Primordial Sage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Rare
Commander 2014 (C14) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Primordial Sage

Creature — Spirit

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

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Primordial Sage Discussion

jboss1642 on Animar, Soul of Elements Commander

1 day ago

One thing is that Animar is great for infinite combos. Your play group might not appreciate it, but if they are ok with it cards like Cloudstone Curio, Ancestral Statue, and Equilibrium can all get you into loops that make Animar infinitely large. I would also highly recommend some card draw like Soul of the Harvest and Primordial Sage to make sure you don't run out of gas. Add some color fixing like the signets and Commander's Sphere because Animar decks in general really struggle if they can't play him on time. Finally, (I could be wrong about this) I don't think any of the Bringers are legal in this deck because you can only have cards that only share color identity with your commander, and color identity includes the oracle text (text box), so since Bringer has all 5 colors it can't be played.

Last_Laugh on Animar

1 week ago

Ok the first thing Im noticing here is 34 non-creature spells. That's an absurdly high count for Animar and you want half that TOPS (I run 12 myself).

There should be 0 mana rocks (sol ring is debatable... I don't run it) and 0 Cultivate type cards here (Crop Rotation is ok if you have Gaea's Cradle tier lands to look up). Your mana fixing comes from mana dorks or creatures that search up lands, so just keep those and drop the rest. Vizier of the Menagerie should replace Chromatic Lantern. Also look into Cloud of Faeries and Peregrine Drake (Palinchron too if you can afford it).

Doubling Season should be Hardened Scales... you can do a LOT with the 4 mana you save and the effect is relevant earlier here.

You also need some draw power. Primordial Sage, Garruk's Packleader, Tishana, Voice of Thunder, and Glimpse of Nature are all good options here.

I could go on still but I'm just posting a link to my list for ideas. Animar, Gaea's Hemorrhoid

Last_Laugh on Temur Animar EDH

2 weeks ago

The first thing I'm noticing is 30 non creature spells in the deck. With Animar, you want about 15 TOPS (I run 12).

Your Signets, Cultivate etc. should be mana dorks. Anything from Birds of Paradise, Bloom Tender, Somberwald Sage, Shaman of Forgotten Ways, Sylvan Caryatid, or Beastcaller Savant. There's loads more options but this covers some of the best options.

Cloud of Faeries, Peregrine Drake, Great Whale, and Palinchron are all disgusting here.

I'd also suggest more card draw. Consider Primordial Sage, Sylvan Library, Tishana, Voice of Thunder, Glimpse of Nature, and maybe Garruk's Packleader.

I'd suggest finding room for Heroic Intervention for boardwipe protection. Ancestral Statue goes infinite with Animar and enough mana or counters on Animar (return Ancestral Statue to your hand over and over with its' own ETB). Cloudstone Curio, Equilibrium, and/or Temur Sabertooth are all great options for abusing ETB's.

I could continue but I'm just posting a link to my list for ideas. Feedback, upvotes, and ideas are appreciated. Animar, Gaea's Hemorrhoid

Hexbringer0 on Sharpen Your Ears

1 month ago

Hi Ronave. Glad this helped. I'd build Marwyn a bit differently then Ezuri though. Try elves like, Immaculate Magistrate, and all the one drop elves you can find, alongside card draw creatures like Soul of the Harvest and Primordial Sage. Maybe Zendikar Resurgent You can also go the counter trick root with things like Forgotten Ancient. Hope that helps and thanks for the upvote!!!

Crav96 on Morph Hysteria EDH

2 months ago

So I like the idea. For a few key improvements I suggest the following:

  1. Lower your CMC on ramp spells. For example replace Explosive Vegetation with Nature's Lore and Kodama's reach with Farseek and maybe add Rampant Growth. As described in the Command Zone primer, you want to get Animar out as soon as possible, so low cost ramp means you get to spend it mostly on turns 2-3.

  2. Replace evacuation with Cyclonic Rift. It is universally better.

  3. Instead of Fires of Yavimaya you can use Temur Ascendancy for the slight chance that you hard cast something without morph, in which case you get to draw cards. But this is really up to you

  4. Icefeather Aven is really good cause you can bounce creatures to re-use them or opponents creatures for protection

  5. Willbender and Stratus Dancer are really good for protection against your board

  6. Den Protector to get stuff from the grave! So good.

  7. Primordial Sage and Soul of the Harvest just turn all your morph creatures into free draw once Animar has 3 counters

Also I think your land count is too high. I'd drop at least 35 personally, cause even if you're drawing cards later in the game, lands are dead in your hand, especially since Animar psuedo-ramps you.

That is it for now and I hope I have been helpful! If you need more ideas you can also check my list in my page, "Its all natural"

thegigibeast on Competitive Seton

4 months ago

Hey there, I decided to go ahead and review your deck already!

I feel like there are some things missing, mainly Eternal Witnessand Great Oak Guardian. I know that they both are not druids, but I feel like they add a lot to the deck, and they provide with victory lines without even needing the gods to pump and attack like you mentionned before, and they are a lot less dead in the deck that the gods.

First of all, Great Oak Guardian would go infinite with Temur Sabertooth, letting you generate infinite mana from your Druids and draw your entire deck from a draw engine like Soul of the Harvest, Primordial Sage, Zendikar Resurgent, Recycle, Lifecrafter's Bestiary or Glimpse of Nature. After that, you would have infinite mana and your entire deck in your hands, so you now need a way to win.

Eternal Witnessand Somberwald Stag comes in here. First of all, she would be really great as graveyard recursion (she is not a staple for nothing, she is a must include in every green deck IMO, especially mono-green). Then, once you have your entire deck in hands with infinite mana, you could cast Beast Within to kill every permanent on your opponents side, getting it back from the graveyard by bouncing Eternal Witness, then keep on recurring Somberwald Stag (on a side note, this thing can help you kill Linvala, Keeper of Silence if you have too and is easier to tutor for green since it is a creature) to kill every 3/3 beasts yout opponents control, so they would all be left with nothing on the battlefield, not even lands. Most opponents will simply stop playing at that point, but if any one just wants you to keep on playing, thinking you will die from drawing next turn, you simply have to cats Green Sun's Zenith, fail to find, then shuffle it back in your deck (it will be the only card left in your deck). Next turn you draw GSZ and do the same, attacking them with all your creatures until they are dead (or until they realize they won't be able to do a thing).

Speaking of GSZ, you should also add Dryad Arbor in place of a forest, since GSZ + DA is a great turn 1 ramp to be able to cast Seton on turn 2.

You were talking about a Tangleroot+ Cloudstone Curiocombo... But have you noticed that Cloudstone Curio alone with two small druids and a draw engine will draw your entire deck? You don't even need Tangleroot, since you can draw your entire deck, cast any spell to untap all of your creatures (also cast Concordant Crossroads if you need to) to generate more mana, then win by the way I have written above.

You are also playing Umbral Mantleand Sword of the Paruns, but not Staff of Domination?

Some great draw engines are also missing from your deck, such as Regal Force, which again is really good with the bouncing provided by Temur Sabertooth. You also have some strange and dangerous card choices: Food Chaindoes help you casting creatures, but at the cost of exiling your druids... You can't abuse it like other combo decks, and I feel like it is not a good fit for what you are trying to achieve here. Also, be careful with Aluren. It can let your opponents play creatures at instant speed too, and it could easily backfire. I feel like you have enough small creatures that can cast themselves (with the ability of your commander) that this is not really needed in here. I see why you included it, but I would remove it, since it is not really needed and can backfire.

TLDR; Here are the changes I would recommend:

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