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[Primer] Prime Speaker Midrange

Commander / EDH Casual Control GU (Simic) Midrange Ramp

CT3993


Welcome!

Hello! First off, thank you for taking a look at my deck! I have been playing MTG since the Innistrad block and started playing commander shortly after that. This Prime Speaker deck was the first commander deck I built and has been through a ton of changes over the years. It is constantly evolving and I am more than happy to hear what other suggestions people have!

I think it is important to make note of the meta this deck is played in as it may be very different from yours and could make some card choices make less sense. We tend to be a slower meta with games going 10 to 20 turns. The meta also has a lot of graveyard play. This deck is one of the scarier decks in that meta and can go off quickly, but if you have a meta that is more aggressive (Voltron, Purphoros, etc) then it may have a harder time getting the win.

In this section I will go over why some cards are included in the deck. These are all my opinions and are choices based off my meta obviously. Hopefully I can provide a little insight as to what makes these cards good in a deck like this, but feel free to ask for more information on any choices in the comments. If you have any suggestions I'd love to hear them too!
Prime Speaker Zegana: There is no question that in a singleton format like commander that card draw is a huge advantage. Now there are several commanders that can provide you with extra card draw, but the reason I went with Zegana is because of her color identity. I love being able to play green and blue and the strengths these colors bring. That being said I know there are still other options out there, but when I first started in commander this was one of the only commanders I had and I have never looked back since choosing it!

Acidic Slime: A nice removal ability plus a deathtouch body attached to it for blocking.

Brutalizer Exarch: This card is often used to tuck threats other players have on the board, but can also be used as a creature tutor too.

Chasm Skulker: Not only does this creature get huge as we draw cards, but once it leaves we also get a ton of tokens too!

Consecrated Sphinx: More card draw!! Oh and it has a 4/6 flying body attached to it.

Deadeye Navigator: This card is insane. The ability to blink creatures with his ability can make for some crazy plays.

Eternal Witness: One of the few ways green has to get cards out of the graveyard.

Gilded Drake: Simply put... I like that creature... It's mine now.

Greenwarden of Murasa: This is another great way for green to get cards out of the graveyard and has some fun synergies with other cards too.

Kruphix, God of Horizons: As with all of the gods, this guy is incredibly hard to get rid of. He also allows us to create a pool of colorless mana with any unused mana, and with the amount of ramp we have it tends to build up quick.

Laboratory Maniac: We draw a ton of cards in this deck, sometimes so many that this ability wins us the game!

Lorescale Coatl: With all of the cards we draw with this deck this thing gets big quick.

Mulldrifter: More card draw with a flying body attached to it.

Murkfiend Liege: He's mainly in here for the untap effect he provides, but the buff he gives to our creatures is nice too.

Mystic Snake: Essentially a counter spell with a body attached to it.

Oracle of Mul Daya: This creature is a ramp machine. If you can keep her around for awhile you'll quickly get the mana advantage.

Palinchron: This card is a power house in commander. It can create infinite mana when played with a plethora of other cards and at the very worst it is a 4/5 flyer that comes in basically for free with its ability.

Progenitor Mimic: I am surprised this card does not see more play in commander. It comes in as a copy of ANY creature on the battlefield AND continues to create copies of that creature on each of your upkeeps if it is not answered. This card can be very versatile and can easily abuse ETB effects of your creatures and your opponent's creatures.

Psychosis Crawler: This card is a machine in this deck. Sure it gets huge as your hand grows, but the fact that each opponent loses 1 life for every card we draw is deadly quick.

Rashmi, Eternities Crafter: A new addition, but she fits right in! Not only does she also put more cards in our hand, but she can play some of those cards for free if you want too!

Sakura-Tribe Elder: Ramp with a body.

Seedborn Muse: This card takes the place of Prophet of Kruphix (RIP) and does a very good job of it too. This is another one of those cards that if it isn't dealt with quickly is can quickly make for a very one sided game.

Terastodon: Not only is this creature very large, but he also is a great removal option for other threats as well.

Thragtusk: Just an overall good creature. A bit of life when it enters and a replacement when it leaves.

Vorinclex, Voice of Hunger: If this guy is not dealt with quickly his ability makes it a one sided game in our favor really quickly.

Wurmcoil Engine: This card is very strong in commander and often leaves you with an advantage after board wipes too.

Yavimaya Elder: More ramp with an added card draw bonus too!

Lightning Greaves: It's the greaves, do I need to say more?

Mimic Vat: This card not only allows us to create tokens of creatures that go to the graveyard, but it can stop a lot of the graveyard combos people play by taking a combo piece and putting in on the vat.

Panharmonicon: We have lots of ETBs (including our commander) so this thing does work!

Sensei's Divining Top: We are drawing a ton, why not decide what cards you want to draw?

Sol Ring: Quick.. are you playing commander? If so you play this card. End of story.

Thought Vessel: A mana rock that also gives us no max hand size, which is important for this deck.

Curse of the Swine: This is one of the few cards that allows for mass exile and can be a great answer to indestructible creatures.

Enter the Infinite: We get to draw our whole deck, seems good...

Explosive Vegetation: More ramp!

Green Sun's Zenith: This card allows you to go find any green creature in the deck, and with a ton of ETB effects we have a ton of things this card could do for us.

Praetor's Counsel: This card is a sleeper. Not only do you have no max hand size for the rest of the game, but you also get everything back that is in your graveyard. A lot of times this card alone can win a game for you.

Primal Command: This card is just very versatile and can get us out of a pinch in a couple different ways.

Rite of Replication: We have a ton of good ETBs. This card creates either a copy of a creature or FIVE copies. This can really turn the tides at the table. Not to mention it is not limited to only your creatures.

Skyshroud Claim: More ramp, but this one is special. This card allows us to get get two forest cards (Hello Breeding Pool and Tropical Island) and they come into play untapped. Very good card.

Tooth and Nail: This card is a beast. When you play it for the entwine cost you should usually win that turn given all the creature synergy in this deck.

Nissa, Worldwaker: She's in here for the untap ability and the ult if you can get it off.

Tamiyo, the Moon Sage: Her +1 and -2 abilities go well in this deck, but her ult is amazing when it goes off.

Beast Within: Turn any permanent you want into a 3/3.

Cryptic Command: This card does a ton and can easily win a game for you if played right.

Cyclonic Rift: For it's normal cost cyclonic rift can bounce one thing for you and get you out of a hard spot. If you overload it it goes from being an ok spell to a game breaker. Bouncing everything but your stuff opens the whole table up to whatever you want to do that turn.

Krosan Grip: Artifact and enchantment removal is nice in our format, but having that same removal that can not be counted is even better.

Noxious Revival: Not only can this card be played for just 2 life, but it can also be used to buy more time for many of the tutors that put a card on top of an opponent's library.

Pact of Negation: As long as you can pay the mana next turn this card will often save a game for you. A lot of times you can make people think you are tapped out and they will play their win cons only to have them countered with this.

Plasm Capture: If you have a slower meta this card is a great replacement for Mana Drain and costs a lot less!

Pongify: I see your giant dragon and will now turn it into an ape. You're welcome.

Rapid Hybridization: I see you have another giant dragon... Well now it becomes a frog lizard. You're welcome again.

Stifle: The ability to counter abilities is very underrated I feel and this is the best spell for doing that.

Voidslime: This card is a great versatile spell. It is either a spell counter or an ability counter all wrapped up in one cheap spell.

Asceticism: We end up playing a lot of creatures in this deck and being able to keep them safe is nice.

Burgeoning: With the amount of cards we draw this allows us to get all those lands out on the battlefield quick, and if you get this early game you can ramp ahead at insane speeds.

Doubling Season: Do you want instant Tamiyo ultimates, because that's how you get instant Tamiyo ultimates.

Omniscience: I want to play that and that, and that looks nice too! I'll just play them all!

Rancor: Trample and +2/0 for the cost of one forest AND it comes back to your hand. I like it.

Rhystic Study: This card basically should read "All spells cost 1 more to cast unless you want the Prime Speaker player to draw even more."

Stasis: This card can lock a game out if done right, but it won't make you any friends.

A lot of these cards are great on their own in the 99, but they get even better when paired up together. Below I'll go over some of the card synergies in this deck. As always if you have any questions or suggestions I'd love to hear them!

Lets start with one of the greatest blue combo cards ever printed, Palinchron. This card combos for infinite mana so many different ways. In this deck we abuse the soulbound mechanic and pair Deadeye Navigator + Palinchron for infinite mana. You can also pair any mana doubling ability like Vorinclex, Voice of Hunger with it to get infinite mana as well. You can also clone it to have the same effect. As you can see it is a powerhouse combo piece and will quickly become a creature that will cause groans from your playgroup.

Another fun combo to play is Cryptic Command + Greenwarden of Murasa . First play Greenwarden of Murasa and return whatever card you would like from your graveyard. Need to counter a spell? Go ahead, cast Cryptic Command and use the second option to return Greenwarden of Murasa to your hand. Play Greenwarden of Murasa again targeting Cryptic Command and returning it to your hand. Rinse and repeat!

If you want to be a bit more evil then you can play Seedborn Muse + Stasis to essentially lock the game out since you will have your permanents untap, but nobody else will. This combo is especially mean if you play stasis after making sure your table is tapped out and can not answer the cast.

If you want to outright win the game then you can also play Enter the Infinite + Laboratory Maniac plus any card draw to win off Laboratory Maniac's ability.

Again, there are a lot more synergies in this deck that you can find as you play it!

Many people that have played against this deck have said that what makes it scary is its ability to come out of nowhere. There is not just one way of wining with this deck and often times it will go off for a win in a single turn. That being said, you don't want to make yourself an early target so I usually will keep my big threats in hand for awhile while playing the slow game to start. There are not a ton of counters in here, but enough that if something was going to really hurt your chances of winning you can respond. Try to use counters wisely too. Something may be a threat, but if it isn't going to directly impact you try to let some of the other people in the game take care of threats too. It's an odd pace to get used to at first, but after a few games you should get the hang of it.
Reset 10/1. Will change as updates are made!
Again, thank you for taking a look at the deck! It is not a hyper competitive deck, but it is a fun deck to play that can get scary quick too. If you have any suggestions I would love to hear them. I am always looking for new ways to change this deck up. Feel free to ask any questions that you have too! I will try to respond as soon as possible. Thank you and have a great day!

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Revision 11 See all

(7 years ago)

-1 Altered Ego side
-1 Capsize main
-1 Coiling Oracle side
-1 Conjurer's Closet side
-1 Crystal Shard side
-1 Earthcraft main
+1 Enter the Infinite main
-1 Genesis Wave main
-1 Master Biomancer main
-1 Phantasmal Image side
+1 Rashmi, Eternities Crafter main
-1 Relic of Progenitus side
-1 Scavenging Ooze side
-1 Simic Guildgate main
-1 Squirrel Nest main
+1 Tropical Island main
Date added 11 years
Last updated 7 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

42 - 0 Rares

18 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 4.05
Tokens Ape 3/3 G, Beast 3/3 G, Boar 2/2 G, Copy Clone, Elephant 3-3 G, Emblem Tamiyo, the Moon Sage, Frog Lizard 3/3 G, Squid 1/1 U, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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