Shattered Spire2 mana
- Kami of Whispered Hopes3 mana
- Benevolent Hydra2 mana
- Michelangelo, Weirdness to 112 mana
- The Earth Crystal4 mana
- High Score3 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Kozilek's Unsealing3 mana
- Replicating Ring3 mana
- Esika's Chariot4 mana
- Omarthis, Ghostfire Initiate0 mana
- Wrenn and Seven5 mana
- Andúril, Flame of the West3 mana
- Rampant Frogantua3 mana
- Field of the Dead0 mana
A team pump that actually pumps tokens
- Finale of Devastation2 mana
- Beastmaster Ascension3 mana
- Heraldic Banner3 mana
- Return of the Wildspeaker5 mana
- Assault Formation2 mana
- Jolrael, Mwonvuli Recluse2 mana
- Sylvan Anthem2 mana
- Weaver of Harmony2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Beast Within3 mana
- Nature's Claim1 mana
- Emerald Charm1 mana
- Naturalize2 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Neoform2 mana
- Worldly Tutor1 mana
- Reshape2 mana
- March of Burgeoning Life1 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Oversimplify5 mana
- Selective Obliteration5 mana
- Needle Storm3 mana
- Evacuation5 mana
Combos with The Astonishing Ant-Man
Known combos from Commander Spellbook that The Astonishing Ant-Man is a piece of, and how many decks list them.
- The Astonishing Ant-Man + Mister Fantastic, Reed Richards + Invisible Woman, Sue Storm464 decks
- The Astonishing Ant-Man + O'aka, Traveling Merchant + Mind Over Matter9 decks
- The Astonishing Ant-Man + Falco Spara, Pactweaver + Sensei's Divining Top + Shuri, Wakandan Inventor2 decks
- The Astonishing Ant-Man + Falco Spara, Pactweaver + Sensei's Divining Top + Helm Of Awakening
- The Astonishing Ant-Man + Falco Spara, Pactweaver + Sensei's Divining Top + Etherium Sculptor
- The Astonishing Ant-Man + Falco Spara, Pactweaver + Sensei's Divining Top + Cloud Key