Primeval Titan

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal

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

Primeval Titan

Creature — Giant

Trample

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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M12

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Recent Decks

Primeval Titan Discussion

cplvela0811 on Wet Jund

2 days ago

Zrobass:

Hey, I like that these colors are your choice. +1! I also really like the 4x Creeping Tar Pit.

If I may, have you considered Countersquall, over Negate? The life loss, paired with Collective Brutality is pretty sweet.

Also, Damping Sphere is legit against Tron & Storm style decks.

Cast Down is a newer card that came out and helps these colors deal with decks like Hollow One and creatures like Primeval Titan.

Either way, I like your 75. The Tireless Tracker, Dark Confidant, Serum Visions, and Search for Azcanta  Flip, must make for some interesting draws and advantage.

Here's my 75, but it is more Control oriented:


Salty Control

Modern cplvela0811

SCORE: 121 | 336 COMMENTS | 20710 VIEWS | IN 38 FOLDERS


TheVectornaut on Green Monster Kill low costing

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.

titanreaver on Green Explosion

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.

ArchonBlue on Goryo's Esper Control

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.

Oloro_Magic on Goryo's Esper Control

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):

Noble Hierarch

Snapcaster Mage

Street Wraith

Thalia, Guardian of Thraben

Bloodbraid Elf

Scavenging Ooze

Tarmogoyf

Birds of Paradise

Reflector Mage

Thought-Knot Seer

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.

Boza on Deck Problems and Finalizing Decks

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.

TheVectornaut on Gitrog and Deadeye Navigator

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.

SynergyBuild on White Knights Unite

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.

Sure, this deck may be able to beat a 2/1, but if you want to stop Dark Confidant from overwhelming you with card advantage, pack yourself a couple Path to Exiles before you get beat.

Decks in the metagame that Path to Exile is useful against:

5 Color Humans (Meddling Mage, Dark Confidant, Mantis Rider)

R/B Hollowed One (Everything, they want it recurred, now it is in exile)

Jund (Dark Confidant, Tarmogoyf)

Mono-Green Tron (Ulamog, ceaseless hunger, World Breaker, Wurmcoil Engine)

U/R Gift's Storm (Baral, Chief of Compliance, Goblin Electromancer)

Affinity (Whatever creature they alpha strike with)

Burn (Eidolon of the Great Revel, Grim Lavamancer)

Grixis Death's Shadow (Death's Shadow, Gurmag Angler, Tasigur, the Golden Fang)

Eldrazi Tron (Matter Reshaper, Thought-Knot Seer, Reality Smasher, Endbringer, Wurmcoil Engine, Ulamog, the Ceaseless Hunger)

Bogles (Dryad Arbor, Kor Spiritdancer)

U/W Control (Wall of Omens)

Land Destruction G/R (Courser of Kruphix, Tireless Tracker, Pia and Kiran Nalaar, Inferno Titan)

Jeskai Control (Spell Queller, Pia and Kiran Nalaar)

Mardu Pyromancer (Young Pyromancer, Bedlam Reveler)

Scapeshift (Primeval Titan)

Ad Nauseam (Laboratory Maniac, they lose they next turn off of an Angel's Grace)

Counters Company (Devoted Druid, Vizier of Remedies, Kitchen Finks)

Grishoalbrand (Griselbrand, Borborygmos Enraged, Worldspine Wurm)

Amulet Combo (Azusa, Lost but Seeking, Courser of Kruphix, 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.

Creatures aren't removal (until they are, like Nekrataal), and Path to Exile is, please don't think removal is only for blockers or attackers.

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