+Primeval (11)
Reach
If a creature an opponent controls would die, exile it instead. When you do, create a 1/1 green Saproling creature token.
, Sacrifice a Saproling: Nemata, Primeval Warden gets +2/+2 until end of turn.
, Sacrifice two Saprolings: Draw a card.
Whenever you cast a creature spell, create a 3/3 green Beast creature token.
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Landfall — Whenever a land you control enters, you gain 3 life.
When Primeval Force enters, sacrifice it unless you sacrifice three Forests.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever Primeval Herald enters or attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Destroy all enchantments target player controls.
This spell costs less to cast for each creature your opponents control.
When Primeval Protector enters, put a +1/+1 counter on each other creature you control.
: Primeval Shambler gets +1/+1 until end of turn.
If Primeval Spawn would enter and it wasn't cast or no mana was spent to cast it, exile it instead.
Vigilance, trample, lifelink
When Primeval Spawn leaves the battlefield, exile the top ten cards of your library. You may cast any number of spells with total mana value 10 or less from among them without paying their mana costs.
Trample
Whenever Primeval Titan enters or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Return all legendary permanent cards from your graveyard to the battlefield.
Flying, ward
Other Dragons you control have ward .
At the beginning of your end step, if a creature or planeswalker an opponent controlled was dealt excess damage this turn, create a 4/4 red Dragon creature token with flying.
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