Arcane Foundry › Commanders › Vannifar, Evolved Enigma
Vannifar, Evolved Enigma
Legendary Creature — Elf Ooze Wizard · {2}{G}{U} · Green/Blue commander
At the beginning of combat on your turn, choose one —
• Cloak a card from your hand. (Put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)
• Put a +1/+1 counter on each colorless creature you control.
Build a Vannifar, Evolved Enigma deck →
What Vannifar, Evolved Enigma 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 · beginning_of_combatAt the beginning of combat on your turn, choose one —
What a Vannifar, Evolved Enigma deck needs
Plays as colorless. What the commander asks of the other 99 — read from the card and checked by hand.
- colorless creatures and face-down creatures (it cloaks and grows every colorless creature)
The Vannifar, Evolved Enigma deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 10× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 7× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 4× Answer a spell or ability before it resolves
- 3× Answer a whole board at once
- 9× Refill your hand
- 4× Keep a permanent you control alive through removal
- 11× Get ahead on mana
- 20× A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
Best cards for Vannifar, Evolved Enigma
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 +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
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
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Sylvan Library2 mana
- Curiosity1 mana
- Wizard Class1 mana
- Garruk's Uprising3 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
Keep a permanent you control alive through removal
- Innkeeper's Talent2 mana
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
Get ahead on mana
- Sol Ring1 mana
- Incubation Druid2 mana
- Simic Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Heritage Druid1 mana
- Joraga Treespeaker1 mana
A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
- Crashing Drawbridge2 mana
- Ozolith, the Shattered Spire2 mana
- Bontu's Monument3 mana
- Elvish Archdruid3 mana
- Enduring Vitality3 mana
- Kami of Whispered Hopes3 mana
- Oketra's Monument3 mana
- Assault Formation2 mana