Sepulchral Primordial

Sepulchral Primordial

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Intimidate When Sepulchral Primordial enters the battlefield, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.

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Set Rarity
Gatecrash (GTC) Rare

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Legality

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

Sepulchral Primordial occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Black: 0.27%

Golgari: 0.11%

Sepulchral Primordial Discussion

PaulMuadDib on Vito, Thorn of Dusk Rose

1 week ago

You are going to need more than 12 lands. Whenever I build a deck, I always start with 40 lands and then for every 3 pieces of ramp, which for a mono black deck would be a mana rock or swamp doubler or ritual spell like Dark Ritual, I remove a land.
Please retune the deck with 12 non-land mana sources and 36 swamps for starters and you can think of non-swamp lands you want to include later.
My suggestions for those sources are any 12 of the following, depending on your budget:
Sol Ring
Star Compass
Commander's Sphere
Crypt Ghast
Charcoal Diamond
Soldevi Adnate
Songs of the Damned
Worn Powerstone
Dark Ritual
Everflowing Chalice
Ashnod's Altar
Cathodion
Guardian Idol
Hedron Archive
Mind Stone
Magnifying Glass
Millikin
Prismatic Lens
Cabal Coffers <- could replace a swamp
Bubbling Muck
Pristine Talisman <- defiantly want that

After that you've got the commander, which takes up 1 card slot, so that leaves you with 51 cards to choose from.

I see the bare beginnings of either an aristocrats or a reanimator deck. In my opinion you should push more for aristocrats. It can draw you tons of cards and gain you quite a lot of life. There's no harm in keeping some reanimation spells in there though.

You want a good number of sacrifice outlets. I haven't heard of what a hard number should be so I'd shoot for at least 5. Here's a list of some that I remember off hand:
Witch's Cauldron
Vampiric Rites
Ashnod's Altar
Infernal Tribute <- has a funny synergy with Spine of Ish Sah
Gnawing Zombie
Altar of Dementia
Attrition
Blood Bairn
Bloodflow Connoisseur
Bloodsoaked Altar
Bloodthrone Vampire
Carnage Altar
Carrion Feeder
Corpse Blockade
Culling Dais
Dark Privilege
Diamond Valley
Disciple of Griselbrand
Gutless Ghoul
Lampad of Death's Vigil
Mind Slash
Spawning Pit
Phyrexian Plaguelord

For this strategy you'll need recurring creatures or token generators
Ghoulcaller Gisa
Reassembling Skeleton
Endless Cockroaches
Tenacious Dead
Nim Devourer
Bridge from Below
Open the Graves
Sanitarium Skeleton
Gravecrawler

value
Pitiless Plunderer
Bolas's Citadel

Lifegain
Blood Artist is a staple
Plunge into Darkness is something you might want for the pure lifegain of 3 per creature you sacrifice. Not sure that you want to use the "exile a bunch of your deck" too often.
Bontu's Monument
Corrupt
Drain Life
Shadows of the Past

reanimation
Living Death
No Rest for the Wicked
Sepulchral Primordial
Zombify
Rise from the Grave
Victimize
Apprentice Necromancer
Call of the Death-Dweller

spot removal/board wipes
Mutilate
Damnation
Defile
Hero's Downfall
Vona's Hunger

draw
Read the Bones
Sign in Blood
Damnable Pact
Smothering Abomination
Ransack the Lab
Minions' Murmurs
Harvester of Souls

and so forth. I'd look through some already built aristocrats decks to see exactly whether you want to take that strategy.

Oh yeah, for utility lands I'd choose any of the following within your price range:
Leechridden Swamp
Bojuka Bog
Reliquary Tower
Cabal Stronghold
Volrath's Stronghold
Phyrexian Tower
Myriad Landscape
Terrain Generator
Geier Reach Sanitarium

Crow-Umbra on Nice in the Sac

1 month ago

wolfsack, it warms my heart to know that some of the pieces from my OG Miller High Life deck can live on in this decklist haha.

I like your suggestions. I think I wanted Metallurgic Summonings so my spot removal & counter spells could produce sac fodder/chump blockers, then I could sac Summonings to get everything back.

I definitely have a Sepulchral Primordial around somewhere. I'd be down to chat, just text me about when you'd want to talk.

wolfsack on Nice in the Sac

1 month ago

This looks pretty tight. I think their's a lot going on though. My initial thoughts on Kels are that she's not exactly a front line commander. She's not the star player of the deck, but gives you a good back up plan for what your decks is trying to do and I think this is mostly because she requires a mana investment to start the engine.

I took a look at few of the cards and they seam a little broad. There might be some options you can cut or replace.

Mortus Strider might be a good include and please don't you dare forget about Bastion of Remembrance.

I would cut Grave Pact for Dictate of Erebos.

Since Kels gives you access to blue, it might be nice to lean into a mill strategy, (there's a lot of support for mill being printed rn) and supplement your board with graveyard recursion.

A thought I had was cutting Metallurgic Summonings for Consuming Aberration. Sepulchral Primordial into a Consuming Aberration is the Dimir Drama your dark heart has been looking for bby.

A neat little play would be casting Exhume with a Keiga, the Tide Star on board and sacrificing it to steal the best thing. Theft recursion synergies!

Mindcrank would be disgusting here with all the life pings and I love the thought of it so much!

We can def hop on a call to talk strat on this. I got pretty lost in this concept hahaha.

multimedia on Yarok's ETB Team

1 month ago

Hey, good start for a causal version of Yarok :)

How are you winning the game with Yarok? Even casual decks need a way to win the game. You may be playing a causal deck, but you're also playing many noncasual cards. I ask this because you should build the rest of your deck around how you want to win. One way is with infinite mana to infinite blink Agent of Treachery to gain control of all your opponents permanents. I suggest this way because Agent is an amazing card to abuse with Yarok and blink.

The main enabler for this is Deadeye Navigator who can blink the creature it's soulbound too. Peregrine Drake soulbound to Deadeye is the enabler to make infinite mana by infinite blinking Drake to tap and untap your lands. When you have infinite mana you can soulbound Deadeye to a win condition creature in this case Agent and then infinite blink Agent.

If you add Deadeye then it's safe to say that you should build the rest of your deck around Deadeye and Agent because they're how you win. Deadeye has interaction with many other creatures not just Agent because it's a repeatable source of blink for the soulbound creature. If you're interested in learning about this combo then I can explain it in more detail in another comment. Would you like to know more?


25 cards that are 5 CMC or higher is a lot. This many is making the avg. CMC of your deck very high at 4.2 meaning that the avg. mana cost of the cards in your deck is four mana. You risk not being able to cast a single card until you have four or more mana which could be all game if you get land screwed. An improvement would be to streamline these 24 cards down to 10 or less to start. Yarok is the five drop you want to cast more than the rest which is something to keep in mind when choosing which ones and the number of other five drops to play.

The best high CMC cards here are: Yarok, Agent of Treachery, Rune-Scarred Demon, Tooth and Nail, Sepulchral Primordial, Diluvian Primordial, Ob Nixilis, the Fallen, Sire of Stagnation, Tatyova, Benthic Druid, Mulldrifter, Conjurer's Closet. All the rest not named could theoretically be cut. If you add Deadeye and Drake then they could replace Nixilis and Stagnation.

Further streamlined example: Yarok, Agent of Treachery, Deadeye Navigator, Peregrine Drake, Rune-Scarred Demon, Tooth and Nail, Mulldrifter. All these cards can help to assemble Deadeye/Drake and then Deadeye/Agent as the win condition. Mulldrifter can soulbound with Deadeye for infinite blink to draw into your deck until you can assemble the combos with protection.


Some cards to consider cutting:

  • Siren's Ruse: worst blink spell, at two mana to blink only one creature and there's only one Pirate.
  • Illusionist's Stratagem: four mana is a lot to only potentially use this spell once.
  • Casualties of War: six mana difficult mana cost and a sorcery is in my opinion not worth it.
  • Deathsprout: four mana and it's difficult casting cost is not worth what you get.
  • Gilded Lotus: can do better than five mana ramp.
  • Ulvenwald Hydra: have lower CMC creatures who can get lands and you don't have a specific very powerful land to tutor for.
  • Duplicant: this conflicts with lots of other cards here since it exiles opponents creatures. Do you want to exile them or gain control of them?
  • Hornet Queen: Myr Battlesphere is more of a threat with the tokens it creates and you could even cut Battlesphere.

Some others:

I have other some suggestions of cards to add which I can make in another comment. Would you like more suggestions?

Good luck with your deck.

Optimator on Mermaider

2 months ago

For the (potential) mill plan: Sepulchral Primordial and Diluvian Primordial

Tzefick on Angel of Dominion

2 months ago

Debtors' Knell have never been much of a power house. Some of the most direct comparisons would indeed be Sheoldred, Whispering One and Reya Dawnbringer. Reya has long been considered underpowered and too costly at 9 mana for a 4/6 flier who resurrect a creature a turn.

The Debtors' Knell's advantage is the ability to grab creatures from others' graveyards. However we also have Sepulchral Primordial at 7, who grabs a creature from each opponent, and that is not considered very powerful - useful and strong sure, but not directly powerful. You could also consider Tariel, Reckoner of Souls who grabs from opponents' graveyards at random as a tap ability - so you have options to combo with various things that untaps (Reconnaissance comes to mind). Tariel is random and only from opponent's graveyard but he's also considered weak. For Debtors' Knell's advantage to take effect you need an opponent to have strong creatures in the graveyard, whereas it is much easier to simply secure that there are strong creatures in YOUR graveyard. As such, I don't think we should attribute too much strength to the ability to grab from others' graveyards.

If you just want a direct creature version of Debtors' Knell then I suppose a for a 5/6 flier is fine.

Personally I would go for a much stronger version but with a condition on the trigger.

Angel of Dominion variants Show

Grind on Hit the Sac!

3 months ago

Cool deck!!!
Avenger of Zendikar seems like a good include. Lots of fodder for attrition.
Some other options might be Hornet Queen, Sepulchral Primordial, Molten Primordial all create multiple bodies to sac to Ashnod's Altar or any other sac outlet you run.
Also maybe Chandra's Ignition targetting kresh is sure to kill some enemy creatures and make him nice and big.

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