|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
2 days ago
I am looking for a card that has a similar ability to Primal Command (return x cards to your library) that is also Mono-Black. I have already looked and can only find ones that bring back 1 or 2 cards at a time and I need more for my deck. So if anyone knows of something like this it would be a big help.
2 days ago
I love me some sweet Simic flavoured decks!
A few suggestions though:
Bramblewood Paragon seems a bit off to me in this kind of deck. His first ability does stone nothing in here and giving Trample to your creatures might not be as relevant if you get better evasive creatures to stockpile your +1/+1 on, like e.g. Skyrider Elf or Cloudfin Raptor which both fly.
Momir Vig, Simic Visionary is too spicy i believe...i cannot imagine that he is that good for the deck, not even to search out specific cards. I wont tell you to straight cut it though.I know we all love our pet cards with a passion. Primal Command would use only and be easier on your mana production, while also giving you options other than to tutor, if your in need of something else. If you've got the budget for it, you can of course upgrade to Summoner's Pact, Chord of Calling, Collected Company or play a Woodland Bellower to go bigger (evolve).
Lastly, i think i have to mention the Sultai Counters build (i know it most likely isn't what you want to do, but it is great at what it does).Just the addition of some producing lands can open you up to Winding Constrictor and Corpsejack Menace which are insane with the Graft and Evolve mechanics!
1 week ago
Thanks so much, and it's great to hear that Ponza is tearing it up in Costa Rica as well as in the US!
I haven't tried Merfolk Branchwalker personally, so I don't have a strong opinion. But I'm frankly not in a huge rush to test it ... dorks die all the time ('Bolt the Bird' has been good advice since Alpha) and I think I'd rather use the slot for a solid three-drop (even if I don't get to it until Turn 3). We'll see though; it'd be great if it (or some other two-drop) starts to see more competitive play! And if it's working for your playstyle and meta, that's AWEWSOME!.
It's a similar story with Stormbreath Dragon ... in my meta, its Protection from White is priceless, but it's a great card, and definitely on the list of Possible Ponza Tech we mention in Step 4. Glad to hear it's working for you!
I've seen two different strategies work vs. Death's Shadow decks. The first aims to use Chameleon Colossus to stop it or Beast Within/Primal Command (targeting opp with Mode 1) to kill it. The second aims to gum the board with chump blockers (from cards like Nissa, Voice of Zendikar, Pia and Kiran Nalaar, or Huntmaster of the Fells Flip), long enough to shave off the last of their life total. I'm not sure which approach is best in a "generic" meta, but most of the Shadow players in mine pack Temur Battle Rage now, so I prefer the first.
Draw well, and thanks again!
2 weeks ago
2 weeks ago
Growing Rites of Itlimoc Flip does not work well with Eldrazi. You want lots of creatures with growing rites -- which is not something Eldrazi do well. Eldrazi go tall instead of wide. They play with big creatures, not lots of small ones -- which you would need to make growing rites work. If you want to play growing rites, you likely need to play Elves. There are a couple of variations of elves -- one of which you might like. It does not play Primal Surge, but it is capable of playing out its entire deck on turn 3 or 4. I can go into details if it piques your interest.
I would also contend again that if you want to play a bunch of Eldrazi with primal surge, you that you just are not playing a good deck. the Eldrazi do not enter with haste, and since the Eldrazi are technically not cast, you do not get their on-cast triggers. They are just put into play. The only way Eldrazi work with Primal Surge is also with Xenagos, God of Revels, to give them haste. In this case, you would likely only want to run a 1 or 2 of Emrakul, the Aeons Torn, and that is it for Eldrazi. And again, you would likely only want to then run 1 copy of Primal Surge and a bunch of tutors to ensure that you hit both of the combo pieces.
If you were to go with the Primal Surge strategy, you could run tron lands, but I would not suggest it. The reason being is that if you play tron lands, you also want to run Sylvan Scryings and Ancient Stirrings to help dig for those tron lands. if you run these, then they get in the way of your Primal Surge. Therefore, the best strategy is likely to run 4x Arbor Elf, 4x Utopia Sprawl, 3-4x Garruk Wildspeaker, 4x Voyaging Satyr, 3-4x Overgrowth, and 2-4 Nykthos, Shrine to Nyx, with a total of about 22 lands. This is pretty similar to what you are already running. I would likely contest though that it is not that you are only drawing lands -- it is likely that you are just not drawing cards that let you do anything. This is because you have so many cards that cost so much mana. This is all fine and dandy if your opponent never does anything to try and stop you... but they will. Every time. Therefore, if you trim the deck of most of those high end cards, you have more room for cards that actually do things in the early to mid game.
This then brings me to my next question. How attached are you to Primal Surge? I ask because it really does not do anything better than other options. If you want to cast an Eldrazi? Just play Tron. If you want to combo with Edrazi? Just play Tooth and Nail. While it does not grab your entire library, the best use of grabbing your entire your library is usually finding your best cards -- which Tooth and Nail does. You could run surge in conjunction with Prismatic Omen, and Valakut, the Molten Pinnacle. But why not just run Scapeshift? Primal Surge also limits the cards you can run and you do not want to tun any other cards that are non-permanents. This really hampers your options for interacting with and controlling your opponent. There are just not many things that Primal Surge has going for it that other cards do not do better or cheaper.
Your wants just seem to be all over the place for this deck. Decks that suffer from an identity crisis do not function well. If they try to do too many things, they wind up doing none of those things well. You want Primal Surge, and control; but you cannot run most good control cards with Primal Surge as they disrupt surge's ability to dump so much value onto the table. you also want the deck to be aggressive, but all your threats are cost 7+ mana. You want to run growing rites with big huge eldrazi that cost a lot to put into play. But by the time you have enough creatures to make the growing rites flip, it will likely already be turn 6,7, or 8, and you can already hard cast the big creatures without the extra mana. From what I can tell, your best options to match as many of your criteria as possible would be:
Gx Devotion: green devotion ramps with the typical Arbor Elf, Utopia Sprawl packages. they also run the Nykthos, Shrine to Nyx with Voyaging Satyr, and Garruk Wildspeaker. Most lists will look to ramp into Tooth an Nail for Emrakul, the Aeons Torn and Xenagos, God of Revels and will be . However, you could certainly run a , , or list. These lists also have the neat combo of Eternal Witness and Primal Command -- which essentially locks your opponent out of their draw step for at least 4 turns while tossing creatures with double in their mana costs to ramp your devotion more so that you can cast those Tooth and Nails. If you include a Temur Sabertooth, you can lock your opponent out of their draw step indefinitely.
Tron: Most tron lists these days are . However, there is a long history of Tron being or even just . These lists look to assemble their tron lands as early as turn 3-4, and start churning out big threats such as Wurmcoil Engine, Karn Liberated, Walking Ballista, World Breaker, Ugin, the Spirit Dragon, and eventually those big Eldrazi titans you like. Mosts lists will run Oblivion Stone as their removal. But other control options depend on your colors. Blue will have counter spells like Remand, Condescend, and Spell Burst. Black will have Fatal Push, Inquisition of Kozilek, Thoughtseize and Collective Brutality. red will have Pyroclasm, Kozilek's Return, and Firespout. White will have Path to Exile, and Condemn. Most lists will run Ancient Stirrings, Sylvan Scrying, Chromatic Star, Chromatic Sphere, and Expedition Maps to help them tutor, dig, and fix their mana.
Elves: Lots of routes to go with elves. The one you might like involves Cloudstone Curio, Nettle Sentinel, Heritage Druid, and Elvish Visionary. Through these card interactions, you are able to generate lots of mana and draw lots of cards that will eventually end with you playing a huge Craterhoof Behemoth. This can happen as early as turn 3 or 4. Even without the Cloudstone Curio combo, elves can generate huge amounts of mana early and flood the board faster than just about any other deck. Ezuri, Renegade Leader then makes your eleves very hard to kill.
Primal Surge: The list would likely have to be , (Jund), or maybe even 4 color. would be your basic list, and would run primarily for Liliana Vess, and Rune-Scarred Demon, and or Sidisi, Undead Vizier to act as a tutor to pull up your Primal Surge. You could then run Emrakul, the Aeons Torn, Craterhoof Behemoth, or maybe Rampaging Baloths. Akroma's Memorial could be used to give your creatures haste off of the surge. Red would give you access to Xenagos, God of Revels.
And no on Mirror Gallery. A 5 drop that does not impact board state will always be a bad card. Compare it with Thragtusk. Thragtusk puts your opponent on a 4 turn clock, gains you 5 life, and leaves behind a 3/3 when it leaves the battlefield. All this, and Thraggy still does not see much play because there are even still better things to be doing with 5 mana.
2 weeks ago
Hold up. You have Essence Warden as 4 in both side and main. Not only is that against the rules but you could add more fun stuff if you fixed it!! Personally i would side 1 more Craterhoof Behemoth, 2 Primal Command, and 1 Ezuri, Renegade Leader in place of those 4 wardens. That would give you a stronger wincon system post board once they know about the splinter combo.
3 weeks ago
If you're prepared to put a little bit of money into it, here are my suggestions that stick to your theme
-1 Heroes' Bane
Waker of the Wilds looks fun as heck.
I would remove the enchantments for 4 Harmonize. If you're dead set on running effects like Overgrowth, Arbor Elf is the kind of creature you want to be running. You don't need the Fog effects since you should be the one on the attack, but if you're running them for the hexproof, consider Blossoming Defense instead. I would go 4 Rampant Growth and 4 Search for Tomorrow in your sorceries.
Nissa, Nature's Artisan is respectable, but I'd suggest Nissa, Worldwaker or Garruk Relentless Flip instead. I wouldn't run your enchantment or flier hate in the mainboard, instead fill it with the planeswalkers above, or more creatures like Elvish Visionary.
One thing you really have to be aware of in Legacy is that the three most popular board wipes (to my knowledge) are; Terminus, Toxic Deluge, and Supreme Verdict. There's not a whole lot you can do against the first two, but have a couple Heroic Intervention in your sideboard could be important. I would also run a couple Life Goes On or Feed the Clan in the sideboard as well to go against more aggro opponents.
I'm not really a green player, but I hope this was a little helpful
4 weeks ago
I feel like I would want 2x Primal Command Main