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|Modern Masters 2015 Edition||Mythic Rare|
|2012 Core Set||Mythic Rare|
|2011 Core Set||Mythic Rare|
|Promo Set||Mythic Rare|
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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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Primeval Titan Discussion
3 days ago
I would also agree with the land comment. You need at least 36 for commander. Another thing to mention is that Primeval Titan is banned in commander so you will want that out. After that I would say that you would want cards like Grave Pact and Dictate of Erebos to help trigger Kresh more. Then looking past that I would also go take a peek and see what good ol' edhrec.com has to say about Kreshy here.
4 days ago
I offer you guys a challenge. Below will be a board state set up, and it is your job to beat your opponent this turn. I'll start off with an easy one at first. If you guys like this I'll gladly post more. So, can you figure it out?
Your opponent has 6 life left. On his side of the board he has 5 1/1 Goblin tokens and has a Ghostly Prison in play. He is completely tapped out, and has no cards in his hand.
In your library you have Bloodfire Colossus , Bloodshot Cyclops , Furystoke Giant , Grave Titan, Inferno Titan , Ondu Giant , Primeval Titan, Rakdos Charm, Loamdragger Giant , Heartwood Giant , Forbidden Orchard, Doom Blade, Doomgape , Awaken the Bear , Craterhoof Behemoth, Smoldering Spires, 5 mountains, 3 swamps, and 4 Forests.
It is possible for you to win this turn, but how?
5 days ago
Here's a couple:
5 days ago
Ok, after everyone's comments, here are my thoughts ...
GOOD MATCH-UPS (Bant Knightfall, UW Control, GBx Midrange, Jeskai Control, Death's Shadow): Mainboard is fine; no sideboard slots needed.
- Ancient Grudge, if I end up using some number of Trinisphere too.
- Ancient Grudge + Shatterstorm, if I don't use Trin'
- Obstinate Baloth (putting one back into the main) and Kitchen Finks (in the side)
- Maybe some Trinisphere.
- The more I think about it, the more I think Beast Within is the key. Say an opponent casts Scapeshift and sacrifices 7 Lands to fetch 6 Mountains (basics and non-basics) and a Valakut. All the Lands enter simultaneously and 6 Valakut triggers go on the stack. With the triggers on the stack, I kill a Mountain. The trigger from that Mountain will resolve and I'll take 3 damage. But the triggers from the other 5 Mountains fizzle, since "the ability will do nothing if [my opponent controls] fewer than 5 Mountains other than that new one by the time it resolves" (source).
- Beast Within is also superb against a resolved Primeval Titan.
- I might be able to catch an inexperienced pilot with Crumble to Dust, but an experienced pilot will wait until the last second (i.e., fetching them with Scapeshift) to play their Valakut. Crumble may still be worthwhile though ... partly for free wins against less experienced pilots, but mostly because hitting Stomping Ground will leave most decks with only 10 Mountains ... depending on the board state, that will often not be enough for lethal.
- Blood Moon is of course amazing in the match-up, but post-board they will almost certainly have Engineered Explosives and Reclamation Sage to deal with it. Still, Blood moon #5 may be worthwhile.
ELDRAZI AND Gx TRON:
- I'm excited to try Crumble to Dust here.
- Blood Moon is of course amazing in the match-up, but post-board they will almost certainly have Ratchet Bomb, Nature's Claim, etc. to deal with it. Still, Blood moon #5 may be worthwhile.
- Beast Within for Devoted Druid and Vizier of Remedies
- Anger of the Gods, for everything else.
- For Counters CoCo: Druid and Vizier demand answers. Renegade Rallier and Eternal Witness makes Exile effects much better.
- For Valuetown CoCo: 7x Manadorks, Ramunap Excavator, and Knight of the Reliquary complicate the Land Destruction plan.
- As with any White deck, I need to watch out for Blessed Alliance post-board. Burrenton Forge-Tender, Linvala, Keeper of Silence, Reclamation Sage and Qasali Pridemage could make an appearance as well.
- 3x Trinisphere to slow them down or Eidolon of the Great Revel to kill them
- 1x Anger of the Gods for Goblin Electromancer and Baral, Chief of Compliance
The bottom line (for now anyways) ...
Main: 1x Obstinate Baloth
1 week ago
This is pretty sweet list.
I would make it if it wasn't so damn expensive.
As for what needs to be cut, I think these cards can be cut.
1) Amulet of Vigor- None of the lands aside from the shock lands / man-lands need to come in to play tapped. The Amulet is more of combo piece for Primeval Titan and other fast mana combos. If really want untapped mana available for the deck fast and effectively, Mana Rocks seem to be a better alternative than the artifact.
2) Storm Cauldron - Its more of a STAX card and doesn't seem to fit in with a man-land strategy especially when you have to tap mana to activate said Man-Lands. I see the potential synergies with Manabond and Burgeoning but it seems like a risky line to play as it can easily backfire really easily with opponents artifact/enchantment destruction both very prevalent in EDH. The deck seems to get more value out of sacrificing lands more than anything else through Knight of the Reliquary, The Gitrog Monster and Titania, Protector of Argoth. If you are dead set on running a card that can allow you to play 2 lands per turn, Exploration seems like the go-to card here.
3) Gaea's Cradle - To be completely honest, I don't understand why you have this in the 99. With no token generation effects aside from Titania, Protector of Argoth and a lower than average creature count this card is pretty dead most of the time. If you are tapping to activate your man lands to activate the Cradle to get mana, you won't any return from that heavy of a mana investment. As a replacement , might I recommend Phyrexian Tower. It fits well with the minor sacrifice subtheme the deck has going for it and nets you mana. This paired with Sliver Queen as your commander to create some board presence in another wise uninteractive game can be a value engine fitting for that subtheme. I would also imagine that having Sliver Queen as a commander in a Lands build would throw some players in for a loop as far as what your deck hopes to accomplish over the long game.
1 week ago
I never sided in Angel of Jubilation so you know but sure I'll run through the other decks to give you an idea of what you faced.
I really have to chalk this one up to experience, I just play turns a lot and know how to play it. Grand Abolisher would slow me down but wouldn't hurt me, I could Fatal Push it or just Gigadrowse and Exhaustion main phase. The Eerie Interlude plan would work but resolving Thing in the Ice Flip isn't a huge deal as you blink and then can't attack and I combo off next turn. Your deck is definitely fast enough to beat turns but I just have a good understanding of how I want that deck to run against agro.
G/W Death & Taxes
List --> G/W Ramunap Death & Taxes
Death & Taxes, also known as Hatebears, is at its heart a white control deck that aims to "tax" it's opponent by making it difficult for them to play magic with cards like Thalia, Guardian of Thraben, Flickerwisp, Ramunap Excavator, Qasali Pridemage, and Leonin Arbiter. I play Collected Company for extra value in the deck. It is a versatile deck that mixes land destruction with all out agro and control.
List --> https://www.mtggoldfish.com/archetype/modern-titan-shift#online
Titan shift is a peculiar deck that aims to win through Valakut, the Molten Pinnacle triggers, basically they ramp to play Primeval Titan and fetch the lands they need and then Scapeshift to sac those lands and play mountains or additional Valakut's for a whole bunch of triggers killing their opponent in one turn. Seeing how Lightning Bolt can't kill Primeval Titan no it wouldn't be better, in fact removal is generally pretty bad against this deck until it tries to combo off and when it does that you are probably dead anyway.
Oath of Nissa Bant Superfriends
As someone who plays Superfriends I can say that your list is one of the lists I dread seing on the other end of the table, it generally means I have to move quickly which can be difficult, this was a good matchup for you, side out most removal and play more agro.
So my list is not on here but this list on the site has a similar idea --> Salt Sisters
That list goes very light on protection but uses the lifegain/drain engine that I find effective (though I feel it plays too many of those effects), I have more pillow fort stuff like Luminarch Ascension and Sphere of Safety as well as Selfless Spirit's in my list but if you want the engine that list does a better job explaining it than I ever could.
Mono White Flicker
Though very different from my test list this is a sample list --> https://www.mtggoldfish.com/archetype/modern-eldrazi-tron-26966#paper
"Tron" refers to the Urza lands, Urza's Tower, Urza's Mine, and Urza's Power Plant, which tap for a ton of mana together. Basically tron decks get these lands and then play big things that kill you quickly. Blood Moon is great against this deck, and to answer your question, Eldrazi Tron is a variant of the tron decks that have been around for a while, and it is the best of the bunch.
Here it kinda came down to a lack of interaction on Faeries part game 2 or else you likely would have lost. Once you have a big creature though like Champion of the Parish with a ton of buffs, Hanweir Garrison, or Student of Warfare this matchup is a bit easier as Faeries can't really afford to lose life all that much.
I agree with everything but the Authority of the Consuls, Merfolk moved quicker and I didn't have much removal in hand before it was too late.
Other Questions and Comments
I wouldn't add more land just redesign the mana base, really I never had mana trouble as one mana with a Student of Warfare is a keepable hand which is kinda scary.
Whenever I had Always Watching , Metallic Mimic, and Hanweir Garrison I rested easy as the got big and so did the tokens without one having to be sacrificed in the attack, sometimes I wanted the tokens to be buffed by Always Watching but you can't have everything, the Mimic did it's job.
Cards that under performed: Eerie Interlude, good against removal but when I play agro unless its a board wipe I don't really care (when I test against control this may change). Battlefield Forge it was just painful, not bad, but painful.
Honestly it is a great card, I had no cause in these matchups for it but against control it is great so if you have room for it play it.
Cards that didn't over performed but I was grateful to have: Boros Charm, not having to level up Student of Warfare to level 7 was nice as was the burn and protection. Path to Exile, solid removal. Lightning Bolt, same thing. Aurelia, the Warleader, flexible option in the side. Disenchant, never played it but was glad it was there.
I still want to do more testing against some other matchups, I'm working on testing my turns against a G/R Vengevine deck as that seems to be getting some hype, I'll test yours out to if that happens!
1 week ago
Well it is slower in a sense that I cant play Nissa, Vastwood Seer Flip, Stone Rain or Nissa, Voice of Zendikar on turn 2. By turn 3, Search for Tomorrow is not enough to ramp for Primeval Titan or Ulvenwald Hydra without also playing dorks.. If I have to side in Volcanic Fallout and one more Bolt, I tend to take out the dorks for them.. I'm sorry but I dont see enough benefit from it.
1 week ago
WHAT IS THIS 'SOFT SPOT' YOU SPEAK OF, Argy?
BUT KNOW THIS: WOLF RUN RAMP WAS BEST STANDARD DECK EVER!
AH, MAYBE YOU MEANT 'SOFT SPOT IN OPPONENT'S FACE' ...