Primal Order

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Legality

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

Primal Order

Enchantment

At the beginning of each player's upkeep, Primal Order deals damage to that player equal to the number of nonbasic lands he or she controls.

DreadKhan on Canadian Short-King

2 months ago

Who knows if it's entirely 'good' in here, but Raised by Giants isn't an aura and it gives Wolverine +8/+8, too bad it doesn't come with Trample! There is also Belt of Giant Strength that might synergize for a handy buff.

Maybe One with the Kami? It doesn't have to go on Wolverine, and if he's strong enough you a ton of bodies. The card can go infinite with many other cards fwiw, but I've rarely seen it used for that so it shouldn't attract attention.

While it might not look fantastic at first glance, Kessig Wolf Run is a pretty useful card in most Gruul lists that feature ramp, and in this list it's even better since your Commander can regenerate if the opponent kills him due to low toughness. Since it's a land it's a safer include IMHO. Shinka, the Bloodsoaked Keep is a much fancier land, but First Strike seems like it'd be a nice ability to have. Final one, the new Arena of Glory, Haste is a sweet ability.

Inquisitor's Flail is a card I always look at when I build a Voltron list, if it's at all possible to be sneaky with it it's a very cheap damage doubling equipment that stacks with almost everything. Just this and and your Commander hits for 8 without any counters, and you can just regenerate him if he dies, but it's even better with double strike, then you'd hit for 16 from just those 2 things, and having even +1 power would turn it into 24, which is lethal.

As for possible cuts:

I don't love Assault Strobe, I hate that it's a Sorcery, especially when even Temur Battle Rage exists, giving double strike without trample seems like a bad idea. BTW I'm not saying run Battle Rage necessarily, I don't know if you want a one and done like this, and you for sure don't want it to be a Sorcery IMHO.

Animist's Might makes me wonder if Monstrous Onslaught is better, it doesn't have to target your own creature so it's harder to disrupt, and the ability to spread the damage out can make things very ugly for people if have a big creature. Might to me looks like it'd be cheaper to cast, but you'll only ever kill one creature with it. Similarly I don't love Contest of Claws, Sorcery speed removal isn't very good and I'm not sure that's enough upside (though it is better than Might fwiw, I'd look at better cards). If you're dead set on a card like this why not use Stump Stomp  Flip instead? At least it's a land if you're desperate.

Grumgully the Generous seems bad? I could be missing something, but a single +1 counter doesn't sound like it's worth a slot, especially at 3 mana, and you can only get it on ETB, so it's VERY timing sensitive; do you REALLY want to delay Wolverine a turn for this guy? I love the flavor of the card so I could see it being a pet card, so if it's a favorite keep it! Similarly I don't know about Renata, Called to the Hunt, both of these are great if you've got synergies with the counters, but if you don't they are just a one time +1/+1, and if they come down late they might just do nothing at all.

Concord With the Kami looks like a bit of a trap to me, if you are getting wiped a lot the card will do nothing, right, and that's when you want it the most!

How often do you find yourself drawing more than 3 cards with Season of Growth? I think Harmonize is going to play more consistently fwiw, but if you find you're usually drawing 3 or more cards with Season it's probably fine.

Do you really need to size of the effect for Signature Slam? It seems worse than Kamahl's Will, which costs only one more for an (arguably) much bigger effect. These lands are Indestructible and have Vigilance, so they can all safely swing (and can benefit from buffs as creatures for that turn) if you need that, but they can also work as handy blockers, I feel like killing the opponent's best creature AND making a bunch of blockers is nice upside?

I don't think you want or need stuff like Arcane Signet or Gruul Signet in Gruul, you're already vulnerable to stuff like Bane of Progress, so why increase that vulnerability? There are still Green ramp spells out there fwiw, including Three Visits. I guess the rocks are cheaper (and can add Green when you're truly desperate), but it seems more like an allowance to run more Basics (in a deck that doesn't run anything like Primal Order or Blood Moon), do you have some good payoffs for running Basics over the odd dual? I get the price point, but I feel like when you go much over $100 you have to start spending more on lands, or really lean into some kind of synergy with Basics, such as the ability to dig out a TON of Basics somehow (there are cards like Traverse the Outlands I guess).

I hope some of these ideas help, apologies if I suggested you cut any pet cards!

Predator_90 on Azusa, Lost but Staxy

6 months ago

There is some nice green stax you should consider, Dosan the Falling Leaf, Root Maze, Manglehorn, Primal Order, Freyalise's Winds

hyalopterouslemur on Share your hidden gems

6 months ago

I guess it's just that I tried putting the band lands in Captain Sisayfoil and it never worked out for me.

Speaking of lands, Primal Order is a hilariously colorpie-breaking hoser you can put in a monogreen deck. (I wouldn't dare put it in any deck I play a lot of duals.) The cool thing about it is, a lot of players pimp out their mana base with nonbasics just because they can, putting in OG duals (if they can afford them), shocks, painlands, fetchlands, filter lands, and maybe even checklands (even though this mana base looks like checklands would almost always enter tapped). Then they get hit with 10+ every turn. And to think it's from Homelands.

seshiro_of_the_orochi on

1 year ago

This looks like a great starting point for a Goreclaw deck! Depending on what you wanna do with it, it could easily become a creature storm deck. Looking at what you have here, my suggestions are these:

1: Add in some mana doublers. I really like Zendikar Resurgent for it's potential to survive a boardwipe.

2: Rishkar's Expertise is a powerhouse draw spell you should try to include.

3: With only one nonbasic, Primal Order is an unexpected way to deal quite a lot of damage.

Enjoy the teddy deck!

HippoFalcon on Paws of Power / Bear Token / Budget

1 year ago

seshiro_of_the_orochi

I like the way you think. I've added Primal Order and Gaea's Touch to the maybeboard because I don't have the brain power to figure out what I'd remove right now. But both suggestions are fire!

seshiro_of_the_orochi on Paws of Power / Bear Token / Budget

1 year ago

With that land base, Primal Order would be a neat addition for additional damage. Also, how about Gaea's Touch?

Aosana on

1 year ago

SufferFromEDHD Thank you for the recommendations! I think I'll keep Primal Order in the Sideboard for now, and I also put Hall of Gemstone in there thanks to your advice. I don't know how I missed Lure of Prey! I'll have to cut something for that as soon as possible.

As for Argothian Wurm and Endless Wurm, I feel like their respective drawbacks make them a bit less reliable than some of the other big Creature cards I've already included. However, the latter's 9/9 stat line is incredibly tempting; for now, I'll put Endless Wurm and Rancor in the Sideboard for anyone who wants to try them out together.

Thank you again! :D

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