Primevals' Glorious Rebirth

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Primevals' Glorious Rebirth

Legendary Sorcery

(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Return all legendary permanent cards from your graveyard to the battlefield.

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Primevals' Glorious Rebirth Discussion

multimedia on Attempt at Knighthood

3 weeks ago

Hey, this is a good start, but I feel you're trying to do too much here. Keep it simple Knights and removal.

You're playing a lot of good cards here, but there's going to be problems with casting them with only 19 lands. This is too low of a land count to consistently make land drops. Without land drops you can't cast spells. I suggest 24 lands because there's quite a few four drops here. Consider cutting the artifact equipment package of Reforged and Sword? You don't need this equipment with Knights, Knights are good enough without it. Consider cutting Primevals' Glorious Rebirth? It looks very out of place and it costs too much mana (seven mana) there's not enough legendary permanents here to reanimate. Consider Unclaimed Territory? It's a tribal land that lets you more easier cast Malice, Marshal and Reaper.

Currently there's no removal main deck which means if your opponent plays a big creature it can roadblock the battlefield from you attacking because you have no way to remove it. Consider Conclave Tribunal and Cast Down? Tribunal has convoke it lets you use your creatures to help to pay for its mana cost which is good with Knight tokens. Tribunal is removal for any one nonland permanent it can remove a noncreature like a Planeswalker. Cast Down is instant two drop creature removal which is good to kill many big creature threats who will get in your way of attacking.

Marshal's mana cost is too difficult to consistently make with this manabase without Unclaimed Territory. There's too many Swamps, only one Swamp prevents you from playing Marshal. My advice is cut Marshal or reduce the amount you're playing. History of Benalia is your best card for Knights if you have a fourth copy of it play it. You want to consistently cast it turn three, best way to do this is play 4x History.

Consider this example:

Creature

  • 4x Dauntless
  • 4x Grace
  • 4x Malice
  • 4x Reaper
  • 2x Marshal
  • 2x Valiant
  • 1x Aryel
  • 1x Lena

Planeswalker

  • 2x Ajani
  • 2x Karn

Other Spells

  • 4x History
  • 4x Tribunal
  • 3x Cast Down

Land

  • 4x Chapel
  • 4x Sanctuary
  • 3x Territory
  • 10x Plains
  • 3x Swamp

I offer more advice. Would you like more advice?


multimedia on Dragon Rulers of Sarkhan

2 months ago

Hey, looks really good. I really like the deck name :) Good job coming up with a clear Dragon strategy and the numbers on the cards you choose are well thought out.

I agree with you, glad you came to the conclusion that Primevals' Glorious Rebirth is not worth building around. The Eldest Reborn is however a great addition with all the self discard happening here. Like Rebirth it too can reanimate something, but also has other uses, disrupts your opponent. The biggest problem with Rebirth is the restriction of needing a legendary creature or Planeswalker to cast it, Reborn doesn't have this restriction.


I'm on the fence about main deck 3x Dragon Egg. It has good interaction with Dragon's Hoard, but that's it. There's a lot of three drops here and I feel that Egg is the least good of the them. Spit is good with all the self discard as well as being a recurrable removal spell. Egg to me seems like a fine sideboard card, but not main deck. For the time being I suggest playtesting without Egg. In it's place consider Lightning Strike? Currently you don't have a two drop removal spell. Post rotation Strike will be a good one for red. Pyromancer and Voice are good two drops for the strategy here, but they aren't the best when against aggro. I think you can trim one of them down to a 3 of to add a fourth Strike.

Here's an example:

  • 4x Strike
  • 3-4x Voice
  • 3-4x Pyromancer

  • 4x Hoard
  • 4x Spit

You can go either way with Pyromancer or Voice. Pyromancer is the slowest of the self discard, have to wait a whole turn before you can use him to loot once. But he's a body as well as a removal spell later in the game, gives you more options than Voice. Voice however draws you two cards for one loot right away.


If you're choosing to not play Gift of Paradise then I suggest playing more black than green. Black is needed for The Eldest Reborn, can't use Territory to make black mana to cast it. You can however use Territory to make green mana for the Dragons, green is currenly only here for Dragons. Black also gives you some removal options, Cast Down and best of all great sideboard options. Green is still needed here because a lot of the Dragons are green, but black is also needed and I suggest playing more black than green. For the time being you'll want a Swamp in the manabase to help to cast Reborn if you don't have a Hoard in play.

For the manabase later on consider this:


4x Demanding is great, but my last suggestion is cut 1x Palladia-Mors, the Ruiner for a third Verix. Palladia is good, but he's yet another six drop Dragon and will be the hardest Dragon to cast. For these reasons I would play him as a 1 of. Verix is the only mono red four drop Dragon and due to the all the other Dragons being a higher CMC more Verix is better for the mana curve.

Dragons are good now as a budget deck because nice upgrades can be made as you get more cards or funds especially lands. Nicol Bolas, the Ravager  Flip is the biggest Dragon upgrade, but also more Sarkhan, Fireblood and 1x Chromium, the Mutable much later on for the sideboard for control matchups. All these cards can really strengthen a Dragon strategy. My advice however is to focus on improving the manabase before making any other real expensive purchases.


Lordrain1922 on Journey to Wins

2 months ago

Thanks for the suggestions! I thought about Stichers Supplier is wildly uncontrolled. I could throw an Llanowar Elves or Thrashing Brontodon into the graveyard and absolutely ruin a good start to a game. I also couldn't justify dropping anything for a 1/1 that maybe sometimes might put something into my graveyard. My original rendition of the deck ran 3 copies of Benefaction of Rhonas however I ran into a huge problem. Throwing treasure map or Lifecrafter's Bestiary into the graveyard or even the last couple lands I need to start reanimation out of my graveyard. The other problem I had with it is it doesn't give me the card advantage either. Primevals' Glorious Rebirth may actually be a fantastic one of I have to look into that. Thanks for the idea!

Corrosive_Cat on Journey to Wins

2 months ago

Although it costs a little more, I think Benefaction of Rhonas could be a little better than your current sorceries; lets you put more into the graveyard, and search a little more reliably for your pieces. Stitcher's Supplier could potentially be useful, and Primevals' Glorious Rebirth could be a fantastic one-of. Cool deck, +1 :)

multimedia on SoulsSlayerKnight

2 months ago

Hey, like the card art of Primevals' Glorious Rebirth shows, I would build a deck around Dragons for two main reasons Lathliss, Dragon Queen (budget legendary) and Dragon's Hoard (budget ramp/draw). Lathliss ability to make a 5/5 Dragon token whenever another nontoken Dragon ETB (enters the battlefield) seems very good with a Rebirth reanimation strategy. Hoard is amazing ramp for Dragons and it's also card advantage when Dragons ETB. Dragons are legendary and there's a quite a few that are budget: Lathliss, Verix Bladewing, Darigaaz Reincarnated, Vaevictis Asmadi, the Dire and Palladia-Mors, the Ruiner.

A strategy with Rebirth you'll want enablers (cards that can put other cards (Dragons) into the graveyard) This is fuel so you have cards to reanimate when you cast Rebirth. Can't cast Rebirth if you don't have actual legendaries in your graveyard as well as a legendary creature in your control. Tormenting Voice and Dismissive Pyromancer are options in red. These cards let you draw into your deck while at the same time putting potential Dragons or other legendaries in your graveyard.

Spit Flame is a creature removal spell that has a bonus, you can return it to your hand for one mana after a Dragon ETB. You can discard Spit with an enabler or play Split in the early game to kill a creature and then get it back from your graveyard to your hand later on when you start playing Dragons.

With Dragons and Rebirth you'll want ramp because Rebirth costs seven mana and most of the legendary Dragons also have high mana costs. Hoard is great, but you'll want more than Hoard. Gift of Paradise is budget, Sarkhan, Fireblood is not, but is the better option with Dragons and Rebirth because he's a legendary and an enabler. Paradise is ramp and can gain you life to help to stay alive until you have Dragons. It can also just like Hoard make white mana. Most of the legendary Dragons I suggested are green. No matter what you'll need green mana in the manabase, good to play Paradise.

Black can give you a back-up plan to reanimate. The Eldest Reborn or Rise from the Grave. It's helpful to have additional ways to reanimate a Dragon if can't cast or don't draw Rebirth.

Put together a deck using these suggestions. Let me know how it goes and when you have a start I'll help you further if you would like.


SoulsSlayerKnight on multimedia

2 months ago

Hi don't want to feel like I'm bugging you at all, but how would a deck be built around Primevals' Glorious Rebirth be like. I'm very interested in creating a deck like that as you mentioned in my legendary deck. I'll accept any cards from dominaria and the M19 core set. Colors can be as many as can like with dragons and such. Can post on there or on here, whichever works best for you :). Thank you if you can help me accomplish that goal

multimedia on Legendary Realm of Glory

2 months ago

Hey SSK :) Interesting new brew, really like the name, but why legendary Knights as the focus? I'll start off by saying that budget mono-white or Orzhov tribal Knights with Valiant Knight, Radiant Destiny, Aryel and Marshal is a more synergistic consistent approach that you'll have better results with.

Especially for a budget deck because Grace and Malice are some of the best budget cards in Standard and for post rotation. Play more cards that can pump them or make them even better. Tribal Knights is also very upgradeable, slowly acquiring History of Benalias and Ajani, Adversary of Tyrantss can strengthen Knights.


Primevals' Glorious Rebirth and Urza's Ruinous Blast are very powerful cards that haven't yet been explored. Currently there's just better options at the same CMC such as God-Pharaoh's Gift and Fumigate, but post rotation these cards are gone. Rebirth's card art is of the Elder Dragons which is fitting because they're the cards as well as Planeswalkers that I would play if I was to build around Rebirth. Rebirth is a card you want to build around because for seven mana you really want to get a lot of value when you cast it. To get value however you want set-up, to fill your graveyard up with legendaries. A self mill plan and some ramp is how to do this, but this strategy is the complete opposite direction then Knights.

I'm happy to help you build a deck strategy around Rebirth, but the strategy most likely won't include Knights. Instead bigger stuff Dragons, Demons, Planeswalkers with Thran Temporal Gateway, The Eldest Reborn, ramp, etc.

Blast is a creative addition with Knights, put only because of Aryel who can survive Blast and then be used to rebuild a Knight army. I could see planning a strategy around these two cards. The problem with Blast is it can only be cast if you control a legendary creature or Planeswalker. You're going to rely heavily on Aryel if playing Blast. Another problem, and it's a big one is Blast exiles all other Knights on the battlefield, it wrecks a Knight army. This is not good and conflicts with a reanimation plan of Grace and Malice which is a strong plan to use with Knights.

Dauntless and her ability to save a Knight by sacing herself is a good interaction for Knights, but can't do this interaction to save a Knight from Blast. Blast is the type of card that's not good with tribal creature strategies because too many creature are nonlegendary. Blast is a control card, control the game until you can stick a legendary Planeswalker and then Blast.


Changes to consider: add more Aryel, add more Grace, add more Malice, add Valiant. Other than more Aryel cut back on the legendary plan in favor of more Knights and tribal synergy.

Consider this creature base:

  • 4x Dauntless
  • 4x Grace
  • 4x Malice
  • 3x Marshal
  • 2x Danitha
  • 4x Aryel
  • 2x Valiant
  • 2x Arvad

Consider this other spells base:

Good luck with your deck.


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