Primordial Sage

Primordial Sage

Creature — Spirit

Whenever you cast a creature spell, you may draw a card.

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Printings View all

Set Rarity
Jumpstart (JMP) Rare
Commander Anthology (CM1) Rare
Commander 2014 (C14) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
2019-10-04 Legal
Penny Dreadful Legal
Legacy Legal
Duel Commander Legal
Highlander Legal
Historic Legal
Canadian Highlander Legal
Modern Legal
1v1 Commander Legal
Casual Legal
Noble Legal
Vintage Legal
Commander / EDH Legal
Unformat Legal
Block Constructed Legal
Magic Duels Legal
Arena Legal
Oathbreaker Legal
Leviathan Legal

Primordial Sage occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Green: 0.31%

Primordial Sage Discussion

Karolina on "MASS HYSTERIA! (or) IT'S RAINING CATS AND DOGS!"

2 months ago

Nice! I hadn't thought of changelings! Mirror Entity is nuts, especially with Regal Caracal giving the commander lifelink. BOOM: tap for 8 damage and 16 life lol

I playtested it a few times and I think it may run out of gas way too quickly? Can't think of a ton of good card draw for creatures under 3 power, though! Keeper of Fables (cat!), Ohran Frostfang, or Primordial Sage as an extra Soul of the Harvest maybe?

Temur Sabertooth is a favourite of mine, so you can save and replay all the creatures!

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Last_Laugh on Animardrazi

2 months ago

Ok, I'm starting out with an 'I don't mean to be too critical so take this with a grain of salt'. I have suggestions for additions and cuts.

There's 2 main problems here. 1: Your mana cost is a bit high even for Animar (It's reasonable, I've seen MUCH worse but 3.5 avg. cmc or less is ideal) and 2: Your choice of/number of non-creature spells.

I'll address these out of order.

Cuts/Replacement Suggestion:

Cut: Fuel for the Cause, Mystic Confluence, and Ionize (over costed and no Animar discount) - Replacements: Stratus Dancer, Draining Whelk, and Stubborn Denial.

Cut: Mind Stone, Chromatic Lantern, Commander's Sphere, Kodama's Reach, Cultivate, and Rishkar's Expertise - Replacements: Beastcaller Savant, Rattleclaw Mystic, Sakura-Tribe Elder, Dryad of the Ilysian Grove, Cloud of Faeries, and Peregrine Drake.

Cut: Doubling Season, Jiang Yanguu, Path of Discovery, Guardian Project, - Replace: Soul of the Harvest, Primordial Sage, Tishana, Voice of Thunder, and Glimpse of Nature

I don't want to overwhelm you all at once, so let me know if you're picking up what I'm putting down. I can suggest some cuts/replacements from your creatures if you'd like. Upvotes on any of my decks are appreciated. Here's my list for ideas... Animar, Gaea's Hemorrhoid

DadHumanPraetor on Chulane CIA (cEDH Chulane Primer)

3 months ago

I run Beast Whisperer The Great Henge Primordial Sage and Soul of the Harvest at the top end of my curve so I can still win without Chulane. Hes a kill on sight 5 cmc general who often only counts as a cantrip so I like redundancy of his effects among my creatures, even though the 6 cmc is high its still less that the 7 Chulane takes to recast. Also Vigean Graftmage and Incubation Druid or Somberwald Sage produce infinite mana, and Vigean Graftmage can also Graft onto Chulane and you can bounce and re-cast it to draw your deck. Your build looks very nice, but a lot of its out of my budget lol. I have a budget Chulane list that I have a lot of fun playing.

muffpuncher on Eladamri Cheep Elf bitches

4 months ago

Here's the format for my suggestions: Remove - > Add

Winter Orb - > Emerald Medallion

Blanchwood Armor - > Triumph of the Hordes

Leyline of Vitality - > Guardian Project

Leyline of Lifeforce - > Leyline of Abundance

Obelisk of Urd - > Coat of Arms

Elvish Eulogist - > Nature's Lore

Elvish Scrapper - > Nature's Claim

Elvish Lyrist - > Natural State

Nettle Sentinel - > Primordial Sage

Talara's Battlion - > Ezuri, Renegade Leader

Pennon Blade - > Door of Destinies

Pendelhaven Elder - > Marwyn, the Nurturer

Bramblewood Paragon - > Green Sun's Zenith

Elvish Branchbender - > Skullclamp

Gempalm strider - > Lifecrafter's Bestiary

Elvish soultiller - > Elvish Mystic

Fyndhorn Elder - > Fyndhorn Elves

Frontier Guide - > Zendikar Resurgent

Might of the masses - > Lead the Stampede

Stampede - > Beast Within

Strength in numbers - > Heroic Intervention, but (Wrap in Vigor is the budget alternative)

Strata Scythe -> Growing Rites of Itlimoc  Flip

I highly dislike overrun, because I think you can run Ezuri instead, but I will admit that +3/+3 can sometimes be the difference between winning or losing.

Also, find room for an Eternal Witness in there, it's pretty good.

muffpuncher on Eladamri Cheep Elf bitches

4 months ago

Here's the format for my suggestions: Remove - > Add

Winter Orb - > Emerald Medallion Blanchwood Armor - > Triumph of the Hordes Leyline of Vitality - > Guardian Project Leyline of Lifeforce - > Leyline of Abundance Obelisk of Urd - > Coat of Arms Elvish Eulogist - > Nature's Lore Elvish Scrapper - > Nature's Claim Elvish Lyrist - > Natural State Nettle Sentinel - > Primordial Sage Talara's Battlion - > Ezuri, Renegade Leader Pennon Blade - > Door of Destinies Pendelhaven Elder - > Marwyn, the Nurturer Bramblewood Paragon - > Green Sun's Zenith Elvish Branchbender - > Skullclamp Gempalm strider - > Lifecrafter's Bestiary Elvish soultiller - > Elvish Mystic Fyndhorn Elder - > Fyndhorn Elves Frontier Guide - > Zendikar Resurgent Might of the masses - > Lead the Stampede Stampede - > Beast Within Strength in numbers - > Heroic Intervention, but (Wrap in Vigor is the budget alternative) Strata Scythe -> Growing Rites of Itlimoc  Flip

I highly dislike overrun, because I think you can run Ezuri instead, but I will admit that +3/+3 can sometimes be the difference between winning or losing.

Also, find room for an Eternal Witness in there, it's pretty good.

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