|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Rare|
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Rare|
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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.
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Primal Command Discussion
1 month ago
puroki, Generally that might be true, but in this particular instance Blood Moon renders fetch lands no different than basic lands and I tend to want to get that out as soon as possible - in addition to that, I need Forests a lot more than I need Mountains, so I'm pushing it a little as it is. As an interesting aside, once when I noticed that I had three fetch lands and two Trackers in play with a Blood Moon, I used Primal Command to bounce Blood Moon back to the top of my deck and then sacked all the land to Investigate six times. I then used a Clue token to draw back the Moon and played it again.
1 month ago
Hey! Thanks for the feedback. Truth behind Tireless Tracker is that it seems like a good card advantage engine, but it does seem week to sweepers, especially my own sweepers. Primal Command can tutor for creatures without the upkeep cost, can tutor if pact can't be cast for whatever reason. Can also mess with Graveyard against GY based decks. Just overall versatile.
1 month ago
I don't believe that Primal Command is a card that is that useful in this archetype (unless I don't see the reason for which it is there, please enlighten me as I do not play this archetype). I believe another Tireless Tracker would be a better in it's slot as a two of to help you get incremental advantage when you get empty handed and make it more likely to be drawn then when you only have one of them in your sideboard. Otherwise, can't wait to see where you take this list, you have my upvote.
1 month ago
DragonKing90 & clayperce, I'm of two minds about Shivan Wumpus - I like it more than most people do, but its drawbacks are worth noting, including the fact that it dies to pretty much any removal there is and doesn't do anything upon coming into play, which would be a plus for this deck. I could definitely see including one in the deck as an option to fetch out with Primal Command, but that makes the chances of getting it in that opening draw that much less likely.
I have made significant changes tot he deck based on more research, sound advice and a very successful evening of play last night. Please check it out.
1 month ago
The relevant card is Freed from the Real. You need it to win. You won't always have it. The closest you can get to more copies of it is Aura of Dominion/Crab Umbra, and both are way more difficult to combo with, so its usually worth paying some extra mana at instant speed to look for Freed from the Real- be it transmuting Drift of Phantasms or casting a bunch of cantrips.
A cantrip that provides some extra mana when the other combo peices are there might be attractive. When you can try and jam Primal Command turn three by untapping an arbor elf, thats a big thing.
1 month ago
This is absolutely my favorite style of deck and I'd like to take it seriously competitive without necessarily carbon copying someone else's card list. I've decided to go heavier on the removal aspects, making up for fewer creatures with some recursion effects via Stampeding Wildebeests and being able to go get what I need when the time is right with Primal Command. I'd be very interested in anyone's serious thoughts on the archetype and this deck/approach in particular. If you think that there is a card that I'm lacking, please let me know what you think I should remove to make room for it and why. If you're curious about the reasoning behind my various choices, I go into detail in my deck description.
I've had a lot of success with this deck early on, but I'm stepping up in competition and I'm interested in learning about as many facets of this strategy as possible from those who've played it or played against it. Thanks in advance!
SCORE: 1 | 156 VIEWS | IN 1 FOLDER
1 month ago
Okay, so I think I need to playtest this a bit more. I've yet to actually draw Huatli yet, so I don't actually know how that would play out.
Currently, I can get the combo finished by turn 7 or 8, very consistently. Only cards I don't use are cards which I'm supposed to use in reaction to my opponents playing, such as Hour of Reckoning and Wrath of God.
McToters and 420chandra are probably right about Huatli, as when I was playtesting, I'd have Elspeth, Sun's Champion out for 2 or 3 turns before I won. Replacing her with Huatli might accelerate my deck more. I might replace Elspeth with Huatli at this rate, though it does make me feel good to have 20 or so Soldier tokens.
For lands, I realized that as long as I start my hand with 3 or 4, I don't really need any more. Even if I do, I'm bound to run into Crop Rotation, Kodama's Reach, or Cultivation at some point. The times I didn't draw lands were just because I started off with a bad hand when playtesting.
To draw cards... I feel those cards are a bit expensive. 6, 5, 7 cmc respectively, I feel I could do a lot more things with it, though when it comes down to it, I'll probably have a lot of mana in hand anyways. Skullclamp is something I'm definitely adding to my deck. I thought I already did, which was why I was confused when I saw you say it.
I will probably also add Congregation at Dawn. It seems like a very useful tutor card, and if I already have Skullclamp on the field, I instantly have the cards I want most. Currently, when I get a tutor card (either Primal Command or Enlightened Tutor), I've been going after Birthing Pod to upgrade my tokens to Elvish Mystics, to Priest of Titania/Scryb Ranger, to Selvala/Omnath; I've been using the creature tutor's to look for Protean Hulk, so I can sacrifice him and gain both Omnath and Selvala at once. I only use Selvala to double Omnath's power, which in turn means that my floating mana pool gets doubled. This shit is stupidly crazy. And Congregation at Dawn might just make it come to me faster.
Definitely removing Gaea's Blessing. 2 cmc draw a card isn't that good, especially when most my cards aren't going to be going into the graveyard if I'm lucky.
Not going to run Bane of Progress. That stuff would destroy my own artifacts and enchantments, which I need to win. I'll just hope that Aura Shards can be drawn fast. Also pretty funny has it isn't an aura, so Three Dreams wouldn't work on it at all.
Something I've noticed is that I haven't played Eldrazi Monument, Helm of the Host, nor Doubling Cube very much. They're always sub-par choices compared to Birthing Pod which ensures I win in 4 turns, Whispersilk Cloak which allows Omnath to actually hit hard, or even just Panharmonicon, which has wonderful synergy with Marwyn (almost got her to +30/+30 in playtesting by turn 8, which obviously assumes ideal circumstances).
I'll probably need to playtest this against actual people. My mate told me about untap.in and I might playtest this deck there once I get it shaved down to 100 cards.
1 month ago
Yeah sorry... i was in a rush writing that last comment so my thoughts were all over the place! I wanted to provide the proper feedback.
And I actually just reaized I completely skipped over your draw/tutor question so my apologies for that. I'd recommend Congregation at Dawn if you're looking to just go for your dorks or a gamechanging creature. Weathered Wayfarer and Land Tax are alternative land ramp for white (and Land Tax texhnically allows you tos sift through all your lands if played properly). Same thing goes for Endless Horizons. As far as green draw there's Collective Unconscious, Shamanic Revelation and Regal Force off the top of my head. For a token deck there's always the option of putting in a Skullclamp as well. Always great synergy-draw for a token deck.
I was probably being a bit picky about Primal Command obviously it would depend on your meta (same thing goes for Savage Summoning but straight up it def doesnt help you out any great way with the theme of your deck).
I can also understand why you like keeping Revive and Gaea's Blessing. But remember it depends on your meta--and also remember our deck is t themed around the graveyard. It is always great to have backup plans, so again, we would have to see what doesn't make the cut first. IMO id keep Revive over Gaea's Blessing. And i believe I recall you have an Eternal Witness too, which is in the same vein.
I actually agree with 420chandra's advice about Huatli. I think she is DOPE for tokens and when I saw your list I immediately told my buddy who has Rhys to put her in. And talk about draw for green white... she's your babe. The stupidity would only rise when you're able to get multiple emblems haha.
I totally forgot Wilt-Leaf Liege pumps the tokens... that's a solid call over my mistake.
It's always good to have removal and I didn't want to completely steer you away with saying no to that worse version of Naturalize but it's good you took it out. If your hate runs low think about a Bane of Progress. But all-in-all, Aura Shards should be your master in this regard. (Maybe a Three Dreams to tutor for it? Or Idyllic Tutor i think?)
Hope that all helps! Sorry i wrote so much!