Primal Command

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Primal Command


Choose two —

  • Target player gains 7 life.
  • Put target noncreature permanent on top of its owner's library.
  • Target player shuffles their graveyard into their library.
  • Search your library for a creature card, reveal it, put it into your hand, then shuffle your library.

nbarry223 on Green...Control?

1 week ago

Manamorphose is just a filler card to let me run under 60 cards essentially. Boseiju and PYP both didn't exist back when I made this deck, guess it is time to update it.

Also, as far as the lands to cut, Gemstone Caverns is amazing in here, as we just want to go fast, since the sooner we get to 5 mana, the better. Boseiju, Who Shelters All is also really needed against control, and we are actually a spell based deck, the creatures are only there to ramp or eventually be a win-con, but the main goal is to get to Plow Under or Primal Command to start topdecking their lands and forcing them to redraw them.

DemonDragonJ on Reap what is Sown

2 months ago

I have, indeed, replaced Primal Command with Mortality Spear, which reduced the average converted mana cost of this deck from 3.85 to 3.94, since the latter card better fits the theme of this deck.

DemonDragonJ on Reap what is Sown

2 months ago

I dearly would like to put Eerie Ultimatum into this deck, but what card would I remove for it?

Also, would like to replace Primal Command with Mortality Spear, because I feel that the latter card is a better fit for this deck's theme, but the command is a nice card, so what does everyone else say about that?

nbarry223 on Colorshift Land Control

8 months ago

Don’t forget Choke + Quicksilver Fountain as a really convoluted option.

It’s not a super viable strategy in my opinion because it is slow and can be played around. Land hate like this hits certain decks hard, as some are super greedy. It is more viable as a sideboard option than a build around strategy in my opinion.

A more realistic option if you want to attack lands is probably Plow Under + Primal Command.

Scarecrew on Miss Revane's Worm Farm

9 months ago

rekkim you definitely could add Primal Command, it's very versatile. But I wonder what you'd take out... 12 bombs is already on the low side imo and you need all the good ramp you can get.

You got a very good point though, I playtested this against my friend's Gruul aggro deck Wrath of the clans, red/green aggro and I always lost because this deck was just a turn or two too slow to tip the scales. So a "way to keep yourself alive one more turn" would definitely help. Just since most of the time you would use only the first and the last choice of Primal Command, I believe something along the lines of Nourish or Feed the Clan or just a Fog effect would fit better mostly due to Primal Command's high mana cost. Also topdecking is alright since you should gut half the lands out of the library in the first 5 turns, so most of the time you topdeck something that keeps you going.

Honestly this is one of my older decks so I haven't put as much effort into it as I normally would with my newer decks. I recently just moved some cards around as I was playtesting it to make it flow better.

rekkim on Miss Revane's Worm Farm

9 months ago

Any thoughts on Primal Command as a way to keep yourself alive one more turn against aggro or keep going once you get stuck topdecking? I don't know how you play this, but I guess having it instead of a bomb is still a valid opening, too.

DreadKhan on Vileroot army (fungus token)

10 months ago

If you want to be able to cast an 8 drop, you probably want over 30 lands iirc? 16 lands is actually less than people run in Burn decks, and Burn decks in Legacy are built around casting Lightning Bolt variants over and over (most of the time), your deck has lots of 4 and 5 drops, (which would require a land count of ~24-26), and it has those 2 8 drops. For example, at 16 lands you can 'expect' to see ~4 lands after drawing 15 cards (which is when you'd generally cast an 8 drop), if you have 32 lands in 60 cards you'll see ~8. You can also run some ramp, but I wouldn't run less than 22 lands with that many 4 and 5 drops.

An alternative to just running lands is ramp, and ramp can also serve as mana fixing (Green ramp sources can often produce other colours of mana as desired), your deck uses 3 colours of mana technically, you probably want something like Undercellar Myconid and Utopia Mycon.

Not sure it's better than Fungal Plots, but Night Soil can remove creatures from your opponent's graveyard or yours, but both have to come from the same one.

If you have some extra budget space there are options like Tendershoot Dryad or Blossoming Bogbeast, Bogbeast is a much better buff while Tendershoot offers tokens and a worse buff, not sure which is really better here. Bogbeast will synergize with any additional life gain, so you could throw a Primal Command to play before your Bogbeast swings/tutor for a creature/remove a permanent/deal with a graveyard, it's a really, really versatile card.

It looks like you're at 62 cards, most Legacy decks are pretty strict about 60 cards, it's a pretty cutthroat format (some people categorize decks that use Legacy cards as Casual, more decks can 'compete' at a Casual table) and you need to draw key cards.

Final point, you probably want more 1 drops, if it's not too much of a hassle you run 1 mana dorks like Llanowar Elves, Elvish Mystic or Fyndhorn Elves, any of these can speed your deck up a bit while offering you a card to play turn 1. Legacy isn't really the best place to have unspent mana!

DreadKhan on Aquaman, Lord of the Fishies

10 months ago

In Simic there are options like Koma, Cosmos Serpent which can just overwhelm tables by itself, especially if you can protect it. Not the cheapest card though, some cheaper options are Overwhelming Stampede, which can help close games by making your creatures a lot bigger, even if you don't have a huge number of them, as long as you have a creature with decent power out you'll be good. There is also Blossoming Bogbeast, this wants ways to gain life, but Green has some out there, Primal Command is a great budget card IMHO, solves problems and has pretty impressive synergy with the Bogbeast. You might like using Spawning Kraken, any time an appropriate creature gets in you get another big token. Finally, not sure if you have enough Islandwalk, but Stormtide Leviathan is a big unblockable attacker that makes you fairly hard to attack. Resolving any of those cards tends to end games pretty quickly in my experience, and most reward you for simply having a big board, a thing you always want to be doing.

I also like some of Blue's fairly nasty interaction, one alternative to making your guys big is to make someone else's guys way smaller, Mass Diminish is frankly an absurd amount of value in more Casual pods, such as lower budget games. Note it has Flashback and the effect lasts an entire turn cycle, meaning it can also eliminate an archenemy that's gotten ahead. Since you're running higher MV stuff, you might try out Curse of the Swine, this can make your opponent's defenses quite paltry, and it also can deal with problem creatures (like the aforementioned Koma) since it's an Exile effect. Another way to chip away at your opponent (and empower yourself) is to use something like Mass Diminish, I don't know how long your games go, but if you expect to end up with +10 mana available, this card starts looking interesting. I'd skip it if people run a lot of counterspells though, it's a 'go big or go home' kinda card but by all means hold up your own Negate.

Green has some interaction of it's own, if people run flyers in your meta and you're losing to them there are many ways in Green to wipe them, I like Squallmonger and Silklash Spider, but there are a ton more including Hurricane. If you don't have many flyers, this does nothing to you. Green also has Ezuri's Predation if people like to make lots of tokens that are usually smaller than 4/4 (if you run anthem effects that affect the beasts the card is much better obviously).

Just a general point, in Simic it's nice to avoid artifact ramp because you have so many amazing options to ramp with, artifacts tend to die more easily than lands, so effects that get extra lands into play are better than Command Sphere, especially in a 2 colour deck I'd argue. Myriad Landscape and Blighted Woodland are both fairly interesting ramp cards, you can always leave them as lands until you need them. Another feature of land ramp is that you can run cards like Rampaging Baloths and Scute Swarm, either gets a lot better if you're getting more landfall trigger, artifacts rarely have synergy with Simic game plans.

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