|Commander / EDH||Legal|
Printings View all
|Magic Game Night (GNT)||Rare|
|Rivals of Ixalan (RIX)||Rare|
|Explorers of Ixalan (EO2)||None|
|Promo Set (000)||Rare|
Combos Browse all
Ghalta, Primal Hunger
Creature — Dinosaur
Ghalta, Primal Hunger costs less to cast, where X is the total power of creatures you control.
Ghalta, Primal Hunger Discussion
2 days ago
Personally Rhonas the Indomitable or Steel Leaf Champion are my go-to 2 drops. Granted you need to hit a Llanowar Elves / Arbor Elf or a Utopia Sprawl but dropping a 5/4 on turn 2 is incredibly helpful, especially if 1. They cannot be blocked with creatures power 2 or less or 2. They aren't actually creatures when they first enter, which avoids summoning sickness and removal at the same time. These are threats the NEED to deal with and leaves the board open for bigger threats like Gigantosaurus , Primalcrux , or Ghalta, Primal Hunger . Im also kinda wary about your deck only having 18 lands. I know you mana curve is super fast, but without any kind of mana ramp, you are likely to run into some problems more often than not. You don't want to have to start each game Mulliganing down to 5. I would go up to 20 lands, and probably some mana ramp. Arbor Elf + Utopia Sprawl is probably the best ramp for this deck. Here is my brew if you want to compare them: Mono Green Stompy(+Sarkhan's Unsealing)
1 week ago
Hey, just a heads up, Primeval Titan is banned in commander, but if your play group is okay with it, keep it. There's a reason it's banned :).
I would also replace some of your sorceries with more creatures so that you can use Mina and Denn's second ability a little more.
Lastly, I'd recommend the following cards:
Khalni Heart Expedition for quicker ramp
Scute Mob can become a big beater
Vinelasher Kudzu and also smash in the late game.
Ghalta, Primal Hunger can definitely smash, and with a few creatures already in play, he becomes wicked cheap to cast
Avenger of Zendikar can be pretty fun.
Ground Assault can be good spot removal when you have a bunch of lands
Hope this helps! If you need some suggestions on what to cut let me know!
2 weeks ago
Alright, I did a little test after some games and put every piece of ramp/fetch/land support card in one pile. I was actually surprised at just how ridiculous it was. I also realized I could use a little more balance on my removal, card draw, recursion. So, with that, I made the following updates:
Comments welcome, of course.
3 weeks ago
Brand new user here, brand new player (been toying with MTG Arena to figure out builds I want to invest in).
I've been playing around with Omniscience . I've seen the build that combos it with Overflowing Insight to make the opponent deck out, but that just doesn't seem fun to play with or against. Instead, I've been trying to play as many big creatures as possible and win the same turn in comes out.
Here's where I'm struggling: Omniscience is a big card, so I know the deck needs to ramp quickly. I also know I need to have a constant inflow of cards into my hand. Also fine. The problem is that, when I put together the ramp cards and the drawing engines, there isn't really any room in the deck for anything else. I can fit a few big hitters, and not much to protect me until turn 5+ when I can get all of this out. Here's what I'm running right now on Arena:
2x New Horizons
2x Mana Geode
The idea is to ramp, draw cards, get Samut, Tyrant Smasher out so all my big hitters have Haste and take the game the turn they come on. I know I'm doing something inefficiently, I just don't know what. Any help would be really appreciated here.
3 weeks ago
Alright, so I'm gonna give my two cents since we're discussing this on my page.
Pump spells are garbage unless they are synergetic with your commander, you have a way to re-aquire them after use, or you're infect based. They rot in your grave too often, and multiplayer is the last place you want that.
Skullbriar is counter based. Why pump him? He's a 1/1 with haste. I'd rather pump something that already had hexproof or had a special ability. I also play a Feather, the Redeemed deck. Using pump or instants in that deck make sense because they're reusable.
"although that is not to say the reanimation stuff is bad. It’s another clever way to work with how Skully keepa his counters, which is fantastic. Plus it prevents you from having to pay commander tax"
^I'm confused by that statement. He keeps his counters no matter what... unless you elect to send him to your hand or library. I don't usually use reanimation on Skullbriar, but on creatures that I don't want to hard cast like Necropolis Regent .
Damn, 14/16? That's way too long of a game imo. I can't imagine playing a game where I had that much mana lol
Yes, reanimation spells can get countered, but it's the difference of board presence and cmc loss. If any of your pump spells get countered, you're out 7/8cmc. If someone lets you play your pump spell, then destroys your pumped creature, now you're down a card in hand, a creature on the field, and 7/8 mana. Holy fuck that's a lot. If a reanimation spell lands, now you have a creature on the board, who's effects live on. If someone kills the creature or counters the spell, I'm only out 1 mana and a card in hand.
You say one shot, but I build with multiplayer as my focus. I just don't think pumping a creature is scary against more than one person. Even against one, most people will just wipe him out after he's pumped.
Say we compare Ghalta, Primal Hunger to Emrakul, the Aeons Torn . Yeah, they both have huge attack powers that could wipe out another player, but there's a clear distinction between the two's overall power.
I like all of the Umbra cards... but only for the Totem Armor they provide. The pumps they give are useless. Reach isn't needed. Snake Umbra 's draw power is good but 3cmc vs Keen Sense and Sixth Sense 's 1cmc. I don't need to untap land with Bear Umbra because I'm not ramping to anything.
Hot Soup is a fun jank card. I just don't like that it makes a 10/10 a 10/1.
There's a few cards that I'm planning on moving out of the deck soon. I don't like making counters from other spells. It just feels way too slow.
3 weeks ago
Might want to consider running 2x Bontu's Monument and 4x Myr Retriever With Heartless Summoning it goes infinite granted you have 2 of them, which comes to the tutoring idea. Most of the tutors in Modern aren't the greatest in B R G colors. I'd recommend dropping Red for White, grab yourself some Eladamri's Call Infernal Tutor (works great with Myr Retriever or Superion depending on whether you have Heartless out or Heartless+Bontu's. Path of Exile With white could be helpful as well.
1 month ago
Also some notes for possible upgrades that should be pretty cheap anyways.
Ghalta, Primal Hunger as a 2 of will almost always be a 12/12 for 2, and even if it's not it can still easily be a 3 drop.
This isn't really an upgrade, but I would run Garruk's Companion instead of Kalonian Tusker . I'd put it up to preference but the trample you get in exchange for that 1 toughness cut is pretty powerful and can help get some extra damage.
Another card to possibly consider is Nettle Sentinel . While you have to play a green spell to untap it, I think it would possibly run very well in this deck.
Skylasher would be a good sideboard card imo as it's a value creature on it's own.
1 month ago
Maybe add another Ghalta, Primal Hunger just to draw it more frequently. In a 60 card no-card draw deck drawing 2 of the same card is extremely unlikely so the legendary rule won't be a problem
Ghalta, Primal Hunger occurrence in decks from the last year
All decks: 0.24%
Commander / EDH:
All decks: 0.03%