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" I am not capricious, nor am I given to cruel acts for their own sakes. It is simply a fact that you and your kind have trespassed, and thus invited extermination. Curse you for putting me to this inconvenience. " —Anrakyr the Traveller to the T'au Ethereal Aun'taniel prior to the Harvest of Ka'mais

Overlord Anrakyr

The Necron Overlord Anrakyr the Traveller.

Anrakyr , also called Anrakyr the Traveller , is a nomadic Necron Overlord who wanders from Tomb World to Tomb World across the galaxy, aiding the Necron cause wherever and however he can.

Few Necrons awaken from stasis-sleep with a fully functioning consciousness. Most arise addled by the long slumber, their wits and reason slow to come fully online. Not so for Anrakyr -- he rose from dormancy during the Necrons' Great Sleep with his mind intact and a great purpose foremost in his mind to reunite the Necron dynasties.

Embracing this as his destiny, Anrakyr the Traveller, as he came to be known amongst others of his kind, abdicated all responsibilities to his own Tomb World of Pyrrhia before leading an undying army into the stars to fulfil the self-appointed mission of rebuilding a united Necron realm that continues to this day.

  • 1.1 Notable Campaigns

History [ ]

Anrakyr2

Anrakyr the Traveller in his full panoply of war.

Whilst his plan may have been glorious, the galaxy had changed much since Anrakyr last walked its worlds, and the maps of old no longer corresponded with the reality of the present. Planets had been destroyed, isolated by Warp Storms or even shifted through time and space.

Even should a world itself remain in the position recorded of it, the stasis-tomb beneath its surface might well be gone, destroyed by tectonic upheaval, meteor strike or other unforseen disaster. Worst of all, however, is for Anrakyr to arrive upon a sleeping Tomb World to discover it infested with lesser life forms.

Anrakyr has little desire to start war for its own sake -- his forces are too meagre for wanton hostility -- but to arrive on a slumbering Tomb World to discover its catacombs collapsed and its resources plundered is enough to drive him into an abiding rage that bodes ill for the perpetrators.

Be the invaders a low-technology human colony, a sprawling WAAAGH! of Orks , a T'au expeditionary force or the planet-choking industries of the Adeptus Mechanicus , only one response is possible: swift and absolute war -- fighting alongside the Tomb World’s forces if any remain, battling to avenge them if not.

Not all the Tomb Worlds Anrakyr arrives upon are in such dire throes -- some have gone entirely unnoticed by the younger races -- but in a galaxy burgeoning with inquisitive life, such planets are few and far between.

From each Tomb World awoken or freed from invaders, Anrakyr requests a tithe of warriors and weaponry to be given over to his cause. If the supplication is refused, he seizes his prize through force or artifice instead. A newly awakened Tomb World is inevitably a confused and disordered place, and such acquisitions are easily engineered.

This goes some way to explain Anrakyr's muddled repute amongst the Tomb Worlds he has encountered. To many Necron nobles he is considered the highest avatar of nobility, a warrior who has yielded all ties of personal rank and status for the benefit of his people.

To others, notably those who do not willingly contribute to his forces, Anrakyr is the worst kind of masterless brigand, almost as severe a threat to the slumbering Tomb Worlds as any of the galaxy's other perils. For his part, Anrakyr would prefer to be supported willingly, yet need overrides all.

His forces, worn down and ravaged by past campaigns, are always on the brink of complete collapse, and without reinforcements his great cause would come swiftly to an end.

On the battlefield, Anrakyr is invariably accompanied by a cadre of Pyrrhian Eternals -- the remnant of the vast Immortal legion with which he began his great work. The ageless veterans are unswervingly loyal to their master and murderously efficient in furthering his goals.

Yet even their threat pales beside that of Anrakyr himself. The same force of will that enables Anrakyr to maintain command over his forces can be refocussed temporarily to deceive enemy targeting systems, granting him control of the foe’s weaponry for brief periods of time. So it is that any foe who takes to the field against Anrakyr would be well-served to pay equal attention to the guns at their rear in addition to those at their front…

Notable Campaigns [ ]

Anrakyr3

Anrakyr leads the forces of the Mephrit Dynasty against a Tyranid monstrosity.

  • 805.M41 The Ruin of Morrigar – A battle between the Hive City gangs on the planet of Morrigar inadvertently awakens the Necron Tomb hidden there. All contact with Morrigar is lost shortly thereafter. When the Cadian 207th makes planetfall six months later, there is no trace of any inhabitants, human or otherwise. Before the Imperial Guard can leave Morrigar, the nomadic Necron warlord Anrakyr the Traveller arrives. Assuming the humans are responsible for the apparent destruction of the Tomb World , he launches an attack that leaves his own forces decimated and the Cadian 207th utterly eliminated.
  • 859.M41 The Traveller has Come – Anrakyr the Traveller arrives in the embattled Lazar System, and immediately joins his forces to those Necrons defending against the onslaught of the Silver Skulls Astartes Chapter . Necron victory is finally assured at the Battle of Dreadpeak, when Anrakyr’s Pyrrhian Eternals spearhead an assault on the Silver Skulls’ downed Battle Barge Argent Hammer . Though the Space Marines battle hard against the veterans of Pyrrhia, their efforts are undone when Anrakyr seizes control over the Battle Barge’s still-functioning weapon batteries and turns their fury on the defenders. With their Chapter Master slain and their forces in disarray, the Silver Skulls are forced to withdraw their blockade of Lazar – though they take great care to ensure that word of their defeat does not spread. His duty done, Anrakyr takes ship and heads out into the galaxy once more.
  • 902.M41 The Harvest of Ka’mais – Possibly the first encounter between the Tau Empire and the Necrons, a dozen Hive Ships of Hive Fleet Gorgon assaulting the Tau colony of Ka’mais are destroyed as a fleet of Necron ships unexpectedly emerges from Ka’mais’ dead moon. Once the Tyranids are destroyed, Anrakyr lands upon the planet and is greeted with great celebration by the local Tau. Uncaring of this, Anrakyr orders the Harvest of Ka’mais, where most, if not all, of the Tau populace are killed or captured.
  • 999.M41 The Carnac Campaign – Anrakyr the Traveller arrives on a planet he supposes to be the Tomb World of Carnac, only to find it infested with Eldar Exodites . Realising that the tomb, if it remains, will be buried too deep for him to awaken before the Exodites can themselves summon aid, Anrakyr entreats the Necron Lords and Necron Overlords of other Tomb Worlds for aid. Reinforcements arrive from Mandragora , Gidrim and Trakonn, though the most unexpected of all is a contingent from Solemnace, led by Trazyn the Infinite himself. All this takes time, however, and by the time the Night Scythe fleets deploy the invading forces, the armies of the Alaitoc Craftworld stand side by side with the Exodites. Guided by the prophecies of Farseer Eldorath Starbane and the strategies of Illic Nightspear , the Eldar attempt to stall the Necron invasion with a series of hit-and-run attacks. Their aim is to sever the command structure by destroying Anrakyr and his closest allies, but the Pyrrhian Lord manages to subvert the prophecies of the Farseer through the astromantic analyses of Orikan the Diviner . Though Orikan’s divinations are by no means as focussed as those of Starbane, they are sufficient to tangle the skeins of fate and leave many details beyond the Farseer’s reach. So it is that Pathfinders arrive at what they thought to be Anrakyr’s location, only to find him long gone and squads of Deathmarks waiting in ambush. After several inconclusive battles on Carnac’s verdant plains, Anrakyr forces the Eldar to engage in a head-to-head confrontation by marching on the World Spirit shrine. As the tireless Necron legions advance upon its walls, Doom Scythes duel with Eldar fighters in the skies above, Deathmarks ply a deadly trade of ambush and counter-ambush with Alaitoc Pathfinders, and all the while Flayed Ones prowl on the flanks, pouncing on any Eldar foolish enough to show even a momentary sign of weakness. The sides are well matched, with the Necron hardiness countered by the precise strikes of the Eldar. Victory finally falls to the Necrons when Carnac’s tomb unexpectedly begins to awaken, stirred from dormancy by the tumult above. With Necron reinforcements now starting to constantly trickle into the campaign, the Eldar have little choice but to abandon Carnac and its World Spirit to their foes. Anrakyr is grimly jubilant in the campaign’s aftermath and gladly accedes when Trazyn requests the entire World Spirit shrine as spoils of war. For his part, Orikan requests no trophy or payment for victory, and merely hopes that when the flush of victory fades, no one thinks to question the convenient coincidence of Carnac’s awakening.

Wargear [ ]

Anrakyr the Traveller

Anrakyr the Traveller

  • Necrodermis - Like all Necrons , Anrakyr’s body is built from the self-repairing living metal known as Necrodermis. As befits one of his lofty rank, Anrakyr’s body is of superior craftsmanship and richly adorned, clearly announcing his status and allowing him to repair even the most grievous of wounds in a matter of moments.
  • Warscythe – The traditional weapon of Necrontyr nobility and their bodyguards for eons, a Warscythe is an energy-bladed battle-staff. The energy field that encompasses the Warscythe allows it to cleave through almost anything with ease. Heavy and ungainly, these weapons are only effective in the hands of an untiring Necron combatant.
  • Tachyon Arrow – A Tachyon Arrow is an intricate wrist-mounted energy weapon that, when activated, transmutes a sliver of inert metal into an unstoppable thunderbolt capable of piercing the heart of a mountain. Such a weapon has near-infinite range, and is able to penetrate almost any form of armour, including that of Titans . However, it can only be used once before the guardians of a Necron tomb must tend to its technologies and prepare it for another use.

Sources [ ]

  • Codex: Necrons (5th Edition), pp. 25-27, 62-63
  • Codex: Necrons (7th Edition) (Digital Edition), pp. 144-145
  • Codex: Tyranids (5th Edition), pg. 21
  • Shield of Baal: Exterminatus (Campaign Supplement) (Digital Edition), pp. 101, 140
  • 1 Emperor of Mankind
  • 3 Adeptus Custodes

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Anrakyr the Traveller

  • Edited by: Andrew G.
  • Last update: August 16, 2023

Anrakyr the Traveller

Prices are subject to change depending on market or retailer!

  • Base Size: 25 mm
  • Height: tba
  • Alignment: Xenos Armies
  • Faction: Necrons
  • Material: Resin
  • Number of Minis: N/A
  • Release Year: N/A

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Anrakyr the traveller description.

Awakening from stasis-sleep often leaves many Necrons in a state of confusion and slow mental recovery. However, Anrakyr defies this trend – emerging with his consciousness fully intact and a profound purpose driving him: to unite the dynasties once more. This destiny has become his driving force, leading him to relinquish control over his own Tomb World of Pyrrhia and instead command an army that ventures across the stars.

Anrakyr the Traveller, presented in intricate Citadel Finecast form, commands attention with his imposing posture. His colossal warscythe, adorned with an orb, is firmly held in one hand, while a tachyon arrow is mounted on his wrist as part of his formidable wargear. Resplendent with Necron insignia, orbs, and dynastic glyphs, Anrakyr the Traveller stands as the ideal figurehead to lead your Necron forces onto the battlefield.

What’s in the Anrakyr the Traveller box

  • x5 resin components with which to make Anrakyr the Traveller.
  • x1 Citadel 25mm round base.

How to paint the Anrakyr the Traveller set

  • Step 1: Prime the Model Begin by priming your Anrakyr the Traveller model with Chaos Black spray . This prepares the surface for paint and provides a solid base.
  • Step 2: Base Coat Paint the armor plates of Anrakyr’s model with Leadbelcher . Apply this metallic base coat evenly to cover the armor.
  • Step 3: Shading Use Nuln Oil to shade the armor, focusing on the recesses and crevices. This shading adds depth to the metallic surface.
  • Step 4: Layering Apply Ironbreaker in thin layers over the armor. This layering technique gradually builds up the metallic shine.
  • Step 5: Highlighting Add small highlights using Stormhost Silver . Apply this to edges and raised areas for a realistic metallic gleam.
  • Step 6: Crown Paint Anrakyr’s crown with Brass Scorpion to distinguish it from the rest of the model. This regal touch adds visual interest.
  • Step 7: Details Use Abaddon Black to paint the intricate details on the model, such as glyphs and smaller elements. This step adds contrast to the metallic surfaces.
  • Step 8: Energy Sources and Scythe Blade Apply Soulstone Blue to the energy sources and the blade of Anrakyr’s warscythe. This vibrant color gives the energy sources a distinct look.
  • Step 9: Final Touches Check for any areas that need touch-ups or corrections. Clean up edges and refine details as needed.
  • Step 10: Basing Consider the base of the model. Apply Astrogranite or another suitable texture paint to create a base that reflects the battlefield. Add additional elements like rocks or debris for realism.
  • Step 11: Varnish Finish your painting by applying a protective varnish . Choose a matte or satin varnish to preserve the model’s appearance during gaming and display.

Gallery of Images, Sprues and Details

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Necron Review: HQ: Anrakyr, The Traveller

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Oh, hello there, I didn’t see you come in. My name is Scuba Steve, today I am going to talk to you about a very important subject, kicking ass on the table-top. Primarily, how to do that with the big man, himself… Anrakyr, The Traveller. Though seldom seen, it’s best to not be fooled, he is a rough and tumble kind of man, with a piss-poor attitude and something to prove. As always, for more great 40k articles, make sure to visit Tactics Corner!

The Big Man on Campus

Alright, let’s talk seriously for a few moments… Anrakyr isn’t the most popular of the Necrons HQ choices, the reason for that is he benefits your army in such a way that can be perceived as inconsequential. However, Anrakyr does have a few fantastic abilities above and beyond your average Necron Overlord and some really dirty tactics that make him a force to be reckoned with. First, lets take a good look at the man’s Wargear, Special Rules, and Warlord Trait:

  • Tachyon Arrow (You get to do this once, don’t get your hopes up, it’s funny when it works though)
  • Warscythe (One of the most versatile weapons in the game0

Special Rules:

  • Counter-Attack (If someone charges him, he gets an extra attack)
  • Furious Charge (+1 to his Strength on the charge)
  • Independant Character
  • Reanimation Protocols (We all know how nuts this is)
  • Mind in the Machine (The most hilarious thing to do to an Imperial Guard player)
  • Pyrrhian Eternals (Lets you make a unit of Immortals go berserk)

Warlord Trait:

  • Implacable Conqueror (Gives him – and all your units around him – Relentless and Crusader)

Anrakyr_the_Traveller

Okay, let’s break it down into two categories: what is “Good” and what is “Just Okay”…

Tacyon Arror (Just Okay): This is an Assault 1, 120″, Strength 10, AP 1 weapon. Which sounds awesome, however, it has a glaring downside… it is a “One use only” weapon. This means that as soon as the big man shoots it off, he has no ranged weapons. Additionally, it is clear, based on Anrakyr’s other wargear and his Warlord Trait, that he is built for close combat. Firing this weapon into a squad of guys isn’t the best move. With that being said, it is nice to use this weapon to take a pot shot as a vehicle and hope to kill it from across the table, though not overly reliable, it can be a nice cherry on top of your already awesome robotic sundae.

Warscythe (Good): This, ladies and gentlemen, is where the magic happens. Though Anrakyr doesn’t have any real ranged weapons, his close combat weapon is off the chain. The Warscythe is a two-handed, +2 strength, AP 2, Armourbane weapon. Anrakyr already has strength 5, with the +2 boost to Strength 7, it makes it so he almost always wounds other characters on a 2+ and the Armourbane makes it so he rolls two dice to penetrate vehicles with his attacks! He is the universe’s greatest multipurpose hand tool. Now, the greatest thing about this weapon actually lies in what’s missing from it’s profile. The fact that a weapon this powerful isn’t unwieldy means that it will always strike before those pesky power fists and thunder hammers (this is major because most characters that will reliable hurt Anrakyr, and the rest of your Necron army, will be sporting weapons like that).

Counter-Attack/Furious Charge (Good): Even though Necrons aren’t perceived as the greatest close combat army in the game, the additional of these special rules really make Anrakyr hit like a freight train. Especially the Furious Charge; because he has a base strength of 5, he goes to strength 6 on the charge and then strength 8 with his Warcythe. This means he can easily Instant Death Eldar/Space Marine HQ’s and bring some serious pain to your opponent’s vehicles (even Land Raiders). Additionally, if a unit charges him, he gets an additional attack because of the Counter-Attack special rule. (Note – Anrakyr doesn’t gain +1 strength from Counter-Attack, just the additional attack)

Mind in the Machine (Just Okay):  This is more hilarious than it is good. Essentially, this is your consolation prize for Anrakyr not having a gun. During the shooting phase he can select one enemy vehicle within 12″ of him and randomly select on of it’s weapons on a 4+ to shoot at a unit of his choosing. Whilst being really cool, the fact you need to randomly select a weapon to fire means that this becomes very unpredictable. Your best choice is to target vehicles with fewer amounts of weapons (a Space Marine Vindicator, for example) making it much less random. The nice thing is that, if you do this, Anrakyr doesn’t count as firing the weapon, the vehicle does, which means that you can fire whatever weapon you end up possessing at any target and then Anrakyr can assault a totally different target. Though unpredictable, it does provide you with some options.

Pyrrhian Eternals (Good/Just Okay): This is a double edges sword. On the one hand, it makes a unit of Necron Immortals the perfect posse for Anrakyr to roll with by granting them Furious Charge and Counter-Attack. This means that you can place Anrakyr in a unit of Immortals and they become a serious hammer. The draw-back to this ability is that it only functions on a unit of Immortals, which means, if you’re not taking a Reclamation Legion, you will have to take a unit of Immortals to reap the benefit of this ability (which you may not have previously done).

Implacable Conqueror (Good):  This Warlord Trait gives all friendly units within 12″ of him Relentless and Crusader. This is important for two reasons: 1) it actually makes the Immortals you want to take with him a viable assaulting unit because they can fire their Rapid Fire weapons and charge afterwards. 2) The Crusader ability, though rarely seen, is awesome because it allows you to run using two d6 and taking the highest (which can really speed up your slower Necron units if they need to run onto an objective or simply move up the table). Additionally, it lets you add d3 to your Sweeping Advance roll, which is huge for Necrons because of their modest initiative score of 2. Suddenly, your Necron units could be winning combat and actually sweeping advance your opponent, which is a serious game changer.

Special Rules

That was a lot to digest, but don’t worry, once you get Anrakyr on the table-top, all of his special rules flow easily into one another and you’ll have it down in no time.

We all agree, he’s a badass… but how do we use him?

Using a character like this can be challenging, but don’t panic, he is much simpler to use than he looks. Unlike your Robotic shooting machines that excel at holding objectives and shooting your opponent to death, an HQ like  Anrakyr really favors an aggressive mindset. Take him and ram him up your opponent’s nose, see how they deal with that. The issue is getting him across the table, so here are some good ways of getting him to where he will do the most damage: Night Scythe. You’re at the mercy of reserve rolls, but once on he and his Necrons Immortals can be placed anywhere on the table.

Additionally, you could take him in the Decurion Detachment (which makes him so much tougher) and use him and the Immortal squad to defend your back line objectives versus your opponent’s Deep Striking units. Anrakyr and his Immortal posse will obliterate combat squad units of marines after they’ve left the safety of their Drop Pods.   Note – Anrakyr, The Traveller replaces the Necron Overlord in the Reclamation Legion Formation.

You could also use him in the Royal Court Formation (replacing the Necron Overlord) and form an enormous super-unit of all your Necron HQ units and the Immortals that Anrakyr selects to gain Pyrrhian Eternals special rule; this is a very, very scary unit.

Ultimately, I think the best way to use Anrakyr is inside the Decurion Detachment. Using him to patrol your back lines, score objectives, and keep your opponent from jumping into your deployment zone is a fantastic use for him. Additionally, if he is preying on smaller, deep striking units he is relatively safe (You never want to sacrifice the Slay the Warlord point, so keep him close to home).

Why do we never see him?

The main reason you never see him is cost. He is the price of TWO Overlords. Combine that with an aggressive play style that some players may not be uncomfortable with and a lack of reliable ranged weaponry, it is easy to formulate reasons why it is just easier to purchase one Overlord and put those extra points into Canoptek Wraiths. Ultimately, the wraiths and Anrakyr have a similar army role and when you compare them side-by-side, it becomes clear that wraiths are the go-to close combat unit in the Necron Codex.

Final Thoughts

As I do with every Article I’ve written, I am sending out a challenge to all the Necron players  out there! Take Anrakyr off the shelf and put him on the table, he is a great warlord and really generates a different way of playing the army, which is always interesting and exciting. Test it out! You may just fall in love with this lonely traveler. As always, Frontline Gaming sells Games Workshop product at up to 25% off, everyday!

Scuba Steve, Signing Out

[yop_poll id=”49″]

9 thoughts on “ Necron Review: HQ: Anrakyr, The Traveller ”

Ghost arc can only carry Necron Warriors and Necron characters with the Infantry unit type.

Truth. Edited for clarity.

While I don’t see Anrakyr as a meta-breaker, I think there’s a possibility of him being useful. A unit of 10 Immortals in a Night Scythe with him and another HQ to eat challenges (because not having an Invuln save on a character is poop) is a relatively scary unit that can show up anywhere and threaten many targets. Toss in a Cryptek for 4+ RP, make him Orikan to make those Immortals really live up to their name. A Lord with the Solar Staff to keep them safe the turn they come in and then to eat a challenge.

That’s not a bad mini-star, basically a hero unit that can beat most enemy’s that aren’t LoWs (and can do decently depending on the amount of Warscythes you have) or Psychic-boosted up (and even then, can win depending on which powers are used). But, it’s a lot to get there. Necron characters aren’t cheap, especially when you have to bring 2 or more.

I think it’s fun. Not, you know, great, but fun.

Yeah, I think that sums him up: Good but not great.

Anrakyr with pylons seems like the obvious choice.give them a veil lord so you can jump around the pylons.

Yes, I do like that one. Only issue is that both the relic and Obyron only get one teleport per turn. That, and the price, of course.

Zahndrekh competes with him in that regard, though. He switches on T2 for movement, and has a better save and an invuln.

Either way, a good combo.

Nems is good w pylons for sure. I like anrakyr for the alpha strike. Vsg’s are so prevalent now in tournament scene. Nice being able to jump into that vsg bubble turn 1or hit a psyker star before it gets its buffs up.

Yeah, mobility is crucial in 7th ed.

One thing not mentioned: Anrakyr does not require LOS to use his Mind in the Machine ability, so he can hide onboard a Night Scythe while taking over vehicles. This goes a long ways towards mitigating its 12″ range, although other concerns are still there of course.

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"Though it may take an eternity, I will see the myriad dynasties united once more."

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Salvage Titan

Artifact Creature — Golem (6/4)

You may sacrifice three artifacts rather than pay this spell's mana cost. Exile three artifact cards from your graveyard: Return Salvage Titan from your graveyard to your hand.

Nashi Moon Sages Scion

Nashi, Moon Sage's Scion

Legendary Creature — Rat Ninja (3/2)

Ninjutsu ( , Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Nashi, Moon Sage's Scion deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.

Blitzwing Cruel Tormentor  Blitzwing Adaptive Assailant

Blitzwing, Cruel Tormentor // Blitzwing, Adaptive Assailant

Legendary Artifact Creature — Robot // Legendary Artifact — (6/5)

More Than Meets the Eye (You may cast this card converted for .) At the beginning of your end step, target opponent loses life equal to the life that player lost this turn. If no life is lost this way, convert Blitzwing. Blitzwing, Adaptive Assailant Living metal (As long as it's your turn, this Vehicle is also a creature.) At the beginning of combat on your turn, choose flying or indestructible at random. Blitzwing gains that ability until end of turn. Whenever Blitzwing deals combat damage to a player, convert it.

Starscream Power Hungry  Starscream Seeker Leader

Starscream, Power Hungry // Starscream, Seeker Leader

Legendary Artifact Creature — Robot // Legendary Artifact — (2/3)

More Than Meets the Eye (You may cast this card converted for .) Flying Whenever you draw a card, if you're the monarch, target opponent loses 2 life. Whenever one or more creatures deal combat damage to you, convert Starscream. Starscream, Seeker Leader Living metal (As long as it's your turn, this Vehicle is also a creature.) Flying, menace, haste Whenever Starscream deals combat damage to a player, if there is no monarch, that player becomes the monarch. Whenever you become the monarch, convert Starscream.

Szarekh the Silent King

Szarekh, the Silent King

Legendary Artifact Creature — Necron (3/4)

Flying My Will Be Done — Whenever Szarekh, the Silent King attacks, mill three cards. You may put an artifact creature card or Vehicle card from among the cards milled this way into your hand.

Blade Juggler

Blade Juggler

Creature — Human Rogue (3/2)

Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) When Blade Juggler enters the battlefield, it deals 1 damage to you and you draw a card.

Bolass Citadel

Bolas's Citadel

Legendary Artifact

You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost. , Sacrifice ten nonland permanents: Each opponent loses 10 life.

Hidetsugu and Kairi

Hidetsugu and Kairi

Legendary Creature — Ogre Demon Dragon (5/4)

Flying When Hidetsugu and Kairi enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order. When Hidetsugu and Kairi dies, exile the top card of your library. Target opponent loses life equal to its mana value. If it's an instant or sorcery card, you may cast it without paying its mana cost.

Jodah the Unifier

Jodah, the Unifier

Legendary Creature — Human Wizard (5/5)

Legendary creatures you control get +X/+X, where X is the number of legendary creatures you control. Whenever you cast a legendary spell from your hand, exile cards from the top of your library until you exile a legendary nonland card with lesser mana value. You may cast that card without paying its mana cost. Put the rest on the bottom of your library in a random order.

Spawn of Mayhem

Spawn of Mayhem

Creature — Demon (4/4)

Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Flying, trample At the beginning of your upkeep, Spawn of Mayhem deals 1 damage to each player. Then if you have 10 or less life, put a +1/+1 counter on Spawn of Mayhem.

Mukotai Ambusher

Mukotai Ambusher

Artifact Creature — Rat Ninja (3/2)

Ninjutsu ( , Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Lifelink

Maelstrom Archangel

Maelstrom Archangel

Creature — Angel (5/5)

Flying Whenever Maelstrom Archangel deals combat damage to a player, you may cast a spell from your hand without paying its mana cost.

Rictus Robber

Rictus Robber

Creature — Zombie Rogue (4/3)

When Rictus Robber enters the battlefield, if a creature died this turn, create a 2/2 blue and black Zombie Rogue creature token. Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

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Necron Dynasties Upgrades for Anrakyr the Traveller

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Anrakyr the Traveller

Warhammer 40,000 commander.

Anrakyr the Traveller

  • Prezzo USD: $0.32 (foil: $5.93)
  • Prezzo EUR: €0.23 (foil: €2.41)
  • Sottotipo: -
  • Rank Edhrec: 886
  • Rarità: Comune
  • Price USD: $0.22
  • Price EUR: €0.31
  • Type: Legendary Artifact Creature
  • Subtype: Necron
  • Edhrec Rank: 4828
  • Rarity: Rare
  • Other info: only Not Foil

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Anrakyr the Traveller

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Anrakyr the Traveller

Few Necrons awaken from stasis-sleep with fully functioning consciousness. Most arise addled by the long slumber, their wits and reason slow to come fully online. Not so Anrakyr - he rose from dormancy with his mind intact and a great purpose foremost in his mind: to reunite the dynasties. Embracing this as his destiny, Anrakyr abdicated all responsibility to his own Tomb World of Pyrrhia and led an army into the stars. Anrakyr the Traveller is an incredibly detailed Citadel Finecast model. With a bold stance, in one hand he grips his enormous warscythe, which comes replete

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Anrakyr the Traveller - Universes Beyond: Warhammer 40,000 (40K)

Anrakyr the Traveller-0

Product Details

  • Card Type: Legendary Artifact Creature — Necron
  • P / T: 4 / 4
  • Flavor: Though it may take an eternity, I will see the myriad dynasties united once more."
  • Casting Cost: 4B

Price Points

  • 5/3/24 LP Lightly Played 1 $0.20
  • 5/3/24 NM Near Mint 1 $0.19
  • 5/2/24 NM Near Mint 1 $0.15

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MTG > Cards > Anrakyr the Traveller

Anrakyr the Traveller image

Legality between formats

  • Commander Legal
  • Historic Not Legal
  • Legacy Legal
  • Modern Not Legal
  • Pauper Not Legal
  • Pioneer Not Legal
  • Standard Not Legal
  • Alchemy Not Legal
  • Artisan Not Legal
  • Block Legal
  • Booster Draft Legal
  • Brawl Not Legal
  • Budget Standard Not Legal
  • Casual Legal
  • Conquest Legal
  • Duel Commander Legal
  • Explorer Not Legal
  • Extended Legal
  • Frontier Not Legal
  • Historic Brawl Not Legal
  • Oathbreaker Legal
  • Old School Not Legal
  • Pauper Commander Not Legal
  • Pauper Historic Not Legal
  • Pauper Penny Not Legal
  • Pauper Singleton Not Legal
  • Pauper Standard Not Legal
  • Penny Dreadful Not Legal
  • PreDH Not Legal
  • Premodern Not Legal
  • Sealed event Legal
  • Timeless Not Legal
  • Tiny Leaders Legal
  • Vintage Legal
  • Show more...

Table of contents

Where to buy, about anrakyr the traveller.

Anrakyr the Traveller, Legendary artifact creature — necron, designed by L J Koh first released in Sep, 2022 in the set Warhammer 40,000 Commander and was printed exactly in 2 different ways. It see play in 1 formats: Commander . It's currently being selled by the minimum price of $ 0.19.

Anrakyr the Traveller would be a great addition to a deck focused on artifact synergy, allowing you to cheat out powerful artifact spells without worrying about their mana cost. Decks that revolve around artifacts, such as artifact ramp or artifact combo decks, would greatly benefit from Anrakyr's ability to cast artifact spells from hand or graveyard at the cost of life. However, if the deck is not heavily reliant on artifacts or lacks ways to consistently fill the graveyard with artifact spells, there may be better options to consider for card slots that offer more immediate value or synergy with the deck's overall strategy.

Top 8 decks with Anrakyr the Traveller

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anrakyr the traveller datasheet

MTGGoldfish

NECRONS by Spongebobn442

Format: Commander User Submitted Deck Deck Date: Apr 14, 2024

  • My Price Tabletop Arena MTGO
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Mana Values

Sample hand, deck primer / description.

1 Armix, Filigree Thrasher (CMR) 108 1 Ashnod's Altar (CHR) 92 1 Beacon of Unrest (40K) 194 1 Beseech the Mirror (WOE) 82 1 Biotransference (40K) 30 1 Black Market Connections (LCC) 181 1 Black Sun's Twilight (ONE) 84 1 Bojuka Bog (OTC) 273 1 Bolas's Citadel (PWAR) 79p 1 Burnished Hart (CMR) 302 1 Caged Sun (40K) 231 1 Canoptek Scarab Swarm (40K) 150 1 Canoptek Spyder (40K) 151 1 Canoptek Tomb Sentinel (40K) 152 1 Canoptek Wraith (40K) 153 1 Castle Locthwain (ELD) 241 1 Chronomancer (40K) 32 1 Command Tower (C21) 284 1 Cryptothrall (40K) 155 1 Cyberman Patrol (WHO) 174 1 Dark Ritual (40K) 196 1 Darkness (40K) 197 1 Defile (40K) 199★ F 1 Dread Return (40K) 200★ F 1 Exotic Orchard (NCC) 400 1 Flayed One (40K) 34 1 Ghost Ark (40K) 156 1 Hexmark Destroyer (40K) 36 1 Illuminor Szeras (40K) 37 1 Imotekh the Stormlord (40K) 5 F 1 Infernal Grasp (MID) 107 1 Ingenuity Engine (CMR) 317 1 Karn, Legacy Reforged (MAT) 49 1 Lightning Greaves (AFC) 331 1 Mystic Forge (40K) 246 1 Necron Deathmark (40K) 42 1 Necron Monolith (40K) 161 1 Night Scythe (40K) 162 1 Out of the Tombs (40K) 46 1 Phyrexian Arena (ONE) 104 1 Phyrexian Scriptures (DOM) 100 1 Psychomancer (40K) 51 1 Reanimate (OTP) 18 1 Resurrection Orb (40K) 165 1 Rise of the Dark Realms (JMP) 271 1 Royal Warden (40K) 52 1 Sceptre of Eternal Glory (40K) 166 1 Sculpting Steel (40K) 247 1 Shard of the Nightbringer (40K) 55 1 Shard of the Void Dragon (40K) 56 1 Sign in Blood (M11) 117 1 Skorpekh Lord (40K) 58 1 Sol Ring (ONC) 140 1 Stitcher's Supplier (M19) 121 28 Swamp (M19) 271 1 Swiftfoot Boots (C13) 263 1 Szarekh, the Silent King (40K) 1 F 1 Tallyman of Nurgle (40K) 60 1 Technomancer (40K) 61 1 The Black Gate (LTC) 80 1 The Golden Throne (40K) 157 1 Their Name Is Death (40K) 62 1 Their Number Is Legion (40K) 63 1 Tomb Blade (40K) 64 1 Tomb Fortress (40K) 168 1 Trazyn the Infinite (40K) 65 1 Treasure Chest (AFR) 397 F 1 Triarch Praetorian (40K) 66 1 Victimize (CMM) 195 1 Virtue of Persistence / Locthwain Scorn (WOE) 115 1 Witch's Cottage (ELD) 249 1 Wurmcoil Engine (C14) 283

Card Breakdown

Below are the most popular cards played in this deck:

Illuminor Szeras [40K]

1.0 in 100% of decks

Anrakyr the Traveller [40K]

1.0 in 50% of decks

Chronomancer [40K]

Enchantments

Animate Dead [MKC]

27.0 in 100% of decks

The Black Gate [LTC]

Similar Decks

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IMAGES

  1. Anrakyr the Traveller · Warhammer 40,000 Commander (40K) #28 · Scryfall

    anrakyr the traveller datasheet

  2. Anrakyr the Traveller MtG Art from Warhammer 40000 Set by L J Koh

    anrakyr the traveller datasheet

  3. Anrakyr

    anrakyr the traveller datasheet

  4. Anrakyr The Traveller

    anrakyr the traveller datasheet

  5. Anrakyr the Traveller

    anrakyr the traveller datasheet

  6. 40 Facts and Lore on Anrakyr the Traveler Warhammer 40K

    anrakyr the traveller datasheet

VIDEO

  1. [Music] Anrakyr

  2. Anrakyr the Traveller

  3. Compleat Combat: Cards,Coasters,Carnage: MTG EDH Gameplay, Mayael, Harbin, Toggo/Kodama, Anrakyr

  4. DOFUS

  5. Lore Warhammer 40K en 60 Secondes

  6. Unboxing/Assembling Necrons

COMMENTS

  1. Anrakyr The Traveller

    Mighty heroes fight at the forefront of battle. Some CHARACTER units have 'Leader' listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead - known as their Bodyguard units - are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader's Bodyguard ...

  2. PDF THE IMMORTAL ARMIES

    Anrakyr the Traveller is a unit that contains 1 model. It is equipped with: Tachyon Arrow; Warscythe. You can only include one of this unit in your army. ANRAKYR THE TRAVELLER M WS BS A W Ld Sv Anrakyr the Traveller 5" 2+ 2+ 1 1 8 5+ ABILITIES My Will be Done: Re-roll hit rolls of 1 for attacks made by friendly Necron Infantry units whilst

  3. Anrakyr

    Anrakyr the Traveller. Necrodermis - Like all Necrons, Anrakyr's body is built from the self-repairing living metal known as Necrodermis.As befits one of his lofty rank, Anrakyr's body is of superior craftsmanship and richly adorned, clearly announcing his status and allowing him to repair even the most grievous of wounds in a matter of moments.

  4. Anrakyr the Traveller

    Anrakyr the Traveller. $32.00. Add to Cart. Few Necrons awaken from stasis-sleep with fully functioning consciousness. Most arise addled by the long slumber, their wits and reason slow to come fully online. Not so Anrakyr - he rose from dormancy with his mind intact and a great purpose foremost in his mind: to reunite the dynasties.

  5. Anrakyr

    History. Unlike most Necrons, Anrakyr awoke with his mind fully intact and with renewed purpose. [4b] After awakening from the Great Sleep, his mind was fully intact and determined to reunite the Necron Dynasties. He abandoned his world of Pyrrhia and has led an army into the stars with the purpose of annihilating all traces of foreign invaders ...

  6. Warhammer 40k Necrons guide

    Anrakyr The Traveller. Anrakyr The Traveller is considered perhaps the mightiest of all Necrons by some, and a brigand by others. Awoken in fine health (for a Necron), Anrakyr tasked himself with unifying the remaining Necron forces. ... These are for use in games against other Combat Patrols- slightly different datasheets apply to full games ...

  7. Anrakyr the Traveller · Warhammer 40,000 Commander (40K) #28

    {4}{B} • Legendary Artifact Creature — Necron • 4/4 • Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost. • Warhammer 40,000 Commander (40K) #28 • Illustrated by L J Koh • Magic: The Gathering, MTG

  8. Warhammer 40K Anrakyr the Traveller

    Step 1: Prime the Model. Begin by priming your Anrakyr the Traveller model with Chaos Black spray. This prepares the surface for paint and provides a solid base. Step 2: Base Coat. Paint the armor plates of Anrakyr's model with Leadbelcher. Apply this metallic base coat evenly to cover the armor.

  9. Necron Review: HQ: Anrakyr, The Traveller

    Note - Anrakyr, The Traveller replaces the Necron Overlord in the Reclamation Legion Formation. You could also use him in the Royal Court Formation (replacing the Necron Overlord) and form an enormous super-unit of all your Necron HQ units and the Immortals that Anrakyr selects to gain Pyrrhian Eternals special rule; this is a very, very ...

  10. Anrakyr the Traveller (Card)

    Anrakyr the Traveller. In 12014 decks 1% of 1754828 decks. As Commander As Card Average Deck Decks. Dec 21, 2023. Kyle Massa. The Over/Under - A Review of Warhammer 40k Commander Predictions. Were Kyle's predictions right around who would be the most popular Warhammer commanders? Aug 25, 2023.

  11. Anrakyr the Traveller (Commander)

    Anrakyr the Traveller (Commander) Anrakyr the Traveller. Failed to load. 945 decks (0.024%) Rank #923. As Commander As Card Average Deck Decks. Budget. Any $ $$$. Themes. Artifacts 781 Necrons 263 Reanimator 14 Equipment 7.

  12. Anrakyr the Traveller (Warhammer 40,000 Commander)

    Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana Anrakyr the Traveller • Legendary Artifact Creature — Necron (Warhammer 40,000 Commander) - MTG Assist

  13. Necron Dynasties Upgrades for Anrakyr the Traveller

    Necron Dynasties Upgrades for Anrakyr the Traveller. Card View. Table View. Text View. Cards to Add (50) Cards to Add. Lands to Add. Cards to Cut. Lands to Cut. Cards to Add. Lands to Add. Cards to Cut. Lands to Cut. Cards to Add (50) Szarekh, the Silent King. 85% of 438 decks +81% synergy. Roaming Throne ...

  14. Anrakyr the Traveller

    Subtype: Necron. Edhrec Rank: 4972. Rarity: Rare. Other info: only Not Foil. Versions: Other cards in this SET. (4/4) Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost.

  15. [40K] Anrakyr the Traveller : r/EDH

    Lord of the Pyrrhian Legions - Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost. "Though it may take an eternity, I will see the myriad dynasties united once more." 4/4. link to card. A way to cheat big artifacts for free ...

  16. Anrakyr the Traveller

    Anrakyr the Traveller. £18.00. Add to Cart. Few Necrons awaken from stasis-sleep with fully functioning consciousness. Most arise addled by the long slumber, their wits and reason slow to come fully online. Not so Anrakyr - he rose from dormancy with his mind intact and a great purpose foremost in his mind: to reunite the dynasties.

  17. Anrakyr the Traveller

    Product Details. Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost. Rarity: R. #: 28. Card Type: Legendary Artifact Creature — Necron. P / T: 4 / 4. Flavor: Though it may take an eternity, I ...

  18. Anrakyr the Traveller Commander Decks

    Browse > Home / Decks / Commander / Anrakyr the Traveller. All Anrakyr the Traveller Decks. Displaying decks 1 - 50 of 67 in total Date Deck Author Event Place MTGO Price Tabletop Price; 2024-04-14: NECRONS: Spongebobn442 - -116 tix: $ 209: 2024-04-12: Anrakyr: Mono Black Sneak Attack: RebornEternal - -45 tix: $ 300: 2024-03-15: Necron: Chem ...

  19. Anrakyr the Traveller

    Legendary Artifact Creature - Necron. Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveler attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost. "Though it may take an eternity, I will see the myriad dynasties united once more." illus. LJ Koh # 28/168.

  20. Anrakyr the Traveller

    0.0 tix. Spoilers Random card. Anrakyr the Traveller, Legendary artifact creature — necron, designed by L J Koh first released in Sep, 2022 in the set Warhammer 40,000 Commander and was printed exactly in 2 different ways. It see play in 1 formats: Commander. It's currently being selled by the minimum price of $ 0.25. Name. Anrakyr the Traveller.

  21. [40k] Anrakyr the Traveller : r/magicTCG

    r/magicTCG. r/magicTCG. A diverse community of players devoted to Magic: the Gathering, a trading card game ("TCG") produced by Wizards of the Coast and originally designed by Richard Garfield. Join us discussing news, tournaments, gameplay, deckbuilding, strategy, lore, fan art, and more. MembersOnline. •. Unuunilium. [40k] Anrakyr the ...

  22. Anrakyr the Traveller Deck for Magic: the Gathering

    Anrakyr the Traveller: 1.28 tix Creatures (28) 1 Stitcher's Supplier: 0.06 tix 1 Chronomancer: 0.69 tix 1 Cyberman Patrol: 1 Psychomancer: 0.83 tix 1 Triarch Praetorian: 2.20 tix 1 Armix, Filigree Thrasher: 0.04 tix 1 Burnished Hart: 0.02 tix 1 Canoptek Wraith: 0.46 tix 1 Flayed One: 0.47 tix 1 Illuminor Szeras: 2.82 tix 1 Skorpekh Lord: 12.63 ...

  23. Anrakyr the Traveller

    The average mana value of your main deck is 2.48 with lands and 3.73 without lands. The median mana value of your main deck is 2 with lands and 4 without lands. This deck's total mana value is 246.