Printings View all
|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
- Slaughter Pact, Hivemind, and one creature.
- what happens if attacker gains menace after block was decleared
- How many triggers with Valakut + Prismatic Omen
- When does the game check that your life is 0, specifically during the combat phases?
- Can I prevent Damage dealt to Swans of Bryn Argoll before it's prevented by it's own ability?
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
2 days ago
Hey, I like that these colors are your choice. +1! I also really like the 4x Creeping Tar Pit.
Also, Damping Sphere is legit against Tron & Storm style decks.
Here's my 75, but it is more Control oriented:
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2 days ago
Like many green decks I see, this one has the problem of being pulled in too many different directions. Cards like Garruk's Companion, Rancor, and Leatherback Baloth hint at a very aggressive stompy strategy. Nissa, Voice of Zendikar, Essence Warden and the Wild Beastmaster + Elder of Laurels combo would be better in a dedicated go-wide token deck. Llanowar Elves, Wild Growth, Primeval Titan, and Elderscale Wurm fit better in pure ramp. I would dedicate more resources to a single one of these strategies, maybe having a second as support. This will improve synergy and consistency by lessening the chance of drawing cards that don't work optimally together. For example, if you have some 7 drop bombs in hand, you'd much rather draw Wild Growth than Boar Umbra, and the reverse would be true if you had a hand of cheap beaters.
Some cards I'd recommend for stompy are Steel Leaf Champion, Dryad Militant, Experiment One, and Strangleroot Geist. Some cards for tokens are Parallel Lives, Mycoloth, Centaur's Herald, and Call the Scions. Cards for ramp include Arbor Elf, Voyaging Satyr, Garruk Wildspeaker, and Genesis Wave. And since you're mono, Nykthos, Shrine to Nyx will almost always be great.
6 days ago
I also love playing green, and have been doing so for twenty years or so. I think you would be better off with Priest of Titania and/or Elvish Archdruid than 16 mana dorks. Plus I think you have a few to many big dudes for the amount of ramp you have, but Primeval Titan is a big dude that also ramps so he would be sweet. And if you are playing arbor elf Elvish Guidance can turn a forest into another huge mana producer, and Wirewood Lodge also gets more uses of the the big mana guys. Just a few thoughts, hope it helps.
6 days ago
Yea Hollow One and Primeval Titan are big ones, and with how long games can go in a Control matchup I have totally had opponents hardcast Street Wraith. If this deck was lacking white I'd include Fatal Push for the lower cmc, but with Path to Exile as my main spot removal I don't think I need it.
1 week ago
DankStompy ArchonBlue Cast Down is simply the worse option. Dank I don't know what meta you are playing in and it might be the right choice for you but Cast Down is in no way strictly better than Fatal Push. Push is and continues to be a format defining card and if we take a closer look at the top played creatures in modern (As per MTGGoldfish):
Of the above only Street Wraith cannot be pushed and even then no one is hard casting a Street Wraith in modern. In fact the first instance of non-pushable creatures comes at number 22 in Gurmag Angler and number 23 in Hollow One and then the only other card in the top 50 in this group is Primeval Titan at number 42.
Revolt is incredibly easy to trigger with an ideal manabase of fetches and shocks, I've never had an issue triggering revolt in modern. The debate here largely comes down to efficiency, Push answers turn one Goblin Guide and a quick affinity start immediately, Cast Down simply can't, maybe there is room as a one-of but not in favor of Push, but more so in a role similar to Terminate or Murderous Cut. The speed of modern though demands push, and will continue to for a very long time, one mana removal is just more efficient, and anything that can't be pushed can be Path to Exile.
Also Esper Charm is sneakily the best card in this deck, its removal, discard, and card draw wrapped into one, it does everything control wants with added flexibility. With the fetch-shock manabase its relatively easy to set up as well without being difficult to cast.
2 weeks ago
Goryo's Vengeance being a 50 dollar card, what a world we live in...
Honestly, I think a Primeval Titan + Azusa deck is a bit more up your alley at that budget. Besides Azusa, there is hardly anything very expensive in that deck and by not playing an early game focused black-red deck you avoid 50 dollar Blackcleave Cliffs.
In terms of positioning out of those mentioned, Mardu pyromancer is by far the best of those mentioned, followed by Counters Company and Grishoalbrand.
1 month ago
The Gitrog Monster's second ability isn't putting the lands on the battlefield. It's a continuous effect that modifies how many lands you can play in a turn. Essentially, he allows you to play 2 lands instead of 1. Flickering him won't change this since you'll still be capped at 2 land a turn. To play more than 2, You'll either need to get more Exploration effects onto the board at the same time or have a creature like Primeval Titan that puts the lands into play itself.
1 month ago
I don't think you understand modern as a format, unless you can overwhelm Kiki-Jiki, Mirror Breaker and his infinite swarm, Path to Exile is useful, same goes for a Wurmcoil Engine and it's babies, or if you ever want to cast a spell chosen by a Meddling Mage.
Decks in the metagame that Path to Exile is useful against:
R/B Hollowed One (Everything, they want it recurred, now it is in exile)
Affinity (Whatever creature they alpha strike with)
U/W Control (Wall of Omens)
Scapeshift (Primeval Titan)
Living End (Archfiend of Ifnir mostly, but any of their creatures should help slow down their explosion of creatures)
Infect (Self Explanatory, any of their creatures and they are doomed)
Ironworks Combo (Kill their Scrap Trawler, and they lose)
Welp, that about wraps up my reasons why path is so dang good, but I guess I'll share some more:
It isn't rare to have Path to Exile be named the best removal in modern, next to Lightning Bolt and Fatal Push as it's contenders, it exiles, unlike either, and is unrestricted removal, some decks splash white just to play it, and you don't play it when it is your only color it looks stupid to say "Oh, I'll trample over all of the creatures it could hit", when your creatures are smaller than many (even after buffs and accounting for double strike) and they wouldn't block the others.