Primeval Titan

Primeval Titan

Creature — Giant


Whenever Primal Titan enters the battlefield or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle your library.

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Printings View all

Set Rarity
Iconic Masters (IMA) Mythic Rare
Modern Masters 2015 Edition (MM2) Mythic Rare
2012 Core Set (M12) Mythic Rare
2011 Core Set (M11) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all


Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Primeval Titan Discussion

GeminiSpartanX on Eternal Sunshine of the Spotless Mind(SB HELP PlZ)

3 days ago

Vinman- As is normally the case with determining a SB, you want to include cards that will help you against decks that you might be weak against or cards that will invalidate the SB cards your opponent brings in. For me, the most important cards in the SB are 3-4 Ravenous Traps and the additional removal. Mill is naturally good against combo and certain forms of control, but weak against aggro. That's why I have additional cheap removal in my SB for the aggro decks, but they also have uses in other situations. Feed the Swarm removes enchantments, and Bloodchief's Thirst removes planeswalkers if needed. For example, I'll swap in the thirsts for the pushes against control since I want to remove their PW wincons. Many decks now SB Gaea's Blessing or one of the eldrazi titans against us, and dredge and Uro decks want full graveyards so having instant-speed grave hate is a must. Ravenous Trap is simply the best choice since it is free for us most of the time and exiles those problem cards. Ashiok is additional gy hate that helps against Primeval Titan decks among others. I like ensnaring bridge as a way to extend the game against midrange and aggro, but it's a flex spot for sure. Lurrus is a free-roll since most decks only run the crabs and orbs as permanents, and the lifelink can help in some matches, but with the companion errata change I think it's too slow now. Still it's there if you want to use it. I hope some of that helps you determine what types off cards you want in your SB. Happy milling!

liamk585-mtg on Gruul Panharmonicon

2 weeks ago

Yeah, it's pretty fun, DoktaDakka. I'm thinking of turning it into a more aggressive deck with less mana-exspensive cards like Myr Battlesphere, God-Eternal Rhonas, and Primeval Titan, but more cards like Ogre Battledriver, Bloodbraid Elf, and Champion of Lambholt. Also, if you really like the concept, then you could try and build a Yarok, the Desecrated commander deck.

jaymc1130 on Top 10 green cards at …

2 months ago

It’s gotta be Primeval Titan, right? Banned in some formats, competitive success across almost every single format, entire deck archetypes dedicated to and centered around the card, powerful card that generates value on cast as well as value from being a threat and triggers on attack.

This has to be the best 6 cmc green card of all time, and it really shouldn’t be much of a contest.

I get that’s banned in EDH, but that should be an obvious indicator that it’s easily the best card in green at 6 cmc in the format.

Caerwyn on Top 10 green cards at …

2 months ago

I assume you mean that multi-colored spells will not be "accepted"? I normally try to avoid asking grammatical questions since no one likes a grammar Nazi, but "not be excepted" is an archaic way of saying "not be excluded". Though I am fairly certain what you meant, I just want to double check since both are grammatically proper ways to say opposite things.

Assuming you are looking for mono-Green cards, I nominate Primeval Titan.

mschaefer241 on [Modern] Mono-Green Tron

2 months ago

Nice deck. If you want, you can add Primeval Titan to fetch lands. It is really good for fetching lands, because they don't even need to be basic lands, you can fetch urza lands.

Snowmen1 on Undying Retribution

3 months ago

Thanks for the comments and suggestions! SynergyBuild, being lower to the ground is exactly why I am down to just two yawgmoth. While it is a great midrange value play or just a combo backdoor finish, the card is just to expencive and awkward to justify playing more. You will see that the deck also only plays six three drops, and that is for the same reason. The deck is just really low to the ground. This is also the reason why the deck doesn't play more tutors. While having them essentially brings up the count for undying creatures and sac outlets alike, they also raise the curve very high, which the deck can't really support very well.

As for running a suite of discard spells in the main: someone who I worked with on a previous version of the deck, skookes, went with a similar route to the one you are suggesting for their version of the deck, and to great success. I see that there's plenty of reason behind playing these cards, and I do play Collective Brutality and Thoughtseize. I keep these cards relegated to the sideboard for the matchups I would need it the most though. I do this just because the main plan of being an aggro deck is already so strong and adaptable in my experience that I think it's just better to put down a mass of creatures. This combined with the mana stuff I was talking about is also why I haven't gone the route of playing like a rock deck.

As for Liliana of the Veil, this was my thinking for the card (expanding on what I stated above) Why spend the three mana for a Liliana of the Veil when I can cast Retribution of the Ancients and activate it to simultaneously grow a Carrion Feeder and clear the opponents board for attacks? In my opinion, the deck has better stuff to do, and the deck can't really leverage Liliana of the Veil as well as other decks that play it. You will find more often than not that either attacking or developing your hand or the board is preferable.

As for your other rock deck suggestions, here's my thoughts on those:

Abrupt Decay is clearly a very good card, and the deck already running three assassin's trophy clearly shows the deck wants these types of effects. Having a few of these types of cards just allows the deck to continue to function smoothly through hate, or just remove a threat that is too big. What worries me about Abrupt Decay is I can't hit a Leyline of the Void or a card like Primeval Titan with the card. That being said, I'm not going to say that I haven't been punished by giving my opponents lands with Assassin's Trophy, and I'm not going to say my assassin's trophys haven't been countered before. I think that for me, running a mix of these cards is correct, but honestly, I'm not sure what that is really. I opted for Assassin's Trophy for all of these slots for the time being because the range of things it can target means I'm not so worried about what cards I should prepare to face more.

As for Fatal Push, obviously the card is good, but just two has felt really good. I get gummed up with them if I draw the two, and they aren't the most useful when I have a Retribution of the Ancients online to use anyways.

As for Vraska, Golgari Queen, I did not really like the card, but I think it may have a slot in the sideboard after thinking about it some more. Currently, I am playing Evolutionary Leap in the sideboard for grindy matchups. While that card is very good, especially when facing graveyard hate and spot removal, it does little to nothing if the opponent sticks a clock or something that needs to be removed. I feel like Vraska could replace this card because the versatility makes the sideboard plans for the deck more potent. You can draw out opponents by sacrificing creatures, destroy graveyard hate, and even gain life for what it is worth. What kept me off of playing this card was the Mana cost, but when you think about what you would be siding in if Vraska wasn't in that slot, Mana cost would not be that big of a deal anyways. Great suggestion!

Finally, I just wanted to talk about Village Rites just since you mentioned it. You are absolutely on point with this card! I think that this card really brings the deck together in a way that contributes to the gameplan and adds consistency as well as some great value. I do want to run the full four, but I do worry about not being able to cast it or just drawing too many. That being said, I have had no such issues with three, and I am really thinking about what to cut in order to slot that last copy in. What are your thoughts?

Thank you for the comment!

DeinoStinkus, thank you for the suggestions! Unfortunately, Cauldron of Souls costs too much Mana to justify playing. I did like your suggestion of Cauldron Haze though! Being that it can save all of the creatures on the board from a board wipe, or even just "reset" undying creatures. Seems valuable versus control, it seems like a solid "gotcha!" card against control. I'll give it a try!

Thanks for the comment!

I just wanted to say, I really like having dialogue about the deck and talking about potential card choices/numbers of cards. If you have any ideas please let me know! Try out the deck as well if you get the chance.

enpc on The Battle of the Counterspells!

3 months ago

Context is important. I don't think it's possible to rank counterspells in general, as different formats want different things from cards. Swan Song is considered one of the top counterspells in cEDH as it is cheap and often provides decks with backup win condition lines (via countering your own spells for a bird army). I have seen lists that will run Swan Song but not Force of Will as the blue count in the deck is low enough that force of will is as much a liability as it is an asset.

On the other hand, Swan Song is not great in modern, giving your opponenet a 2/2 with flying can be a death sentence in a 20 life format.

It also comes down to the function of the counterspell. Is it being used in an offensive or defensive mana? Pact of Negation is a fantastic counterspell on combo turn, however paying 5 mana on your next upkeep makes for a sad panda. But protecting your double-striking damage buffed Primeval Titan or sticking your Isochron Scepter with imprinted Dramatic Reversal is nice. And you don't care about the delayed cost if the game is already over.

There's also counterspells like Ceremonious Rejection. These are considered bad (mainboard at least), but when you sit down against a tron deck and then having this in your opening hand feels good. Meanwhile, that Spell Snare that you're running might feel a lot less good.

Then there's even stuff like Dissipate. It's a good counterspell and gets around Mystical Dispute, but you can't pitch it to Force of Will or Misdirection.

As I said, conetext is important. Meta is important. So I would be be reluctant to try to rank counterspells on a general scale.

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