Primeval Bounty

Legality

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

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Set Rarity
Magic 2014 (M14) Mythic Rare

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Tokens

Primeval Bounty

Enchantment

Whenever you cast a creature spell, put a 3/3 green Beast creature token onto the battlefield.

Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.

Whenever a land enters the battlefield under your control, you gain 3 life.

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M14

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Primeval Bounty Discussion

_raeofsunlight on mono green starting deck

3 weeks ago

A ton of your cards are not standard legal, so you might want to change your decks format. Also, you might want to think about creating a common theme for your deck. Right now you have tons of options, lifegain, ramp, midrange, etc. But throwing them all together makes it a little difficult to create a deck that works well. Stick to one or two themes. After that you should try to gather multiple copies of the cards you think fit best. Having multiple copies helps with consistency in your deck.

I would recommend replacing your Wood Elves with a few Llanowar Elves and your Jaddi Lifestrider with an Essence Warden. She's not as cheap as you may want, but she's wonderful for creature heavy decks like this. I would also try to find a better replacement for Walker of the Grove

Other good cards for decks like this are:

Soul of the Harvest, Thragtusk, Sylvan Caryatid, Dungrove Elder, Champion of Lambholt, Primeval Bounty, Rampant Growth, Forgotten Ancient Silvos, Rogue Elemental, Predator Ooze, and Rampaging Baloths, Sakura-Tribe Elder, Vinelasher Kudzu, Reclamation Sage, Scute Mob,Lifecrafter's Bestiary, Karametra's Acolyte (Once again, not always the cheapest, but you can pick and choose)

slayingmatt1234 on Karametra, God of Harvests EDH

1 month ago

After at least playing a few sample hands, I see what you are saying. Your deck wants to play very aggressively and explosively spamming lands and mana into into a wincon, whereas I want to play a slower, attrition-based game. This lets your deck snowball a lot harder than mine (though mine snowballs too just quietly), but my deck has a lot more resilience when 3 other players have tried to lock me down. I have had multiple games where my opponents work together to remove my entirely hexproof board only to have cards like Emeria Shepherd completely refill it the next turn multiple times. I'm often treated as "the blue player that doesn't play blue" because I often just slowly draw more cards, build up more board presence playing diplomatically, slowly remove the opponents outs with hatebears, and having the answer to everything even in 4 player games until I just kill them out of nowhere. I think that a lot of the differences in our card preferences come down to these different playstyles. That said, your little deck explanation has given me some ideas, so kudos to that!

Back to your deck, I just want you to be aware that having played Enchantress for a long time in commander, those cards tend to be very all or nothing. They are either amazing or they whiff and they suck. So if you want to run them most effectively, you may have to dilute some of your cards from your other main gameplan (for better or worse, Enchantress is also a great way to play Karametra) which may not be what you want.

If you want to try and do what some of my deck does and get some extra resiliency to make your deck better off in the 3v1, you might be able to replace some of your more peripheral/value cards like Primeval Bounty with some of my protection-based stuff. I don't know how they try to shut you down, but if you surprise them by going for different tutor targets that completely turn their strategies on their heads, I bet you could sneak in a few wins that way, as I have won many a game off of that. The extra flexibility will also I'm sure go a long way. I myself in turn will be trying to see if I can fit in some of these exploding cards in your deck to give me some more surprise wincons.

The best cards I recommend for incorporating the resilience of my style of play (and by all means you don't have to follow this) are Avacyn, Angel of Hope, Archetype of Endurance, Emeria Shepherd, Pariah, and Gaddock Teeg, but really any kind of hatebear works depending on what they try to do to counter you. Figure out their attack angles and hate accordingly. The beauty of hatebears is that you can mix and match them to perfectly tune to your meta, or run a bunch and have a disruptive out to pretty much everything. I notice you also have very little removal and maybe a few of those can help out as well.

Sorry I can't give you better advice, good luck and keep on ramping!

N_ on N_

1 month ago

Alright I took a look.

I'll give you a list of cards I would remove and a list of cards to be considered.

Remove:

Admonition angel - hell no they get their stuff back immediately

BAneslayer

myth realized

mana bloom

skybind - I might have missed why it is in there?

wildest dreams

elvish mystic/avacyn's pilgrim - unless you are hoping to combo off in 5 turns or less I have found these little 1 mana makers to be useless, especially since your commander ramps

oran reef hydra

selvala - unless it's your general or group hug I would try to refrain giving decks card draw

Yavimaya Elder

I feel like your deck doesn't need more than karametra and the 3-5 other ramp spells. Your commander is always there and is indestructible so I feel like the cards I mentioned for removal could be swapped for stronger cards for mid-late game play.

Options!

Avacyn .... It's avacyn

Angel of Serenity - if it dies the opponents stuff goes back into hand instead of battlefield or you can get cards back from your graveyard if you exile creatures from your graveyard.

Emeria Angel is a not bad option for land fall

Rishkar's Expertise

Selvala, Heart of the Wilds

Tooth and Nail

Those were already in your maybe board and good options

Here's a bunch of ideas haha. Your deck looks like a mix of enchants and creatures mainly with some token stuff. It's mostly green, sorry

Seasons Past - better than wildest dreams

Hooded Hydra - mana sync with secondary value

Sylvan Reclamation

Krosan Grip

Ezuri's Predation

Gelatinous Genesis - Late game mana sync

Grove of the Guardian

Emeria, The Sky Ruin - getting 7 plains should be easy

Reliquary Tower

Sunpetal Grove

Dauntless Escort

Elesh Norn, Grand Cenobite

Garruk's Packleader - I didn't see how many guys with 3 or over you have

Giant Adephage

Hydra Broodmaster

Hydra Omnivore

Oracle of Mul Daya - expensive but she is good

Asceticism

Aura Shards - better in token decks but you don't have much removal

Elemental Bond

Luminarch Ascension

Martyr's Bond

Primeval Bounty

Privileged Position

Sandwurm Convergence

Glare of Subdual - better in token decks

Beastmaster Ascension

Genesis Wave - late game win con?

Bear Umbra - a form of ramp

Akroma's Memorial

Vigor - expensive but strong

Into the Wilds - since you like your ramp so much haha

Darien, King of Kjeldor - don't touch me!

Return to Dust

Storm Herd

Lifeblood Hydra - beater plus lifegain and card draw on death

Pathbreaker Ibex - it is an Overwhelming Stampede on a stick

Stonehoof Chieftain

Temur Sabertooth - send cheapies back to hand and recast for more lands or to abuse other ETB

Greater Good - might be ok, works better with power 5+

Greenwarden of Murasa - more recursion

Primordial Hydra - always scary

Aid from the Cowl - It might work with all your perms?

Pollenbright Wings

Scute Mob - Scute Mob. And Scute Mob.

Siege Behemoth

Selfless Spirit

Cathars' Crusade

Odric, Lunarch Marshal - if your commander is out attacking creatures get indestructible

Aura Mutation

Vaan on Midrange Evo Hydra

2 months ago

You current deck is far from being a ramp one. Ramp decks focus on using mana acceleration cards like Elvish Mystic, Nature's Lore and Utopia Sprawl to get ahead of the mana curve so you can cast big creatures and spells early in the game.

The only mana acceleration you have are the 3 copies of Gyre Sage so more often than not you'll have to naturally draw lands to cast your big spells.

Instead of being a ramp deck, your current list feels like a midrange deck focused on the evolve mechanic, and that's perfectly fine. I suggested Hardened Scales for its synergy with evolve, and Elvish Mystic because you have very little mana acceleration. It's very common to have little draw on ramp decks since you're casting very impactful creatures early on and putting your opponnent on a situation where they either remove your threat or die on the next turn (that's also why having a good early game body is not that important) so cutting the draw enchantments and Kalonian Tusker felt ok to me.

But your current deck does not play like a ramp deck and i failed to realize that when i recommended you those changes, resulting in some subpar advice.

So, let's try this again, focusing on keeping both the evolve and the hydra themes intact: Primeval Bounty is a very slow card even for dedicated ramp decks so i would definetely cut it. Alpha Authority is kinda bad, doesn't do enough to deserve deck slots. Cutting those cards for a set of Hardened Scales is the way to go.

Triumph of Ferocity and Elemental Bond can draw you lots of cards over several turns and they help building devotion for Nykthos, Shrine to Nyx but Harmonize is the best card draw spell on and should be considered.

Also, consider swapping some of the hydras with on their costs for Polukranos, World Eater, Bristling Hydra or Leatherback Baloth, they're better suited for the kind of midrange deck you have going on.

Now, if you want to make changes to go for a more ramp oriented build just let me know.

Byuante on

2 months ago

I'd remove Helix Pinnacle, as you don't run any counter doublers, proliferates, and at most (if you have all your lands in play) you can only get 36 counters a turn, which is a waste of mana, Seal of Cleansing because its a worst Aura of Silence, and since you run Primeval Bounty replace Shamanic Revelation with Inspiring Call. Also, maybe replace Collective Blessing with Beastmaster Ascension?

Also, says you got 2 Mirari's Wake... gotta fix that....

HobbyGamer007 on Trostani's tokens

2 months ago

You asked for curring advice, so here's some cards I'd cut:

Soul of the Harvest, you're a token deck. If your hand run's emtpy replace it with Harmonize.Also cut Collective Blessing for Test of Endurance and Marshal's Anthem for Quicksilver Amulet.

Other cards I'd cut:Mikaeus, the Lunarch, Primordial Hydra, Silverblade Paladin, Primeval Bounty, Staff of Nin, Advent of the Wurm, Forgotten Ancient, Riot Control, Thragtusk and a single land.

Some of these are good in 60 card constructed, others are too slow or way to expensive and some just don't do anything useful for you.

But that's just some tips. Update the deck to your liking, smooth out your mana curve, change average cmc to below 3.5 and test it. It should run way better and more consistent. After that, check if you need more card draw, tutors or interaction. Enlightened Tutor and Idyllic Tutor might be worth looking at in the second interation, since they find Survival of the Fittest which in turn finds the creatures you want, and also they find all the other cool enchantments you have like the doubling seasons and Cathars' Crusade

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