Creature — Treefolk Shaman
When Woodfall Primus enters the battlefield, destroy target noncreature permanent.
Persist (When this creature is put into the graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
|Have (2)||, Forkbeard|
Printings View all
|Ultimate Masters (UMA)||Rare|
|Modern Masters (MMA)||Rare|
Combos Browse all
- Phyrexian Altar + Woodfall Primus + Zameck Guildmage
- Blasting Station + Mikaeus, the Unhallowed + Woodfall Primus
- Ashnod's Altar + Mikaeus, the Unhallowed + Woodfall Primus
- Renata, Called to the Hunt + Viscera Seer + Woodfall Primus
- Carrion Feeder + Renata, Called to the Hunt + Woodfall Primus
- Blasting Station + Renata, Called to the Hunt + Woodfall Primus
- Altar of Dementia + Renata, Called to the Hunt + Woodfall Primus
- Phyrexian Altar + Renata, Called to the Hunt + Woodfall Primus
- Ashnod's Altar + Renata, Called to the Hunt + Woodfall Primus
- Juniper Order Ranger + Viscera Seer + Woodfall Primus
|Commander / EDH||Legal|
Woodfall Primus occurrence in decks from the last year
Latest Decks as Commander
Woodfall Primus Discussion
4 hours ago
This looks like a pretty solid deck, I built a Mazirek deck and so far I think it's my strongest. There are a few things Your deck didn't have that mine does, but your deck seems to be built for the long game, while mine is built to have one explosive turn and pretty much win then and there.
This commander loves to sacrifice things, but he shouldn't be the only one in this deck. Effects like Zulaport Cutthroat are very powerful in aristocrat style decks, and Moldervine Reclamation can be good for drawing.
One of my favorite sacrifice outlets that I didn't see on your board was Altar of Dementia which lets you mill your opponents potentially out of the game, and provides you with a free place to sacrifice your vast army! And if any of your opponents like to use a lot of graveyard recursion, throw in a Tormod's Crypt for a free sacrifice trigger and some graveyard hate. There's also Priest of Forgotten Gods which forces opponents to sacrifice, lets you draw and gives you mana!
If you want to go down the path of forcing opponents to sacrifice their creatures, effects like Grave Pact and Dictate of Erebos are fantastic. If you want something that can attack, Butcher of Malakir will be your new best friend. another card that can easily shrink an opponent's army is Archfiend of Depravity. If you do go down this path, throwing in things like Kothophed, Soul Hoarder will let you draw tons of cards off of opponents sacrifices.
If you're consistently having trouble finding creatures that generate tokens, I'd suggest throwing in a Fiend Artisan who has a sacrifice and tutor effect in one. If you're running some recursion, Jarad's Orders is a fantastic way to grab the creatures you need.
Well now you've sacrificed a bunch of things and your creatures are huge but you have nothing to do with them, so what now? One of the simplest ways to win is by using Rogue's Passage or something similar to make your commander unblockable and swing for lethal damage. If you want to stay on theme, Jarad, Golgari Lich Lord lets you drain your opponents fo ra ton of health with your creatures for a fairly small amount of mana as well.
If you want any infinite combos, throw in any creature with persist along with a free sac outlet. Probably the one that would be the most devastating to your opponents would be Woodfall Primus, as it can even destroy lands. When you sacrifice a creature with persist, two abilities go onto the stack, Mazirek's counter ability and the Persist ability. Since they are both your effects, you can choose what order they happen in, and you can choose to have the creature reenter the battlefield with a -1/-1 counter, and then remove that counter, and then you can sacrifice it again to repeat the loop. Check with your playgroup before you use this, as some people don't like having infinite combos in their games.
I know that was a lot and I'm sorry, but this deck was super fun and I love talking about it!
2 weeks ago
Thank you so much for your Comment, and welcome fellow Nayan!
I have found that Bonders' Enclave really shines in the late game: When your hand is light and you have more then enough lands to Use Mayael's ability, Having just "safe" card draw on a utility land is great. That being said, I have also never run into an issue where I can't activate it, and it comes in untapped(most importantly) so Its just been a more solid late game card. Thanks to the fetches and the 3 CMC ramp, like Kodama's Reach, have helped a lot with color fixing, so as long as I have green its usually not an issue.
LOL I have never heard of Ishi-Ishi, Akki Crackshot but thats hilarious. That being said, I have used Migration Path mainly due to its flexible nature: If I have a lot of lands and dont need to ramp, I can pitch it for card draw. Also, the Deck has a LOT of high cost greatures, and accelerating on turn 4 especially (going from 4 to 6 lands) is so ideal, so often. That being said, I am getting some Commander Legends boxes and I could def swap it out for Three Visits / Nature's Lore when I test things out.
I have been testing Soul of the Harvest again. I took it out a long time ago cause I found it too slow, and there were a lot of high cost cards in the deck as it was. Now though, It is nice to possibly grab it with Mayael, but ultimately I think the slot either needs a tutor or a Sylvan Library as I have found that top-deck manipulation can work almost as well as card draw and the Library provides both. We shall see though, cause when I get my hands on Commander legends a lot of my decks are gonna get upgraded.
I had initially disliked Zacama, Primal Calamity due to the fact his ETB is on cast, and the deck primarily wants to cheat things out. However, the removal is VERY appealing, as I think the deck just needs ONE more removal card to deal with non-creature stuff and it could be epic to use. I will have to playtest it, as I was originally thinking of putting in Woodfall Primus.
You're so right about Akroma, Angel of Wrath though. There are so many times where I see her and its just a dead card cause all she does is provide solid beatdowns. Pro Black and Red is not enough value anymore, and she is gonna honestly be first on the cutting board. That being said though, Commander Legends is when I am really gonna be making modifications to my decks, so We shall see what I do.
Until then, I am so glad to hear that you love the deck! Mayael is my first and arguably one of my best decks I have, I am so glad you enjoyed it! I love being a big ol Timmy and cheating out massive Creatures into play. Please lemme know if you have other suggestions, or want me to look at something.
2 weeks ago
3 weeks ago
At the moment, it looks like you basically have two different decks mashed into one. If you cut your 120 cards into two decks of 60, you'll essentially have double the options to play while improving the power level of both. The two main strategies I'm seeing here are Naya ramp/midrange and some sort of bird/flying tribal. I'll give some of my budget suggestions for both archetypes.
For Naya ramp, you definitely want to focus on the mana dorks like Birds of Paradise, Ilysian Caryatid, and Knotvine Mystic before using the extra mana to play your threats like Godsire, Titanic Ultimatum, and Atarka, World Render. Midrange will forego some of the lower and upper ends of the curve to play efficient midgame creatures like Retaliator Griffin, Managorger Hydra, and Llanowar Visionary. Some other ramp options include Voyaging Satyr, Sakura-Tribe Elder, Rampant Growth, Arbor Elf, and Utopia Sprawl. Some other bombs include Hornet Queen, Vigor, Archetype of Endurance, Terastodon, Armada Wurm, Gruul Ragebeast, Rakeclaw Gargantuan, Spearbreaker Behemoth, Woodfall Primus, and Warstorm Surge. Some midrange threats are Wild Nacatl, Woolly Thoctar, Spellbreaker Behemoth, Burning-Tree Emissary, and Bloodbraid Elf.
For birds, I'd definitely recommend swapping red out for blue. This lets you play flying buffs like Empyrean Eagle, Watcher of the Spheres, Skycat Sovereign, Jubilant Skybonder, Favorable Winds, Flurry of Wings, and Stolen by the Fae. Some options that stay in white are Sephara, Sky's Blade, Emeria Angel, Midnight Haunting, and Battle Screech. Some additional bird stuff could be Aven Mimeomancer, Pride of the Clouds, Wingmate Roc, Kangee, Aerie Keeper, Call, and Murmuring Mystic. These types of decks generally go as wide as possible, buff the team with anthem effects, and swing in the air for the win.
Cards I see in this deck that don't fit in either archetype are Ajani's Pridemate, Pyroceratops, End Hostilities, Planar Outburst, Star of Extinction, Giant Growth, Moonhold, Double Vision, Furor of the Bitten, and Darksteel Pendant. At least, those are the first that spring to mind as targets to replace first. Anyway, let me know if you have any questions about my suggestions and I wish you good luck with your build!
enpc on Mono green
2 months ago
DO you know who you want as your commander? This might help dictate the line of the deck. Because for a landfall list, if you're running Titania, Protector of Argoth as your commander, your deck will look very different to Azusa, Lost but Seeking. And these are both landfall commanders.
But if you're playing Yisan, the Wanderer Bard, you probably don't want a huge amount of high end creatures like Woodfall Primus (who is ok but not a staple). You might only end up running one eight drop which is Craterhoof Behemoth.
And then there's elves, which produce a bunch of mana but is completely different again.
2 months ago
mostly just because I wanted more space for options/better midgame topdecks in this case Cultivategot the slot because it fits into spell loops perfectly.
my meta hates on mana rocks hard, so much so that keeping a hand just for Sol Ring can end up biting you. Whereas land acceleration is a touch safer because house rule is no true MLD outside of Sunder, Keldon Firebombers and Woodfall Primus loops because it requires setup.
Sol Ring is still a perfectly fine choice if your friends arent rude:)
3 months ago
You might like these: Renata, Called to the Hunt, Path of Discovery, Mikaeus, the Unhallowed, Eldritch Evolution, Goblin Matron, Moggcatcher, Cauldron of Souls, Memorial to Unity, Memorial to Folly, Phyrexian Altar, Evolutionary Leap, Thermopod, Mishra's Bauble, Urza's Bauble, Gilded Goose, Woodfall Primus
3 months ago
I can see the merits of running Rune of Protection: Red but I feel like the second best or stronger is Rune of Protection: White. Prevention of damage can bypass shroud and hexproof creatures and white specializes in Lightning Greaves//Swiftfoot Boots and tutoring those cards with Steelshaper's Gift, Stoneforge Mystic, Open the Armory, etc. which Rune of Protection: White heavily turns off a lot of voltron-style decks. It's also incredible at turning off a lot of other hard to remove EDH generals such as Avacyn, Angel of Hope, Zetalpa, Primal Dawn, Akroma, Angel of Wrath, Bruna, Light of Alabaster, Sigarda, Host of Herons, Zur the Enchanter, Uril, the Miststalker, Narset, Enlightened Master and Zurgo Helmsmasher. Those generals may be more niche of a damage source than red or green, but that's where the cycling is helpful whereas spot removal can be more effective at dealing with the red and green damage sources.
Rune of Protection: Green I think may be a bit over-valued as the color green I think is a little too good at artifact/enchantment removal, especially when it comes to stapling that effect on their own creatures such as Acidic Slime, Bane of Progress, Caustic Caterpillar, Gemrazer, Reclamation Sage, Sawtusk Demolisher, Trygon Predator, Terastodon, Woodfall Primus. I feel like green could easily remove the rune before you could get much value out of it and that you'd be better off sticking to spot removal. I know white also has enchantment removal but their removal spells I find to be less practical and as efficient as green meaning you wouldn't find as much enchantment removal in a white deck as you would a green deck.