Primal Surge

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Avacyn Restored (AVR) Mythic Rare

Combos Browse all

Primal Surge

Sorcery

Exile the top card of your library. If its a permanent card, you may put it onto the battlefield. If you do, repeat this process.

Primal Surge Discussion

olivebagel on Vaevictis Asmadi, the Dire

2 days ago

The balancing of this deck is pretty far off what it needs to be to function well. In a battle cruiser deck like this, you need at least 37-38 lands. 34 is no where near enough. You wont be able to compete if you're stuck on three lands with a bunch of 6 - 8 drops in your hand.

You also need to increase the mana ramp big time. Your average CMC is extremely high, the acceleration needs to reflect that. I count 6 sources of mana ramp. That needs to be at least 10, probably more like 13-15. You need some more resilient card draw engines as well.

For the individual cards, Primal Surge is not good enough with that many non permanents. You will spend 10 mana and wiff almost every time.

Genesis Wave is a dead card until you're generating 10+ mana what you cant currently get to fast enough to be worth it.

Stolen Strategy , Thaumatic Compass  Flip, and Master of Cruelties I don't think are doing enough to justify the slots.

Other than that, the individual cards are all fine, you just need to add more fuel to the deck and cut the number of high value permanents to make sure you can effectively get them out. Also remember, there's always one person at the table that wants Vaevictus dead no matter what. You need to protect him well, or build the deck to function with out him, and I would advise doing both.

You should check out my list. I've been paying for a while and it's got some good card draw and ramp that you could use as well to fill out your list.

If you want more specific cuts or adds let me know, I'm glad to help. I've tried quite a bit with this deck.

Vaevictus, Lands and Tokens

PyreCracker on Oathbreaker: Vivien, Primal Surge

1 week ago

Sry to tell you, but Primal Surge is banned.

https://weirdcards.org/oathbreaker-ban-list

dingusdingo on Kynaios and Tiro, Enchanters of Meletis [PRIMER]

2 weeks ago

I love to min-max my deck building.

Facepalm Show

I don't think min-maxing means what you think it means. Intentionally not using cards because they are good or not building your deck a certain way because its too reliable for winning is the exact opposite of min-maxing. I will never understand the aversion of new players to winning, but I will review your deck in good faith nonetheless.

First, your land usage is definitely not optimal. You correctly identified the usefulness of fetches and duals for 4 color decks, but you chose not to run them (they are $$$ in real life dollars, so understandable). Regardless, you should prioritize lands that 1. Enter untapped and 2. Give access to the colors you need. A large number of your lands fail this metric.

Second, you run a number of cards that are 1. Expensive to cast and 2. Don't do much for the mana cost. Specifically, I am looking at Sandwurm Convergence Mind's Dilation , and all the Hondens. Sandwurm convergence is an underwhelming effect for a whopping 8 mana, stopping flyers is negligible because most EDH decks are built to win by combo. The 5/5 at your end step is nice, but the two effects combined are not worth the investment of 8 mana. Mind's Dilation is similarly heavy to cast at 7, but is even less worthwhile because it requires your opponents to do something before it does anything for you. You also aren't guaranteed to get value from it, because opponents can hit lands, they can hit spells you can't use (counterspells and removal come to mind). The hondens are bad because they require a heavy investment of mana and cards to start producing anything worthwhile. They also rob you of 4 deck slots that could go towards something more productive for winning. You are never going to get all 4 of the Hondens onto the board in a timely manner because your ramp cards are so low quality and you have almost no card tutors, plus slow and passive draws. Also no, 4 Hondens on turn 10 is not good.

Your interaction is. . . bad. Sunken Field will only work on bad players. Comboing it with untap effects would be interesting, but right now its just a very very very weak and predictable counterspell. You know how you are singing the praises of Telepathy ? You are giving your opponents the same information about your disruption while gaining no extra benefits from having it be in that form. Its also costs you 3 mana to use it the first time (2 to cast, and 1 more from tapping the land it enchants), meanwhile there are a whole host of 2 and 3 mana counterspells that are guaranteed to work. (even Cancel is better) Lilting Refrain is also very bad for very similar reasons. On top of telegraphing your play, it also can't counter a spell until a turn after you play it. It most likely won't be able to counter a spell until two or three turns after you play it. If you ran some recursion effects or proliferate effects, it might be salvageable, but currently its just really bad. Declaration of Naught is pretty bad too, its reusable against commanders, but its also costing you to counter one spell. Your only hand peek is Telepathy , and you run no blink effects to reset Declaration to abuse it.

I'm very confused by your Primal Surge choices. Designing your deck around Primal Surge working to not its full potential is just astonishing. Why even include it at all? Especially since you can actually lose from casting it, due to the nature of many enchantress effects that do not specify the word may for those draws. Casting a 10 mana spell should guarantee you are going to win, but it doesn't in this deck.

I feel similarly about Hive Mind . The potential for this card blowing up in your face is so high. Ideally, you pair this card with instants and sorceries that your opponents wouldn't want to cast at all. I understand you run a small instant/sorcery count, but that once again means you're relying on an opponent to help you get to your own win, otherwise you just wasted 6 mana on a card that does nothing with the other 98 cards you put in the deck. This card is never going to benefit you when you are ahead, it just means any piece of removal played becomes 3 pieces of removal against your board state.

Any cards you run with the words "gain life" on them should go. Also, how does this deck even win? Creature swings? Honden of Infinite Rage and the other Hondens then take 30 turns? Sandwurm Convergence then take 10 turns? Cast Primal Surge for half your deck then pass?

syncronym on Muldrotha, She Speaks for the Trees

4 weeks ago

I see this same thing happening in alot of molly D decks. You use alot of instants and sorcery when you can use a permanent that does nearly the same thing. Boardwipes you should be running Bane of Progress Pernicious Deed Plague Boiler Tranquil Grove Phyrexian Scriptures Oblivion Stone

Mana ramp Wayfarer's Bauble Burnished Hart Command Tower Font of Fertility Deranged Assistant

Target removal Vampire Hexmage Seal of Removal Imprisoned in the Moon / Song of the Dryads

Draw/self mill Mesmeric Orb Chronic Flooding Jace, Memory Adept

Protection Darksteel Plate both boots Voidmage Prodigy Siren Stormtamer - this will protect from Bojuka Bog and alot of other gy exiles while also stopping target removal on muldrotha.

Good adds to think about Dismiss Into Dreams Animate Dead

And the only non permanent spell you should run in muldrotha Primal Surge combo with Laboratory Maniac for those games that just drag on.

These adds (especially the mana ramp) will make the deck run smoother and more consistent.

NinjaKitty778 on Ruric Thar's Guide to Punching Mages in the Face!

1 month ago

@Kruxian Thanks man :) that’s awesome. Glad you like the deck. Yea the Nykthos has made a definite improvement to the deck and Primal Surge has won me quite a few games since. I appreciate the feedback.

AquaMTG on Animar's Wildlife Sanctuary

1 month ago

Primal Surge with Urabrask the Hidden will win you the game. You are only allowed one non-land, non-creature spell so make it count!

Monomanamaniac on Modern elf surge

1 month ago

Icbrgr thanks for the suggestions! I just recently discovered the bow of nylea, and it is leagues better than the magistrate. I need to update my list to reflect this. I do like your combo, but I have an issue with how much the champion actually costs (physical cost $$$) I have not invested in them and I'm not likely to with all the great elf "lords". I feel like Elvish Clancaller took his place ( she replicates herself and pairs very well with the bow because she shuffles your deck). I like your list of essential spells, if I decide not to run Primal Surge I'll definitely invest in some of those. As it stands I'm currently running 2 primal surges and 2 Elvish Promenade , and it still slows down the surge. I'm pretty stubborn about it only because when I only had 1 I could keep abusing the effect until every card I needed was on the field. I currently get wrecked to board wipes, my only saving grace is that I always have a hand full of cards

pizzagod13 on Improving a Oops all Creatures ...

1 month ago

Was thinking of adding Sidisi, Undead Vizier which I have a copy of somewhere, to fetch Primal Surge . Any ideas for cuts?

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Primal Surge occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%