Primal Surge


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Avacyn Restored (AVR) Mythic Rare

Combos Browse all

Primal Surge


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.

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Primal Surge Discussion

DuTogira on Competitive Sunforger package

1 day ago

With Hammer of Nazahn being a thing, you actually don't need that many "equips cost 0" cards in the deck, since anything that can grab an equip can grab the hammer. It makes running a ton of artifact/equip tutors almost a much higher priority.
I've found Rakdos Charm especially good with forger, because it can destroy artifacts, can nuke someone trying to do some sort of infinite creature/Primal Surge strat, and can Exile yards in a cinch. Really good tech card that one.

Elopsm on Cascade, Cascade, Cascade...

2 days ago

Ironwright's Cleansing -> Disenchant More Efficient

Azorius Cluestone -> Azorius Signet More Efficient

Dimir Cluestone -> Dimir Signet More Efficient

Golgari Cluestone -> Golgari Signet More Efficient

Silumgar Monument -> Boros Signet More Efficient

Hanweir Garrison -> Golgari Signet More Efficient

Faith Unbroken -> Oblivion Ring More Efficient

Seek the Horizon -> Rampant Growth More Efficient

Cyclops of Eternal Fury -> Mass Hysteria More Efficient

Ulvenwald Observer -> Phyrexian Arena Cheap Carddraw

Chariot of Victory -> Llanowar Elves More Ramp

Banishing Light -> Swords to Plowshares More Efficient

Hanweir Battlements -> Spire of Industry Better Card

Wrecking Ball -> Terminate Land Destruction not relevant

Interpret the Signs -> Blue Sun's Zenith Doubles as finisher with infite mana

Negate -> Counterspell Better Card

Chromanticore -> Last Stand More Utility

Cromat -> Mayael's Aria Win Con

Midnight Banshee -> Angel of Despair More Trigger and Removal

Primal Surge -> Brilliant Ultimatum More Trigger + easy to cast with ramos

Lorthos, the Tidemaker -> Conflux More Trigger

CurdBrosBrewingCo on Garruk Green Devotion (w/ Combo)

3 days ago

Zendikar Resurgent is a cool idea! May be a little "win-more" but I'll try it out and test it a bit.

Primal Surge is a fun idea :). It's not a permanent; but everything else is. I'll test it as well

Thank you so much for your comments!

ImtheRealBear on Garruk Green Devotion (w/ Combo)

3 days ago

Have you considered Primal Surge?

Alex93220 on Surging Speed

4 days ago

I think you can add a Ring of Three Wishes to tutor Primal Surge, you can also run Mind's Eye,Seer's Sundial,Sylvan Library and Rowen to draw that would increase the chance to get your Primal Surge ! nice deck by the way (i copied it and make it a azuza in my own way )

TheVectornaut on Centaur deck that favors Enchantments

1 week ago

Pheres-Band Warchief and Stonehoof Chieftain seem like strong inclusions in general. The latter is high CMC, but my suggestion is that you take this deck in a ramp direction anyway.

Step 1: Add Nykthos, Shrine to Nyx and swap some creatures around to improve devotion. Ex: Swap Centaur Courser for Swordwise Centaur, Pharika's Disciple for Seton, Krosan Protector, Pheres-Band Tromper for Jolrael's Centaur. This also makes Nylea's Disciple more effective.

Step 2: Add enchantments that help you tap forests for additional mana like Fertile Ground, Overgrowth, Utopia Sprawl, and Vernal Bloom. These gain the benefits from Herald of the Pantheon and Dowsing Shaman and provide incredible acceleration.

Step 3: Find something to do with the mana. The easy answer would be to draw with Harmonize and play more centaurs. But I think the more interesting answer is to go for broke with Genesis Wave or Primal Surge (after removing Fruition). Play all (or most) of your deck, gain a ton of life, throw in Concordant Crossroads for haste, and swing with an indestructible, trampling centaur army.

That's how I'd do it at least, though I must admit I am a sucker for flashy plays.

Delta-117 on Super Friends Commander/EDH

3 weeks ago

Hey there as promised earlier, here are my suggestions. I will suggest what to take out and possible replacements for each.

(Take out these)Nissa, Voice of Zendikar, Kiora, Master of the Depths,Mystic Barrier, Isperia, Supreme Judge, Dictate of Karametra, Jace, the Living Guildpact, Creeping Renaissance, Garruk Relentless, Praetor's Counsel, Spreading Plague, Ob Nixilis of the Black Oath, Sorin, Grim Nemesis, Primal Surge, Citadel Siege, Jace, Memory Adept.

Also in terms of lands remove: Elfhame Palace, Orzhov Guildgate, Selesnya Guildgate, Tranquil Expanse, Golgari Rot Farm, Selesnya Sanctuary, Azorius Chancery. I could suggest a lot more like Thornwood Falls among others but I feel your wanting to keep the land base fairly budget still correct?

Now let me suggest some replacements...

Cyclonic Rift, Teferi, Temporal Archmage, Supreme Verdict, Anguished Unmaking, Sphere of Safety, Norn's Annex, No Mercy, Sol Ring, Astral Cornucopia, Fellwar Stone, Gilded Lotus, Spike Weaver, Exploration / Burgeoning, Venser, the Sojourner, Merciless Eviction, Skyshroud Claim, Mana Reflection, Rhystic Study, Sylvan Library, City of Brass, Reflecting Pool, Forbidden Orchard, Mana Confluence, Murmuring Bosk, Path to Exile, Swan Song, Disallow, Catastrophe, Mystical Tutor, and Demonic Tutor.

I better cut this to an end here, as I still got to look at your other decklists. But if you are wondering about any of my suggestions here / and or what to add if any from among my suggestions then just let me know!

PookandPie on Super Friends Commander/EDH

3 weeks ago

So, I heard your call requesting assistance, and here I am, lol.

Atraxa decks are kind of fun. I'm going to assume that you don't have a tremendously high budget for MTG (or at least Commander), and that's okay, I'll try and keep my suggestions cheap, and if some of them aren't cheap, I'll see if I have any substitutes that are cheaper.

An important thing to improve consistency is to add tutors: Cards that you can expend to look for other cards. Call the Gatewatch is a card that can let you grab a specific Planeswalker right when you need them. It might be really handy to have access to what is essentially two copies of Freyalise when your opponent just cast a Sanguine Bond or Exquisite Blood, and is about to go off next turn. Similarly, cards like Demonic Tutor and Vampiric Tutor are extremely good in your colors, but they're pretty pricey, I know. You can substitute Diabolic Tutor, instead, and maybe something like Enlightened Tutor to more regularly find Doubling Season. Actually, now I see you're not running doubling season, but E Tutor could still be good to find Rhystic Study, Overburden, or Pernicious Deed. Djeru, With Eyes Open and Thalia's Lancers can tutor up more Planeswalkers of yours when you need specific abilities at certain times (Lancers can now tutor Planeswalkers due to a rule Wizards of the Coast changed yesterday. Planeswalkers are legendary now).

Another important factor I try to have in all of my decks is ramp. Even my more durdly decks like Roon (Roon of the Fun Police) run tons of ramp because what's better than a 5 drop on the fifth turn? That's right, a 5 drop on the third turn. Running a ramp package of 8-12 cards will help accelerate you greatly so you can establish your board state much earlier in the game. Squeezing in those cards wouldn't be that difficult, either, as you could just remove some of your less-effective Planeswalkers and other spells to fit them in. My recommendation of Planeswalkers to cut would be:

Garruk Relentless. His abilities aren't super relevant (a lot of creatures in Commander get way bigger than his loyalty so you might not be able to flip him), and his ultimate on his transformed side is relevant for creature decks, of which this is not.

Jace, Architect of Thought. He's just not that great. -1 is pittance in Commander where things like Blightsteel Colossus can be dwarfed in size, and a miniature Fact or Fiction is still miniature. His ultimate isn't that great, either, and not worth taking 5 turns to get to when blue in Commander already has Bribery and Blatant Thievery.

Nissa, Steward of Elements. Her best ability is her 0, and you run so few creatures that her ability would only do something 1/3rd of the time its activated. Scry 2 is okay, but you don't have enough draw to truly take advantage of it.

I'm probably tiring both you and myself out explaining justifications for each cut, so I'm just going to lay out the rest of the ones I think aren't quite as effective as the others: Dovin Baan, Ob Nixilis of the Black Oath, Sorin, Solemn Visitor.

There's also some other spells that could be cut like:

Citadel Siege is really underwhelming. Tapping one creature seems really, really bad, and it's the only relevant ability this has unless you stick a token generator, which means you're already doing well.

Oath of Liliana is the worst of your Oaths by far.

Sandwurm Convergence is really expensive for a mostly defensive card.

Ramp additions that may help you:

Nature's Lore (this lets you grab your Temple Garden), Fellwar Stone as it's Exotic Orchard but a mana rock, various signets, like Azorius Signet, Dimir Signet, Selesnya Signet, and the like, Worn Powerstone can ramp you well but it doesn't mana fix.

Random suggestions: Primal Surge is really bad here because 15 cards in your deck are nonpermanents, which means you spend 10 mana and may only flip up one or two cards not even totaling ten mana when you cast it (feels bad). I would strongly recommend removing Primal Surge for this reason, because you may not get what you spend into it (by the time you get 10 mana, you may have 82 or so fewer cards left in your library, but up to 14 of them could be your instant/sorceries. You have an almost one in five chance of each card you reveal being an instant or sorcery, stopping this entirely, meaning you, on average, will get 4-6 cards off Surge before it ends with how your deck is currently built). Genesis Wave is a far more mathematically sound option- It scales up or down with your mana, and if you pay 10 into it, you might reveal a couple instants/sorceries, but you'll get the remaining cards underneath even if Hallowed Burial was second from the top of your library.

Your mana base can use some work. Here are my suggestions for that:

Forbidden Orchard. Not super expensive, and it does give your opponents tokens, but it fixes all four of your colors, which is valuable. If Orchard doesn't seem good, there's always City of Brass and Mana Confluence.

Do be sure to run a couple of each basic land. This'll give you access to things like Cultivate and Kodama's Reach, which guarantee a 5 drop on turn 4 by themselves, but also you won't get completely blown out by Ruination and Blood Moon.

Magosi the Waterveil is basically never good. The only way I know of to 'combo' with this card is a four card combo, of which you're running none of the other pieces (Rings of Brighthearth, Deserted Temple, and Amulet of Vigor, and I believe 5 mana from elsewhere). Just drop that card, lol, as it's basically never going to be that useful here.

I know this was a text dump, but hopefully this helps. There's a lot more I actually wanted to go over, but it'd probably be even more exhausting to read even more lol.

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