Creature — Beast
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Printings View all
|Magic 2013 (M13)||Common|
Combos Browse all
|Commander / EDH||Legal|
Primal Huntbeast Discussion
2 years ago
Emerge is a pretty fun mechanic to play around with, and the synergies with undying is an interesting angle.
I'd add a playset of Ancient Stirrings as a powerful 1-drop that can grab your emerge creatures off the top or find a land you need.
You need to add some more early drops so you can be doing something for the first few turns. Young Wolf and Strangleroot Geist are powerful early drops with undying, so you can either block for a couple turns or pressure aggro, and synergise with emerge later on.
You could also add a couple evoke creatures so you can cheaply emerge an Elder Deep-Fiend. Mulldrifter seems like the best option, since it also provides card advantage alongside a hefty converted mana cost. By evoking it and flashing in the Deep-Fiend, you can cast it for only five mana.
For cuts, I would drop your more expensive undying creatures and chaff, so cut Frost Lynx, Primal Huntbeast, Relentless Skaabs, Wall of Frost, and the Woodland Patrol. I would also cut Mockery of Nature since artifact/enchantment destruction is more sideboard material.
4 years ago
Ok, so I only play pauper online since no one plays at my lgs. And if you dont know, Ancestral Mask is like $8 online for some reason lol. Not buying... So i took the Utopia Sprawl, Wild Growth, Ancestral Mask package out for all four Aspect of Hydra and 4x Vines of Vastwood. The remaining 4 slots are 2x Deadly Recluse for flyer hate (or anything really) and 2x Primal Huntbeast for those control douchebags haha.
Also, my sideboard was very speciffic against burn or control: 4x Mutagenic Growth, 1x Prey Upon, 2x Plummet, 4x River Boa, 2x Spidersilk Armor, 2x Primal Huntbeast. Basically lots of island hate cause I dont like islands lol. And flyers are a bitch in pauper since not many creatures in the format can deal with them. Not saying these changes are better, these are just the cards I already owned online.
Last thing, especially in your build, with all the ramp enchants, but in mine too, it may help to take a couple lands out for more threats or utility. The top of the curve is 4 and even then, theres only 4-6 cards up there. 2 mana is the sweet spot and drawing lands after t3 is a buzz kill. This type of aggro should have no problem working off of 17-19 lands (18 preferably). Just thinking out loud haha. I'm a green mage til the grave. Hope you like it!