astridarson
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Zacama From First Principles"},{"insert":"\nZacama, Primal Calamity was my first ever commander deck that could actually compete. I built it as a Ramp deck primarily, using Zacama as a toolbox to control the board state and allowing me to drop Etali’s and Eldrazi’s. \nUnfortunately that deck was too weak to really compete at B4 and as such I decided to take Zacama once again, and build him a new deck from scratch. \nZacama From First Principles is that deck, a combo deck focusing on storm count and infinite mana. Ill break down the Combos in the deck and some of my Card choices as well as my thoughts regarding possible upgrades and changes. \n\n\nThe Combos\n\nTheres multiple combos involving Zacama the deck, including Monk Gyatso infinite Airbending, Temur Sabretooth infinite Bounce, and Sanctum of Eternity infinite Bounce, each of these require different amounts of mana (Monk Gyatso requires 5 Mana from lands to work or 6 to become Mana Positive, Temur Sabretooth requires 11 Mana from lands or 12 to become Mana Positive and Sanctum of Eternity also requires 11 to function and 12 to go Mana Positive). \nEach of these gives infinite ETB and LTB triggers, Infinite Storm Count and potentially Infinite Mana of all colours. \n\nIn addition to this we also run the Squee Food Chain combo, a Classic combo that gives infinite ETB and LTB, Infinite Storm count and Infinite mana of all colours. Its an easily tutorable combo in Naya and can serve as a very solid and cheap combo to pull off in the kind of meta where getting to 11 mana for some of Zacama’s combos may take too long. \n\nFinally we also run the Aggravated Assault - Bear Umbra combo, Its a very simple infinite combat combo that requires just 5 Mana from lands to go infinite and 6 mana from lands to go Mana Positive. Combining this with any creature in the deck is a valid win con however this is where having a 9/9 trample commander excels as it can very quickly start picking off opponents even with a board state. \n\nWe do also run the Infamous Dark Depths - Thespian’s Stage - Tempt with Discovery Combo, now this isn’t an infinite combo but for 6 Mana getting a 20/20 with indestructible and flying is a terrifying early game threat, and newer players will fall for it 9/10 times. Simply wait till the board state is as such that someone is struggling for Land Drops, and therefore likely to accept the assistance that Tempt offers, then betray them with a Lovecraftian Leviathan that does not care about their feelings. \n\n\nThe Card Picks\n\nIm not gonna go through every single card in the deck for obvious reasons, but I’ll describe the aims I had for each category of card. \n\nDraw \nMost of the cards in the Draw category are cards i fit into most Naya Decks, i consider them to be either very solid draw engines or excellent burst draw (Return and Rishkars both drawing 9 is a great amount). \nThe Ten Rings is an obvious standout as the only UB card in the deck, but I truly believe people are underrating this card during spoiler season, 8 Mana is trivial in commander, and drawing up to 10 a turn can be a real game changer when it comes to finding combo pieces. It being an artifact means its easily removable if an opponent adopts a mill strategy but also means that an opponent may use a removal spell on it meaning you have one less Nature’s claim to worry about at the table. \nManamorphose is here most because I consider it to be one of the best cards ever printed, turning my 100 card deck into a 99 card deck by itself. \n\nProtection\nIts three cards, three of the best cards in colour for the format, stopping counter spells, redirecting removal and straight up protection from board wipes can all change the fate of a game in an instant. \n\nRamp\nIt’s a fairly obvious ramp package, lots of Land ramp to really capitalise off Zacama’s 2nd line of text. Seedborn Muse and Wilderness Reclamation allow you to fall back on using Zacama as a toolbox if the combos are struggling to get moving. \n\nCrucible of worlds, potentially an odd card, I don’t run any Landfall, or much recursion at all, but I believe that a 3 fetch land hand with a Crucible is one of the best opening hands you can get, especially for a deck that cares about getting more lands out the deck and onto the field. \n\nRemoval \nWe’re in Naya, so it’s a Naya removal package, lots of cheap spot removal, couple board wipes, couple counterspells. The usual. \n\nStorm Payoffs \nThese are Imo the 6 best options for getting a win from that Infinite Mana/Infinite Storm count that 4/5 combos in this deck provide. Infinite Squirrels, Infinite Damage, Infinite Goblins, Infinite Dragons, Infinite Land Destruction (One sided too!) or Infinite Beasts. Combine with Rhythm of the Wild for the win. \n\nTutor\nY’know the deal, its tutors, arguably some of the best in colour, I didn’t include Gamble just because of the low Recursion rates, and Red Entomb is just annoying when it goes wrong. \n\n\nThe Future\n\nSo I definitely need much more playtesting before any changes begin to be made, but my initial thoughts are definitely along the lines in the Maybeboard, Impact tremors provides yet another payoff to 4/5 of the combos in the deck and Grand Abolisher/Silence just lets you get on with it. \n"}]}
Commander
Commander
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Assault Umbra Combo
Assault Umbra Combo
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Draw
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
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Land
Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

Land
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Protection
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Ramp
Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Ramp
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Removal
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Removal
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Squee Chain Combo
Squee Chain Combo
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Storm Payoffs
Storm Payoffs
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Tutor
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Eldritch Evolution
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Sorcery

Tutor
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Zacama Combo
Zacama Combo
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Maybeboard
Emrakul, the Exigent Doom
When you cast this spell, untap all lands you control.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Legendary Creature - Eldrazi

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Zacama From First Principles"},{"insert":"\nZacama, Primal Calamity was my first ever commander deck that could actually compete. I built it as a Ramp deck primarily, using Zacama as a toolbox to control the board state and allowing me to drop Etali’s and Eldrazi’s. \nUnfortunately that deck was too weak to really compete at B4 and as such I decided to take Zacama once again, and build him a new deck from scratch. \nZacama From First Principles is that deck, a combo deck focusing on storm count and infinite mana. Ill break down the Combos in the deck and some of my Card choices as well as my thoughts regarding possible upgrades and changes. \n\n\nThe Combos\n\nTheres multiple combos involving Zacama the deck, including Monk Gyatso infinite Airbending, Temur Sabretooth infinite Bounce, and Sanctum of Eternity infinite Bounce, each of these require different amounts of mana (Monk Gyatso requires 5 Mana from lands to work or 6 to become Mana Positive, Temur Sabretooth requires 11 Mana from lands or 12 to become Mana Positive and Sanctum of Eternity also requires 11 to function and 12 to go Mana Positive). \nEach of these gives infinite ETB and LTB triggers, Infinite Storm Count and potentially Infinite Mana of all colours. \n\nIn addition to this we also run the Squee Food Chain combo, a Classic combo that gives infinite ETB and LTB, Infinite Storm count and Infinite mana of all colours. Its an easily tutorable combo in Naya and can serve as a very solid and cheap combo to pull off in the kind of meta where getting to 11 mana for some of Zacama’s combos may take too long. \n\nFinally we also run the Aggravated Assault - Bear Umbra combo, Its a very simple infinite combat combo that requires just 5 Mana from lands to go infinite and 6 mana from lands to go Mana Positive. Combining this with any creature in the deck is a valid win con however this is where having a 9/9 trample commander excels as it can very quickly start picking off opponents even with a board state. \n\nWe do also run the Infamous Dark Depths - Thespian’s Stage - Tempt with Discovery Combo, now this isn’t an infinite combo but for 6 Mana getting a 20/20 with indestructible and flying is a terrifying early game threat, and newer players will fall for it 9/10 times. Simply wait till the board state is as such that someone is struggling for Land Drops, and therefore likely to accept the assistance that Tempt offers, then betray them with a Lovecraftian Leviathan that does not care about their feelings. \n\n\nThe Card Picks\n\nIm not gonna go through every single card in the deck for obvious reasons, but I’ll describe the aims I had for each category of card. \n\nDraw \nMost of the cards in the Draw category are cards i fit into most Naya Decks, i consider them to be either very solid draw engines or excellent burst draw (Return and Rishkars both drawing 9 is a great amount). \nThe Ten Rings is an obvious standout as the only UB card in the deck, but I truly believe people are underrating this card during spoiler season, 8 Mana is trivial in commander, and drawing up to 10 a turn can be a real game changer when it comes to finding combo pieces. It being an artifact means its easily removable if an opponent adopts a mill strategy but also means that an opponent may use a removal spell on it meaning you have one less Nature’s claim to worry about at the table. \nManamorphose is here most because I consider it to be one of the best cards ever printed, turning my 100 card deck into a 99 card deck by itself. \n\nProtection\nIts three cards, three of the best cards in colour for the format, stopping counter spells, redirecting removal and straight up protection from board wipes can all change the fate of a game in an instant. \n\nRamp\nIt’s a fairly obvious ramp package, lots of Land ramp to really capitalise off Zacama’s 2nd line of text. Seedborn Muse and Wilderness Reclamation allow you to fall back on using Zacama as a toolbox if the combos are struggling to get moving. \n\nCrucible of worlds, potentially an odd card, I don’t run any Landfall, or much recursion at all, but I believe that a 3 fetch land hand with a Crucible is one of the best opening hands you can get, especially for a deck that cares about getting more lands out the deck and onto the field. \n\nRemoval \nWe’re in Naya, so it’s a Naya removal package, lots of cheap spot removal, couple board wipes, couple counterspells. The usual. \n\nStorm Payoffs \nThese are Imo the 6 best options for getting a win from that Infinite Mana/Infinite Storm count that 4/5 combos in this deck provide. Infinite Squirrels, Infinite Damage, Infinite Goblins, Infinite Dragons, Infinite Land Destruction (One sided too!) or Infinite Beasts. Combine with Rhythm of the Wild for the win. \n\nTutor\nY’know the deal, its tutors, arguably some of the best in colour, I didn’t include Gamble just because of the low Recursion rates, and Red Entomb is just annoying when it goes wrong. \n\n\nThe Future\n\nSo I definitely need much more playtesting before any changes begin to be made, but my initial thoughts are definitely along the lines in the Maybeboard, Impact tremors provides yet another payoff to 4/5 of the combos in the deck and Grand Abolisher/Silence just lets you get on with it. \n"}]}



































































































