This Treefolk's mana cost can get prohibitive,
but if you can get it out early-- by gratuitous
mana ramp, Summoning Trap, reanimation, or
simply because your metagame has a different
notion of what counts as "early"-- then the
sheer advantages gained by this one card are
going to grind away at your opponents. First,
the Primus blows up a card as soon as it hits
the field, so you're already a card up. Then it
starts attacking for six. Six TRAMPLE. So not
only are you chewing through chump blockers (if
an opponent even bothers throwing them under the
bus) but you're also hitting your opponent
pretty hard. When your opponent finally comes up
with an Eyeblight's Ending, Moonglove Winnower,
or six power's worth of blockers, and spends it
to off the Primus, he comes right back thanks to
persist. And blows up another noncreature
permanent. Now you start swinging for 5 trample.
Sure, creatures with infect or wither will
spoil the persist, but that's still a lot of
resources that your opponent is going to lose
before the Primus threat is passed, and in the
meantime, you've been building up your own
resources, haven't you?
Woodfall Primus is sort of like a bigger,
nastier version of Acidic Slime, which does what
it does twice. What it loses by being slightly
harder to cast it gains in interactions - you
can sacrifice it to something to trigger it
again (may I recommend Greater Good?), and I've
even been blown out by someone getting it into
play with the Mirage classic Flash. It's
especially dominant in settings that are
friendlier to expensive cards and have lots of
static and repeatable abilities running around
(as you get in Commander), but really the Primus
has very few downsides and can be considered for
many green decks with acceleration elements.
Today's card of the day is Woodfall Primus
which is an eight mana 6/6 with Trample,
Persist, and destroys a target noncreature
permanent when it comes into play. There
are combos to repeatedly use the effect to clear
most og an opponent's field entirely which makes
for a strong build if it can be played
effectively and with acceleration to bypass the
high mana cost. Without the combo this is
an expensive creature
that offers mono-Green some removal in the later
stages of the game.
Overall it takes a little too much dedication to
get the maximum impact and despite being a
powerful card is generally not going to see much
play.
In Limited the cost is a little high and the
triple Green in the casting cost is a minor
concern out of eight mana, but a 6/6 with
Trample and a removal effect is a top choice in
the format. In Booster after being a first
pick it should be supported with a predominantly
Green deck and any acceleration possible to
promote an early drop. For Sealed if the
pool offers enough Green to be a large part of
the deck this should be included as an endgame
threat, but there is really no way to splash it
into larger multicolor builds.