Choose two —
- Target player gains 7 life.
- Put target noncreature permanent on top of its owner's library.
- Target player shuffles his or her graveyard into his or her library.
- Search your library for a creature card, reveal it, put it into your hand, then shuffle your library.
|Want (3)||Snapdisastermage , iggyboy456 , iluvbacon610|
Printings View all
|Modern Masters 2017 Edition (MM3)||Rare|
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Primal Command occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.02%
Primal Command Discussion
4 weeks ago
Here are some ideas!
Creatures I would add: Thassa, Deep-Dwelling (She will probably be cheaper when she rotates out of Standard, but she's a natural fit for the deck).
Purphoros, God of the Forge (This card won me so many games with my Riku creatures deck)
Avenger of Zendikar (Also a win con)
Solemn Simulacrum (For repeatable ramp and the bonus draw)
Prime Speaker Zegana (Draw. Even if if you copy and her and sacrifice one she's great)
For instants and sorceries, I would cut your extra turn stuff if it is causing issues with your play group. The untap stuff like Early Harvest can be a stand-in for these, as they practically do the same thing but aren't technically extra turns. Nevertheless they can bother people.
Epic Experiment is hit or miss even in a deck with a lot more instants and sorceries. If you're going for more creatures, this should definitely be cut.
Clone Legion costs a lot and is not consistent. I love this card, but for 9 mana, I want to win the game with some degree of certainty.
Brass's Bounty can probably go. You should be able to ramp in other ways, and this isn't an artifact deck.
As for Spitting Image, it's fine, but it is going to be on the high end of your ideal mana curve. I'd put in some cheaper clone effects first.
Let me know what you think. It might be time do a revision to the deck and see how things are looking, to get a clearer picture of the direction it's going and what it still needs.
1 month ago
One of my favorite combinations is to cast Primal Command while controlling Riku of Two Reflections, choosing the search for a creature mode (the other mode is irrelevant) and then copying it to find Bloodwater Entity and Coiling Oracle. I then cast the Bloodwater Entity to put the Primal Command atop of my library, and cast Coiling Oracle to put it directly into my hand (and, if I have sufficient mana to do so, I copy both creatures, meaning that I can recover two instants and/or sorceries).
1 month ago
So, you probably want to look at standard fires decks to get some ideas on the best ways to play fires. Those decks tend to be Jeskai or 4 color (no black). Both decks uses removal spells like Bonecrusher Giant and Scorching Dragonfire to gain time until casting fires, and the 4 color decks run uro and arboreal grazer to land ramp earlier. They then run color intensive cards like Kenrith, the Returned King and Cavalier of Flame to take advantage of fires, plus a good amount of card draw to consistently double spell for a few turns with fires out.
Given that, you probably want to adjust a few things. 1, assuming you're staying base green, more land ramp is probably your best bet. Arboreal Grazer, Search for Tomorrow, and plenty of other cards from Titanshift like decks let you play fires early and use it to its fullest, unlike something like Arbor Elf. You can run some removal like Lightning Bolt to help get there, but you have to keep in mind that you are going to be using most of your early mana to ramp and you won't be able to cast the lightning bolt at instant speed after you play fires. 2, be more ambitious with your payoffs. Cavalier of Flame and Kenrith, the Returned King are both color intensive mana sinks. You don't have to run those specific cards, but look for cards in the 5-6 mana range that have color intensive requirements and/or activated abilities that require mana. 3, have some way to get more cards. If you spend all your cards ramping into fires and playing lands, you may just play 1 or 2 spells before you run out of steam. I'd recommend Primal Command, possibly in conjunction with Eternal Witness. Tooth and Nail may be another option to explore.
Like the deck.
2 months ago
Hey I play tons of Ponza and have done for years. I play mostly on MTGO so you local meta might be different if you play at a store, but here is my take on the cards. I think I wrote a smaller book of a comment sorry about that.
first off Inferno Titan!, turn 2 moss into turn 3 titan is the most powerful thing ponza can do. Remember he can be pumped with his ability and often swing for 12 or more damage (when targeting face with the ability) plus he shoots stuff down planeswalkers and creatures alike both when he is played, but also when he attacks. The absolute best finisher for the deck.
I love Bonfire of the Damned and have played with everything from 1 to 4 copies in my main board, the one sided board clear feels so good, but I have come to realise it is just too conditional. It is too reliant on the miracle, i kept telling myself it wasn't but it really is, 7 mana for 3 damage is not worth it, you are already dead to aggro and if you have enough mana to shoot someone down with a big spike you should have already have won. Anger of the Gods in the sideboard are just better wipeing you own dudes does not really matter if the opponent just loses to a wipe and the exile of creatures is so important vs graveyard stuff.
You play Boom / Bust which i have experimented with as well, you say it cost less than Pillage, this is not true as you need 2 mana and a untapped fetch in order to play it, so that is 3 mana, plus you need a fetch to play it that is super conditional even with 8 fetches. And depending on Bust part to win the game is not something you should never wish to happen.
Artifacts, one thing Ponza loses to is Aether Vial, all the land disruption does nothing against it. So in order not to lose to that i suggest to main board Pillage or Abrade they are so good with the flexibility doing what the deck is already trying to do and able to remove artifacts when needed is super useful. Other cards they help against is Cranial Plating in affinity, Oblivion Stone the only answer tron really has and Arcum's Astrolabe which bypasses all moon activity and of course all the stupid artifact creatures that randomly appear like Walking Ballista and Myr Superion.
I know you play Primal Command for all the artifacts and such nonsense, I have played it myself in the past, but for 5 mana it is really slow and to that it is also quite conditional on its effectiveness some games it can just outright win it like mill or somthing, but more often you will lose with it in hand and it is the worst. searching for a big guy to finish with is not much good either as you would much rather play the big guy insteal of the command and i have so often lost with the searched up guy in hand as the opponent will know to kill off your mana dorks or keep a counter in hand because you revealed your plan.
your Eternal Witness Stampeding Serow combo is cute, but playing cards that are not just good on their own are a big mistake, blue deck might get away with it, but green really relies upoun mana effectiveness. I see how you can use witness's with other cards in your deck and be able to slowly grind value out, but in reality something like Tireless Tracker would be much better as it just gives value by existing and can end the game.
Okay how to win vs the bad matcups like burn, storm and control. It is so hard to win vs storm, you already use Scavenging Ooze, but other cards i use on and off is Cindervines, Weather the Storm and Damping Sphere.
to win against burn the most effective strategy I have used is the Madcap Experiment and Platinum Emperion combo. otherwise Obstinate Baloth and Kitchen Finks works, the baloth having added bonus of being really good against Burning Inquiry and Liliana of the Veil.
lastly control, i absolutely hate control. oh well here the best thing is getting a Blood Moon out turn 2 it is so important that running stuff like Magus of the Moon is very much worth it. otherwise there is of course Thrun, the Last Troll and Choke.
Hope i helped you out in some way and not just made you angry or something.
2 months ago
Thanks, Grind for the suggestions! Totally forgot that Savage Ventmaw went infinite with that card. I actually prefer Shared Summons instead of Fierce Empath because Haldan, Avid Arcanist can only cast non-creature cards. I plan on taking out Rashmi, Eternities Crafter and Primal Command to put those in to attempt to keep the lower mana curve.
2 months ago
Nice work - big dinos rock! :D I think your mana ratio is pretty good, well done with the lands.
I think the sweet spot in your deck is probably hitting those 2-land ramp spells on T4. If you can usually guarantee 6 mana on T5, then you're in a good position to even have Gishath out and possibly swinging to win on T6. There are a couple of useful card probability calculators out there to tell you how like you are to hit the draws you want, and I've plugged your numbers into one of those to check your odds. With 36 lands you have a ~40% of not having 4 lands on turn 4, meaning that everything else would be delayed by at least one turn. It doesn't sound like much, but putting two more lands in the deck drops that to ~32%, meaning there are ~1/12 more games where you hit that T4 plan. (Going up to 40 drops it to ~27%, but this is where the balance between dinos and non-dinos comes in!) It's not directly correlated, but I reckon that would increase your win rate by ~1/12 as well.
Trying to hit that optimal T4 also means you want to take advantage of that free mulligan that you get each game. Since you're playing Gishath I'd mulligan all hands with less than 3 lands, and I might even be tempted to keep a 7-land hand, as well as looking for that all-important ramp spells. Your deck needs a lot of mana to get roaring - there's no point having a hand full of spells if you've not got mana on the table to cast them! So, what can we drop to get a couple more lands in?
- Territorial Hammerskull - this doesn't feel like it adds much to the deck plan
- Wayward Swordtooth - looking at your deck, in practice you're almost never going to have 10 permanents before T6, meaning that you this card doesn't do much in the deck. Don't get me wrong, it's a good card, but it doesn't help you get get Gishath out, and it's not the best card to see when you're pulling dinos off the top of your library.
- Sarkhan's Unsealing - I'd be tempted to take this out as well. In practice this deck wants to cheat out the expensive creatures using Gishath - you're probably only going to be actually casting 3-4 big dinos each game. This is where the Warstorm Surge in your deck works much better - it triggers on ETB, so all your new dino buddies from Gishath will trigger it!
- Ravenous Daggertooth - similar to my comment about Imperial Ceratops above, I don't think the 2 life gain is going to help much in the long-term plan
- Growing Rites of Itlimoc Flip - by the time this flips you'll probably already have Gishath out
- Blasphemous Act - mind if I ask why this is there? I get that it damages your own creatures, but it'll probably also kill them! Thoughts on something like a Harsh Mercy instead?
- Primal Command - doesn't feel hugely impactful in the deck
- Gravity Well - you've got some flyers, so this is a little bit of a non-bo. If you're worried about people swinging at you with flyers - just get your dinos to eat them out of the sky with their abilities :D
Make sure not to remove too many dinos though! If you want to hit at least 2 dinos with Gishath's 7 damage (4 if you've got double-strike out) then you need ~28 dinos in the deck (excluding Gishath of course). You currently have 29, so perhaps it might be worth cutting some of the non-dino non-land cards instead of the ones I suggested further up. Oh - Crested Herdcaller has a decent ETB for the deck and brings two trampling bodies, which works nicely with the Quartzwood Crasher that's now in the deck :) haha, I could go on making suggestions all day!
Looking back through the deck again, I see that we're pretty low on non-creature interaction. Your dinos do a good job of taking out problematic creatures, but there's not much to deal with artifacts/enchantments. Maybe look at some flexible removal like Beast Within, Generous Gift, or Return to Dust?
Hope that's given you some more food for thought. Do feel free to ignore my suggestions - I'm just chucking my thoughts onto the page for you to pick what you like from :) what matters most at the end of the day is that you enjoy playing your deck!
2 months ago
2 months ago
Thanks for the input and I appreciate the response. I decided to go ahead and add a fourth Breeding Pool, bringing the deck to 61 cards and making the mana balance pretty much perfect.
Board wipes seem unlikely with this deck, (and I have ways of rescuing him if need be) but I went ahead and added in a second finisher (the suggested Frost Titan for now) because, honestly, I enjoy having a 'toolkit' of creatures in my sideboard that Primal Command can tutor for. ScOoze can just join his buddies in the sideboard.
I think that Mystic Sanctuary is a very intriguing option - and one I hadn't considered - but if I were to add one to the deck it would be in place of one of the islands, leaving only nine in the deck and worrying if the timing of the draw would leave me with nothing more than a tapped mana source. Definitely considering it though, especially considering all the 'bounce' I have already in the deck. Very cool suggestion.
I originally had Annex in the deck but, you guessed it, I replaced with with Bramblecrush to give me a little more flexibility against artifacts, enchantments and especially planeswalkers - without any creatures to really go after them, I needed some options.