Primal Command

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Primal Command

Sorcery

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.

DemonDragonJ on Reap what is Sown

1 day ago

I have, indeed, replaced Primal Command with Mortality Spear, which reduced the average converted mana cost of this deck from 3.85 to 3.94, since the latter card better fits the theme of this deck.

DemonDragonJ on Reap what is Sown

1 day ago

I dearly would like to put Eerie Ultimatum into this deck, but what card would I remove for it?

Also, would like to replace Primal Command with Mortality Spear, because I feel that the latter card is a better fit for this deck's theme, but the command is a nice card, so what does everyone else say about that?

nbarry223 on Colorshift Land Control

6 months ago

Don’t forget Choke + Quicksilver Fountain as a really convoluted option.

It’s not a super viable strategy in my opinion because it is slow and can be played around. Land hate like this hits certain decks hard, as some are super greedy. It is more viable as a sideboard option than a build around strategy in my opinion.

A more realistic option if you want to attack lands is probably Plow Under + Primal Command.

Scarecrew on Miss Revane's Worm Farm

7 months ago

rekkim you definitely could add Primal Command, it's very versatile. But I wonder what you'd take out... 12 bombs is already on the low side imo and you need all the good ramp you can get.

You got a very good point though, I playtested this against my friend's Gruul aggro deck Wrath of the clans, red/green aggro and I always lost because this deck was just a turn or two too slow to tip the scales. So a "way to keep yourself alive one more turn" would definitely help. Just since most of the time you would use only the first and the last choice of Primal Command, I believe something along the lines of Nourish or Feed the Clan or just a Fog effect would fit better mostly due to Primal Command's high mana cost. Also topdecking is alright since you should gut half the lands out of the library in the first 5 turns, so most of the time you topdeck something that keeps you going.

Honestly this is one of my older decks so I haven't put as much effort into it as I normally would with my newer decks. I recently just moved some cards around as I was playtesting it to make it flow better.

rekkim on Miss Revane's Worm Farm

7 months ago

Any thoughts on Primal Command as a way to keep yourself alive one more turn against aggro or keep going once you get stuck topdecking? I don't know how you play this, but I guess having it instead of a bomb is still a valid opening, too.

DreadKhan on Vileroot army (fungus token)

8 months ago

If you want to be able to cast an 8 drop, you probably want over 30 lands iirc? 16 lands is actually less than people run in Burn decks, and Burn decks in Legacy are built around casting Lightning Bolt variants over and over (most of the time), your deck has lots of 4 and 5 drops, (which would require a land count of ~24-26), and it has those 2 8 drops. For example, at 16 lands you can 'expect' to see ~4 lands after drawing 15 cards (which is when you'd generally cast an 8 drop), if you have 32 lands in 60 cards you'll see ~8. You can also run some ramp, but I wouldn't run less than 22 lands with that many 4 and 5 drops.

An alternative to just running lands is ramp, and ramp can also serve as mana fixing (Green ramp sources can often produce other colours of mana as desired), your deck uses 3 colours of mana technically, you probably want something like Undercellar Myconid and Utopia Mycon.

Not sure it's better than Fungal Plots, but Night Soil can remove creatures from your opponent's graveyard or yours, but both have to come from the same one.

If you have some extra budget space there are options like Tendershoot Dryad or Blossoming Bogbeast, Bogbeast is a much better buff while Tendershoot offers tokens and a worse buff, not sure which is really better here. Bogbeast will synergize with any additional life gain, so you could throw a Primal Command to play before your Bogbeast swings/tutor for a creature/remove a permanent/deal with a graveyard, it's a really, really versatile card.

It looks like you're at 62 cards, most Legacy decks are pretty strict about 60 cards, it's a pretty cutthroat format (some people categorize decks that use Legacy cards as Casual, more decks can 'compete' at a Casual table) and you need to draw key cards.

Final point, you probably want more 1 drops, if it's not too much of a hassle you run 1 mana dorks like Llanowar Elves, Elvish Mystic or Fyndhorn Elves, any of these can speed your deck up a bit while offering you a card to play turn 1. Legacy isn't really the best place to have unspent mana!

DreadKhan on Aquaman, Lord of the Fishies

8 months ago

In Simic there are options like Koma, Cosmos Serpent which can just overwhelm tables by itself, especially if you can protect it. Not the cheapest card though, some cheaper options are Overwhelming Stampede, which can help close games by making your creatures a lot bigger, even if you don't have a huge number of them, as long as you have a creature with decent power out you'll be good. There is also Blossoming Bogbeast, this wants ways to gain life, but Green has some out there, Primal Command is a great budget card IMHO, solves problems and has pretty impressive synergy with the Bogbeast. You might like using Spawning Kraken, any time an appropriate creature gets in you get another big token. Finally, not sure if you have enough Islandwalk, but Stormtide Leviathan is a big unblockable attacker that makes you fairly hard to attack. Resolving any of those cards tends to end games pretty quickly in my experience, and most reward you for simply having a big board, a thing you always want to be doing.

I also like some of Blue's fairly nasty interaction, one alternative to making your guys big is to make someone else's guys way smaller, Mass Diminish is frankly an absurd amount of value in more Casual pods, such as lower budget games. Note it has Flashback and the effect lasts an entire turn cycle, meaning it can also eliminate an archenemy that's gotten ahead. Since you're running higher MV stuff, you might try out Curse of the Swine, this can make your opponent's defenses quite paltry, and it also can deal with problem creatures (like the aforementioned Koma) since it's an Exile effect. Another way to chip away at your opponent (and empower yourself) is to use something like Mass Diminish, I don't know how long your games go, but if you expect to end up with +10 mana available, this card starts looking interesting. I'd skip it if people run a lot of counterspells though, it's a 'go big or go home' kinda card but by all means hold up your own Negate.

Green has some interaction of it's own, if people run flyers in your meta and you're losing to them there are many ways in Green to wipe them, I like Squallmonger and Silklash Spider, but there are a ton more including Hurricane. If you don't have many flyers, this does nothing to you. Green also has Ezuri's Predation if people like to make lots of tokens that are usually smaller than 4/4 (if you run anthem effects that affect the beasts the card is much better obviously).

Just a general point, in Simic it's nice to avoid artifact ramp because you have so many amazing options to ramp with, artifacts tend to die more easily than lands, so effects that get extra lands into play are better than Command Sphere, especially in a 2 colour deck I'd argue. Myriad Landscape and Blighted Woodland are both fairly interesting ramp cards, you can always leave them as lands until you need them. Another feature of land ramp is that you can run cards like Rampaging Baloths and Scute Swarm, either gets a lot better if you're getting more landfall trigger, artifacts rarely have synergy with Simic game plans.

RCD2023 on Lathiel, Who Blots Out the Sun

10 months ago

hello rakdosrunner!!

i really enjoyed the enforce that u had describing the deck and the mechanics.

i'm playing Lathiel for a long long time and i'm updating him a lot since then.

all the cards that u described i alredy test it, some of then still in the deck but mostly i had cut from the deck in order to be fastier and be more "Go for the troat" (my playgroup dont play easy haha).

firstly i wanna say the awesome cards that i wouldn't dare to touch that u metion before: Aetherflux Reservoir Authority of the Consuls Mangara, the Diplomat True Conviction Worldly Tutor Teferi's Protection Ozolith, the Shattered Spire Branching Evolution Light of Promise Well of Lost Dreams Scholar of New Horizons Tribute to the World Tree Esper Sentinel

it took me a long time to get this deck better and i still getting some frustations but if you like to consider, here some tips of cards to be implemented in order to have a better experience with it: ( mostly of this cards i proxed it because i dont wanna spend a lot of money and because i dont have a headache changing they every 2 months when wizards bring some new things )

starting with the nasty combos :

God Mode ( infinity mana + infinity draw :D ) : Argothian Elder or Priest of Titania + Quirion Ranger+ Ashaya, Soul of the Wild + Beast Whisperer with Eternal Witness in the deck u can even cast your grave again

Lathiel Gatling Gun: Walking Ballista + Heliod, Sun-Crowned or Cleric Class

“Life moves pretty fast..” — Ferris Bueller’s Spike Feeder + Light of Promise

ramp : Marwyn, the Nurturer : counters will get him a good ramp Mirari's Wake : awesome ramp Land Tax: can save you in early game Burgeoning : get ahead Priest of Titania : every elf in the battlefield Exploration : get ahead again Arbor Elf : very good with Selesnya Sanctuary or some mana that u need Mana Reflection: awesome ramp Circle of Dreams Druid : gaeas crandle in creature Nykthos, Shrine to Nyx : why not ? proxy <3 Crop Rotation: get those good lands in battlefield Carpet of Flowers: very good against 2 or more people Smothering Tithe : just perfect

draw : Generous Patron: our green budget risky study, perfect in lathiel Guardian Project : good in general The Great Henge : we have big creatures so probably will cost onle 2 green mana Toski, Bearer of Secrets : unstapable, can't be countered and draw Archivist of Oghma: meh... sometimes good sometimes not, but its 2 mana

tutors: Finale of Devastation : go for the troat Enlightened Tutor: very good tutor in our deck Eladamri's Call : get those pieces that u need Fauna Shaman : get those pieces that u need Defense of the Heart: this is funny, but moste of times works haha Yisan, the Wanderer Bard : good in general Natural Order : to the battlefield! Primal Command : say goodbye to ur grave zombie players

utility: Akroma's Will: defense or end game Alhammarret's Archive : it's 5 mana, but double life gain and double draw Eternal Witness : u have awesome cretures that people wanna destroy so... also good piece of combo God Mode Elesh Norn, Mother of Machines : Hushbringer + Hardened Scales, but better Serra Ascendant: sooooo goood in this deck ... first piece to be tutored by yisan, the wanderer bard Angel of Destiny: go for the troat Ashaya, Soul of the Wild: combo, but also a big creature Overwhelming Stampede : go for the troat Walking Ballista: good in general andd combo Cleric Class: combo but also grave Spike Feeder : Snowball effect, one of the best synergy of lathiel, 'each turn' change counters for life/

Good interactions : Aura Shards , Force of Vigor 2 ducks 1 shot ,Farewell exile :) , Kenrith's Transformation (interaction with draw)

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