|Commander / EDH||Legal|
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|Tenth Edition (10E)||Uncommon|
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Creatures you control have trample. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
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|Have (3)||Jauntu , Esquire_ , Forge|
|Want (7)||Mikitta , Killer_Tofu , vashaclarens , Thotny , link2213 , vanderson200 , Imprisoned-Fire|
Primal Rage Discussion
6 days ago
Overrun seems like an odd choice for a deck which isn't focused on creature production. I might be underestimating the utility of Overrun here, but do you think it might be better to add something which synergizes more with enchantments and may be more permanent, consider your number of creatures might not be enough to eliminate a player with Overrun most of the time? Perhaps Celestial Ancient, Dictate of Heliod, Collective Blessing, or Call for Unity. If you just want the trample, Driven // Despair is cheaper and enables card draw, while Overwhelming Stampede is easier to cast and will give a larger pump. Primal Rage just gives your creatures trample and synergizes with your enchantresses. So, I think there may be one option here which is better than Overrun! I hope this isn't too much!
1 week ago
4 weeks ago
I'd remove the Raptor Hatchling as long as you you have no way to stack damage triggers or something. It just doesn't have real impact in EDH.
Same goes for Arlinn Kord Flip. I'd rather play other, more consistent ways of giving your commander (and other creatures) haste like Fires of Yavimaya or other enchantments that give your creatures haste and trample.
I'd also remove the monuments, they won't help you so much. For example Oketra's Monuments second effect won't impact the game much, and you have like 10 white creatures that can profit from the cost reduction. You'd have to play all of them after the monument to save like 7 mana. If you just play Kodama's Reach you will profit a lot more of it. Instead of Hazoret's I'd play anything that lets you draw a card whenever you play a creature, something like Elemental Bond. Rhona's is fine, you have enough green creatures, I personally would prefer something like Primal Rage or Nylea, God of the Hunt to keep the trample even without casting creatures.
Also I recommend Caltrops for the enrage trigger, if the lack of flavor doesn't matter to you.
2 months ago
I was trying to figure out if it was possible to build up a funny list with this fat Grothama, All-Devouring and then I fell there on your deck... and dude, it's just awesome! And it's even fully flavorful, as Grothama devours other players boards.
Here are some ideas I had in mind looking at your built. Some of them are not budget, so I'll put them in 3 different categories.
1) Budget :
Brawn / Primal Rage: giving Grothama trample seems pretty essential if you want to be able to push enough pressure, especially against token decks. I really like the Mossbridge Troll you put in there, and this will just make it even more effective!
Roar of Challenge: basically cleans most of the time one of your opponent's board with Grothama.
Vow of Wildness: not so sure about this one but, on the paper, it could give Grothama trample, it could ''nullify'' a bit thief spells, and used on an opponent creature it could push someone into fighting Grothama with a creature he doesn't want to die.
Revenge of the Hunted: brutal.
2) Medium budget (still affordable):
Heroic Intervention: basically does everything you're seeking for there.
Asceticism: same as Heroic Intervention, but just even better as it's an enchantment.
Nylea, God of the Hunt: provides combat's tricks and trample to Grothama. She's certainly a staple in this kind of deck if your budget allows you to play her.
3) High budget (still affordable, but a bit more expensive):
Vigor: as someone already mentioned it before, he has to be a blast there. Definitely, a card you should keep in mind for the future if you can't buy it now.
Garruk Wildspeaker: does really nice here. He curves perfectly with Grothama and untaps two lands so you can play your instants. Both other options are still good.
Triumph of the Hordes: unfun card, for sure, but damn... it's just too good not to be played.
3 months ago
3 months ago
After looking at your deck, this aggro approach seems very doable and nasty, but theres a handful of cards I see that just shouldn't be included. Nature's Spiral is just a worse Regrowth, so that's a start. I see with all of the artifact removal that stax is an issue for you. Bane of Progress is a great addition to solve this, but i would take out one of your removal spells for Nature's Claim. You don't care about their life gain when elves can smash for 100+ damage. Another great way to give a stax deck the middle finger is Creeping Corrosion. The card rarely hurts you and gives them a hell of a time. Krosan Grip is a fantastic card that also helps in this situation. For these 3 excuses to shit on rocks, I'd at least take out Sundering Vitae and Natural End. Nullmage Shepherd is a fantastic elf to throw in your deck to solve this issue as well. Hum of the Radix is also a fun little card for artifact decks that no one will expect you to drop. If you need enchantment removal, just throw in Back to Nature and you'll be fine. If you're having a hard time with killing creatures, run Taunting Elf, or just run it anyways if you can regenerate it and hit people for free every turn. Aluren will help your elfball rolling, and running Primal Rage will help make sure that even when Ezuri is gone that you get your damage through. Talara's Battalion was a cool card I experimented with in my deck, and it did quite a bit of damage. I would definitely include Marwyn for her beefy presence and massive mana ramp. Something like Predator's Rapport is just not useful, as gaining life tends to be some of the most useless magic cards unless you're running a deck that focuses on it. Instead I would try to tutor for a card like Dwynen, Gilt-Leaf Daen, Nissa Revane, Wellwisher, or Essence Warden which help a lot more with solving this problem. Triumph of the Hordes is a great meme to drop on your opponents in a tough situation, as it gives you a nice little one shot, or at least eats through indestructibly and "prevent all damage" creatures. Most of the artifacts you run arent necessary, so I would just replace them with lands. While you have an extremely low mana curve, 28 lands is very dangerous with no rocks. Unless you add some very fancy $$$ rocks (which if you dont wanna drop 1k on artifacts), I would just run some more forests. Primal Order was a neat card I haven't seen in a while, and I think that can prove very useful in your deck if you're having a hard time getting through to other opponents running decks with multiple colors. If you want to stick with the aggro theme, I would add a Coat of Arms, since by the time you hit turn five you'll have about 4-5 elves, and this can turn 7 damage into 50. The risk of helping your opponents is worth it. Selvala, Heart of the Wilds is actually insane in this deck, and if your opponent draws a card or two off of it, nobody is gonna care. She can give you a ridiculous amount of mana with Ezuri pumps and elves like Drove of Elves. Concordant Crossroads is an absolute necessity if your goal is aggro. This card hurts sometimes, especially if your opponent has a creature-heavy deck. The payoff is huge though when you drop mana dorks with haste or drop your hand on the field, tap your Priest of Titania for a crazy amount, and have Ezuri pummel everyone with your hasty elves. As for mana doublers, you can run whatever you'd like, although I would say you don't need any of them for the deck to work: they're just a waste of a turn. Over all the others, I would run Mana Reflection so that your elves can tap for double as well as anything else. Overall, this deck is pretty solid, and with a few tweaks it could be an unstoppable force! Let me know if you need any other suggestions on anything else (:
3 months ago
Here's some land recommendations, because playing 5 colors is hard without the right lands:
Ancient Ziggurat, Command Tower, Crystal Quarry, Frontier Bivouac (run all 10 of the tri-colored tap lands, they're cheap and good), Mystic Monastery, Nomad Outpost, Opulent Palace, Rupture Spire, Sandsteppe Citadel, Savage Lands, Seaside Citadel, Shimmering Grotto, Sliver Hive, Transguild Promenade.
You should drop all your basic lands down to 1 of each type. Running 5x Vivid lands and 10x Tri-color lands, and 1 of each basic land takes up 20 land slots. The rest should be land that some how taps for all colors.
I run a pretty low budget Slivers list, with Hivelord as the commander as well. Here's some cards that could up the power level of your deck without crazy monetary investment:
Primal Rage and Shared Triumph offer buffs to all of your Slivers. Spirit of Resistance makes you invincible if you have Sliver Hivelord in play. Unearth is a solid way to return some of your best Slivers to play after removal. Harsh Sustenance is solid removal with the added benefit of life gain. Obelisk of Urd is a good way to pump up your Slivers. Domri Rade is a planeswalker that works really well with Slivers. Gives you consistent removal as well as draw. The ultimate makes it real difficult to lose games.
3 months ago
To be fair, Primal Rage is already a green card :P mixed with his scientific nature and enhanced evolution I think that places Winston squarely in Simic. If he does have red its probably more of his loving side than his rage side (he can manually control his rage)