Primal Surge

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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 Surge


Exile the top card of your library. If its a permanent card, you may put it onto the battlefield. If you do, repeat this process.

chevinSilverado on Animar's Wildlife Sanctuary

2 months ago

I love this kind of deck. If I might suggest, Primal Surge is a powerhouse in decks like this one

ReticleMouse on The First Sliver

2 months ago

with only 5 non-permanents.. why aren't you running Primal Surge

Made_Compleat on Long Legged Larry (Grolnok Self Mill)

3 months ago

Oops, All Permanents? Sounds like you could use a Primal Surge.

ReticleMouse on The First Sliver

3 months ago

If you're going to go so light on instants/sorceries, I suggest thinking about getting Primal Surge its basically everything you say you want in one spell

legendofa on How is the New Ghalta …

5 months ago

The ability is more or less single use, and it depletes your hand. It's not unreasonable to use it to try to win the game that turn, but 1. That comes with the territory of being a high-mana mythic, and 2. It doesn't really win the game by itself. It doesn't grant haste, and it doesn't directly deal damage or mill. If you use it incorrectly, it becomes worse than useless, as you over extend into a board wipe or something, losing both your board and your hand.

Of course, it's easy enough to say "if you play wrong, you're going to lose." Looking at whether the ability is actually overpowered, Ghalta, Stampede Tyrant has an effect comparable to Myojin of Life's Web (which has an option for indestructibility) or Rise of the Dark Realms (a black deck's graveyard can easily be on par with a green deck's hand), and less efficient than Primal Surge (play everything in hand vs. play everything in your deck). So the ability exists in this mana range, trading heavier color weight for a slightly lower cost.

For the mana value/stats ratio, creatures have been generally trending better, especially in green. When Ghalta and Mavren team up, the result is even more mana-efficient. Yargle and Multani has 24 total P/T for just six mana and no restrictions. So Ghalta's mana value/stats ratio is notable, but not extreme or unprecendented.

Ghalta, Stampede Tyrant provides a lot of value for a high cost, and when used intelligently can win the game on the spot. The same can be said for almost every other high-mana mythic rare card, many of which are on the same or higher power level.

Butterking on Oops all planeswalkers

11 months ago


Ward of Bones and Primal Surge are not planeswalkers so they can not be run due to the deck Companion Umori, the Collector

Mobilized District is a consideration to run tho.

SufferFromEDHD on Oops all planeswalkers

11 months ago

Ward of Bones worth considering.

Primal Surge play your entire deck.

Mobilized District free manland.

kpres on Commander Deckbuilding Advice - A …

11 months ago

I have some deckbuilding advice. I'll make it concise:

The Three Problems

Your goal is to play a winning combination of cards before your opponent can do the same. To do this, you need to draw the right cards, be able to cast them, and do this faster than your opponent despite their efforts to stop you. These are the Three Problems your deck is trying to solve. It is tempting to fill your deck with only cards that work towards a build-around commander, but if you do, you'll have 4 or 5 mana available on turn 6, you won't be able to stop your opponent's threats, and you won't be drawing the cards you need. Follow the quantity recommendations below to deal with the Three Problems and still get to play your strategy.

Include 28 lands, plus 2 for each color, plus the average mana cost of your deck. So for a typical 3 color deck, you're looking at 39-ish lands.

Include 10 cards that let you deal with threats at instant speed. Every opponent uses artifacts, enchantments, and creatures, and you often need to disrupt a combo that's about to go off when it's not your turn.

Include 10 cards that net you more cards. With a high density of card draw spells, you are more likely to draw into your next draw spell and never run out of things to do.

Include 10 cards with low mana cost (3 or less) that give you more mana. Generally for every 2 mana rocks above this number that cost 0 to 2, you can cut one land.

Include up to 5 "win-more" cards, not more. These are cards like Doubling Season that are only good when your deck is already doing what it's supposed to do.

Include 1-2 spells that serve as a big finisher that works even when you're losing. Examples: Rise of the Dark Realms, Insurrection, Expropriate, Primal Surge, or Overwhelming Splendor.

Include 1 card that hurts decks that use the graveyard, such as Tormod's Crypt.

Include 1 card that recycles your graveyard, especially if it can be played from the graveyard or activates when milled. Gaea's Blessing is a good one. Feldon's Cane is especially good if you are using your graveyard and you would rather have your graveyard be in your library than exiled by someone's Bojuka Bog.

Include 1 board wipe, but it must fit the theme of your deck and break parity. For example, All is Dust when you're playing colorless, Living Death when you're playing reanimator, Hour of Reckoning when you're playing tokens, Cyclonic Rift in blue, etc. The more one-sided, the better.

Include 20 creatures, at least 10 of which can be played by turn 3. Some of these cards can double as your removal, ramp, or draw, or strategy cards. Having creatures prevents you from taking opportunistic early combat damage, and helps you recover quickly after a board wipe. Creatures with ETB effects are more valuable when you can blink or reanimate them.

Include 20-30 cards that work with your deck's strategy. It seems like not enough, but when you include more than this, you're cutting removal, draw, or ramp, which are all necessary for dealing with the Three Problems. Also don't forget that when you have enough card draw, you'll have access to most of these strategy cards.

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