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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Have (2) Pieguy396 , Azdranax
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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
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Oathbreaker Legal

Primeval Titan occurrence in decks from the last year


All decks: 0.15%

Latest Decks as Commander

Primeval Titan Discussion

Chasmolinker on [[Primer]] - Jund Midrange

1 week ago

Haha DarkStarStorm. Nice segue.
Well aside from Amulet Titan decks, I'm liking the metagame with regards to Jund's position. Even still, with the semi-recent banning of Once Upon a Time the deck is more in line with lists prior to Throne of Eldraine. Which even though it is a bad match-up, it's beatable G1 with some luck and G2 after SB with Grafdigger's Cage, Fulminator Mage, and Assassin's Trophy.

Everything is a wash though if they get Primeval Titan out early. Dryad of the Ilysian Grove can make that happen if not dealt with. It used to be that leaving in Lightning Bolt was preferred G2 but Dryad of the Ilysian Grove makes Fatal Push slightly better.
It's definitely a bad match-up and I could see going to 3 or even 4 Assassin's Trophy to combat it. Pillage could take the place of Ancient Grudge as a flexible card in addition to Fulminator Mage since i can also hit Amulet of Vigor if they leave it in.

I'm confidant in the other match-ups for now. Burn is always slightly less than 50/50 but that's pretty much the case with almost every Modern deck against Burn.

flytyer97 on Thassa BANT control

1 week ago

Thanks for the input psionictemplar! I am really liking the idea of replacing Prime Speaker Vannifar and Gargos, Vicious Watcher with better ETB value. I will definitely consider using Idyllic Tutor. Primeval Titan is always a solid option, and I like the flexibility of Drowner of Hope. Leaning towards fewer creatures and more control sounds like a solid plan also. I'll mess around with some options and see what I can do. Will look forward to more ideas later on. Thanks again!

psionictemplar on Thassa BANT control

1 week ago

Here's a tl:dr summary of what I started to post and didn't.

  1. You have multiple ways to get combo pieces out that don't have synergy with each other. e.g. Prime Speaker Vannifar and only 1 Gargos, Vicious Watcher to pull the Agent of Treachery with. The triggered ability on Gargos is really going to waste here. I know that's not it's intended purpose but you could find other 6 drops that give you etb value even if it's only 1 time. e.g. Primeval Titan or Drowner of Hope Why not try something like Weird Harvest or Idyllic Tutor to pull combo pieces.

  2. I think you could do well to cut a lot of the creatures out and run more control elements such as wrath effects and counterspells. It would be more consistent and only leave you more time to assemble your win. If you want to keep the creature plan then up the numbers on things that help you get to the late game more and cut some of the more niche things like Dryad of the Ilysian Grove and Kruphix, God of Horizons. A couple more vannifar's might not be a bad idea if you are really set on the creature route.

3 Other cards to consider: Eldritch Evolution ...more to come later on.

BuraddoRun on Destination Destruction

2 weeks ago


The other thing I'm toying around with is simply replacing Lightning Bolt with Crack the Earth outright. It's not as pure a creature removal, of course, but if I can nuke their lands and then Crack, what choice will they have? And it of course doubles as land destruction. But yeah, maybe I'll get Mwonvuli Acid-Moss back in there to help with land drops. As for the heavy hitters being key...


I really, really want to make Nissa work, but you're right in that her payoff takes much longer than it would with Primeval Titan or Inferno Titan. Maybe it's silly pride, but I really wanted to try and be different and fit my deck into the theme. But realistically, I may not be able to do that with Nissa like I want and still be somewhat competitive.

Thank you both for keeping with me on this. I'll play around with the suggestions and see what I can do, then report back. Are there any other "make lands creatures" cards you think might work better than Nissa? Maybe Awakening of Vitu-Ghazi? You think that's viable at all?

psionictemplar on Destination Destruction

2 weeks ago

So Ragescoop did bring up a couple interesting things worth discussing and I figured I would give my take on it.

I don't think 1 bolt main would show up often enough to help with slowing down early game creatures, whether they are accelerants like Noble Hierarch or aggro creatures such as Champion of the Parish. The reasoning behind this lies in not only probability of drawing the single bolt, but the possibility of interaction from the opponent as well.

Aggro decks should always have more than 1 creature that will need to be dealt with and not having board sweepers like a control deck, means you will need extra 1 for 1 removal to keep pace until you can establish the mana denial plan. Creature based ramp strategies are harder to properly evaluate, depending not only on what part of a mana curve they want to ramp to, but also how much they dedicate to ramp as well.

On the heavy hitter aspect, Primeval Titan wasn't even a creature I was thinking about for some reason. Really strange since I talk titan decks with a couple people at my lgs fairly regularly. That note aside, creatures such as these allow you to close games in a few turns rather than the 4+ turns it would take for one of your nissa's to close a game out. Something you have to keep in mind is that land destruction is a tempo type of deck and once your land destruction quits being useful, you've lost that advantage. You'll find yourself reacting to their deck instead of following your own plan. I'm not saying don't have nissa as a win condition, this is your deck after all. But keep in mind that you'll not only have to get nissa on the battlefield, but also leverage her abilities over several turns to win. That seems harder to do if you do end up in a game that goes say 10+ turns. Large creatures will always be useful whether turn 6 or turn 20.

The final point I wanted to give my 2 cents on is in regards to the snow deal. I wasn't sure if you were referring to arcum astrolabe in general or the bant snow deck. Astrolabe does make the benefit of color screwing an opponent over harder to do given that it combats land destruction on 2 fronts (drawing into more lands and color fixing).

If Ragescoop was talking about the snow deck, I don't really have a good understanding on how it works to give proper advice on. Either way good luck moving forward with this deck, and hope it runs well for you. I look forward to your reply.

Ragescoop on Destination Destruction

2 weeks ago

I play ponza on MTGO a bit and some thoughts...

I do like the idea of 12 land destruction spells, but its a bit heavy. I also think its better to have at least 2, 4 mana spells to get maximum benefit from the Arbor elf/ utopia combo, like Mwonvuli Acid-Moss. Also 1 bolt in the main has done wonders for me.

Having heavy hitters as a pay off to limiting their resources is pretty key, a lot people scoop when they cant answer a turn 4 Inferno Titan or Primeval Titan (if you want the land theme to be strong) with only 2-3 lands. I am a fan of 4 Blood Moon at the moment, the format is greedy, but if Snow picks up id look to cutting back.

Red_X on Mono-Black ETB

3 weeks ago

This would be an example of one of the best midrange decks in Modern right now, Jund:

A midrange deck wants to have the strongest cards at each point on the mana curve, and wins by having cards that are just better than your opponents. In the case of Jund, your mono red opponent's Monastery Swiftspear gets embarrassed by Tarmagoyf, and Wrenn and Six is a whole lot better than something like Snapcaster Mage from azorious control.

Now, as for changes, I will tell you what I would do, but you can take only some of the suggestions and make the deck your own.

First, remove anything that costs 5 or more mana except possibly Gray Merchant of Asphodel, along with all of your ramp or land search cards like Armillary Sphere and Cabal Stronghold. You want to put on pressure early and destroy your opponent's creatures, and you can't do that if you are spending mana trying to ramp or have big creatures stuck in your hand.

Second, remove all of the artifacts you have left, with the possible exception of Panharmonicon. Panharmonicon is really fun and I would up it to 3 copies if you really want to go all out on the ETB abilities, but just know that it won't be the most competitive. The rest of your artifacts are really only good when you're already winning, and the majority of the time they would be better as another creature or a piece of disruption.

Third, remove some of your weaker creatures. Fourth Bridge Prowler is decent if your local scene has a lot of decks like spirits and bant snowblade where decks have a lot of creatures with one toughness, but it's a lot weaker if your opponent's are playing big creatures or no creatures at all. Burglar Rat and Yarok's Fenlurker are often weaker than Brain Maggot or Kitesail Freebooter since opponent's can choose the weakest card in their hand to give up with your current line up, but with a switch you get to choose what to get rid of (Yes, they get their card back if your creature dies, but they generally have to use a removal spell on a 1/2 creature and don't get to play their card as early as possible, so you end up ahead). If you decide to play a lot of those, Wasteland Strangler can be a cheaper Skinrender and prevent your opponent from getting those cards back when your disruption dies. Quag Vampires is never an impressive card, and Cauldron Haze is really awkward to play because you really want to be using all of your mana each turn to deploy threats, and you very rarely will have 2 mana open, haze in hand, and not want it to be removal or disruption.

Fourth, add more disruption and removal. Cards like Inquisition of Kozilek and Victim of the night will help supplement your creatures ETBs by either being cheaper or at instant speed. Disruption is essential against control and combo decks so that you can get rid of sweepers like Supreme Verdict, win conditions like Teferi, Hero of Dominaria, or their combo spell like ad nauseum. Removal is required to deal with creatures from aggro and midrange, along with big beaters like Primeval Titan in big mana decks (Tron, Amulet Titan, etc.)

Finally, play multiples of the stronger cards, go up to at least 23 lands, and fill out the rest of the deck with meta game cards. Wrench Mind and Despoiler of Souls can be solid against control, Gifted Aetherborn and Nyxathid are good against aggro, and things like Sign in Blood and Pack Rat give the edge in midrange matches. Pick whichever ones best address your local meta/ you like the best, and then you'll use your sideboard to cover other matches.

You'll also want a sideboard if you're actually playing at a local tournament, but start with the main deck first to figure out what you actually need to sideboard for.

A couple of additional resources: For figuring out how many lands: For a more in depth explanation of Mid range decks:

Finally, if you're looking for ideas, just google " modern mono-black midrange budget" and you'll find a decent number of options.

I hope this helps.

nUKe13 on nUKe13 Mardu Pyromancer

4 weeks ago

fasmith718 that's sweet to hear you killed it at a paper event! I've been competing on MTGO and doing decent. Kaya, Orzhov Usurper has been a popular discussion point in that discord that I shared in the description. I, personally, am not a fan of planeswalker cards, but that's the aggro in me. Kaya, Orzhov Usurper is good as a recurring grave exile threat, and as a small cmc creature threat. However, Kaya's Guile can be at instant speed, adds to grave for Bedlam Reveler and can force opponent to sacrifice an expensive creature (which has come in hand against Primeval Titan, Gurmag Angler, Bedlam Reveler, and other big creatures we find it difficult to remove at instant speed. As for the synergy with Leyline of the Void, I agree that that could close out games really well IF opponent lets Kaya, Orzhov Usurper get there. Generally, you don't judge a planeswalker based on ultimate alone, but you do bring up very strong points. If you like the synergy, and it works for you, keep it! Keep reporting back to us on how it works for you. Also, as for Chalice of the Void, I usually use Kolaghan's Command or Wear when I know opponent uses it. Usually, Mardu Pyromancer can work at the 2 or 3 cmc range really well, until artifact hate is found. Opponent usually doesn't have 6 mana super early to use Chalice of the Void to counter 3cmc spells.

YamishiTheWickedOne there are new Rakdos lists that use Lightning Skelemental, Kroxa, Titan of Death's Hunger, Dreadhorde Arcanist, and Seasoned Pyromancer to absolutely blaze through opponents. I think I've generally seen them forgo to also threaten with Blood Moon and Magus of the Moon. They are somewhat susceptible to early interaction and grave hate, so that's why I've kept my list this way. That being said, Unearth doesn't work here super well, since most creatures are not 3 cmc or lower pre-sideboard. I actually just did a league and I found myself not needing more card draw. I had plenty of threats and just had to "toolbox" and figure out which I needed to cast at that moment.

Thank you for your comments! Please feel included and encouraged to critique and suggest anything else to the deck, or even the primer to make it better! :)

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