Home / Magic: The Gathering / Final Fantasy / Summon: Primal Garuda
Summon: Primal Garuda
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Enchantment Creature — Saga Harpy

Summon: Primal Garuda

uncommon · Enchantment Creature — Saga Harpy · Final Fantasy
$0.17
Low
$0.20
Market
$0.25
High

Oracle Text

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls.
II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn.
Flying

Card Details

3/3Power / Toughness
{3}{W}Mana Cost
1Prints

Character Background

Summon: Primal Garuda reads like a white tempo/value piece: it arrives as a removal-lite on turn four with an immediate I chapter that deals 4 damage to a tapped opponent creature, then spends the next two chapters turning your smaller attackers into evasive threats with two instances of +1/+0 and flying. Thematically it fits a harpy/garuda archetype — a gust that smites a grounded defender and lifts your forces — and mechanically it rewards attacking lines and keeping the saga alive long enough to finish all chapters. Build it into low-curve aggressive or tempo white decks that run cheap, evasive creatures (1/2 flyers or one-drops with evasion) so Slipstream turns them into real clock engines; it’s especially good with token-makers or recurring 1-power creatures that benefit disproportionately from two temporary buffs. Because sagas are vulnerable, include a couple of cheap protection or instant-speed tricks to preserve it through removal, or redundancy in the form of multiple small threats to capitalize on its flight grants.

Generated using gpt-5-mini

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Suggested Pricing
$0.17 - $0.25
At the current market price of $0.20.
Average Time to Sell
3 days
At the current market price of $0.20.

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Character Background

Summon: Primal Garuda reads like a white tempo/value piece: it arrives as a removal-lite on turn four with an immediate I chapter that deals 4 damage to a tapped opponent creature, then spends the next two chapters turning your smaller attackers into evasive threats with two instances of +1/+0 and flying. Thematically it fits a harpy/garuda archetype — a gust that smites a grounded defender and lifts your forces — and mechanically it rewards attacking lines and keeping the saga alive long enough to finish all chapters. Build it into low-curve aggressive or tempo white decks that run cheap, evasive creatures (1/2 flyers or one-drops with evasion) so Slipstream turns them into real clock engines; it’s especially good with token-makers or recurring 1-power creatures that benefit disproportionately from two temporary buffs. Because sagas are vulnerable, include a couple of cheap protection or instant-speed tricks to preserve it through removal, or redundancy in the form of multiple small threats to capitalize on its flight grants.

Generated using gpt-5-mini · Updated at 2026-05-16 15:40:47 UTC

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