Serentonin
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Commander
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{"ops":[{"insert":"Zacama, Primal Calamity — Dinosaur Big Mana & Commander Control"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Zacama, Primal Calamity"},{"insert":" leads a Naya Dinosaur deck built around one simple idea: "},{"attributes":{"bold":true},"insert":"Zacama should matter every single game."},{"insert":"\nRather than using Zacama as a nine-mana creature that occasionally comes out in the late game, the deck is constructed to accelerate toward her, reduce her casting cost, protect her from removal, repeatedly cast her when possible, and take advantage of the enormous amount of mana created when she untaps our lands.\nAround that Commander Matters core is a powerful Dinosaur package featuring "},{"attributes":{"bold":true},"insert":"Gishath, Sun's Avatar, Pantlaza, Sun-Favored, Etali, Primal Conqueror, Ghalta and Mavren, Apex Altisaur, Bonehoard Dracosaur, Wrathful Raptors"},{"insert":", and other heavy hitters.\nThe result is a high-powered Dinosaur stompy deck that transitions into a powerful control engine once Zacama reaches the battlefield.\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The early game is all about preparing for the enormous creatures that come later.\nCards such as "},{"attributes":{"bold":true},"insert":"Kinjalli's Caller, Otepec Huntmaster, Marauding Raptor, Knight of the Stampede, Goreclaw, Terror of Qal Sisma, Herald's Horn"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Urza's Incubator"},{"insert":" reduce the cost of our Dinosaurs.\nAt the same time, "},{"attributes":{"bold":true},"insert":"Nature's Lore, Three Visits, Farseek, Thunderherd Migration, Topiary Stomper, Skyshroud Claim, Sol Ring"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":" accelerate our mana.\nThe ideal progression is:\n"},{"attributes":{"bold":true},"insert":"Ramp → cost reduction → threatening Dinosaur → Zacama"},{"insert":"\nOnce Zacama is cast, all of our lands untap.\nThat means the mana spent casting a nine-mana commander frequently isn't actually gone. We can immediately use those lands again to cast another threat or start activating Zacama.\nCheating Zacama Into Play"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The important distinction with Zacama is that we generally want to "},{"attributes":{"bold":true},"insert":"cast"},{"insert":" her rather than simply put her onto the battlefield.\nHer ability only untaps our lands if she was cast.\n"},{"attributes":{"bold":true},"insert":"Hunting Velociraptor"},{"insert":" is therefore one of the strongest cards in the deck. Once its prowl condition is enabled, it can give our Dinosaurs dramatically cheaper alternate casting costs while still actually casting them.\n"},{"attributes":{"bold":true},"insert":"Geode Golem"},{"insert":" provides another Commander-focused route. Connecting with an opponent allows us to cast Zacama from the command zone without paying her normal mana cost, although commander tax still applies.\nThe rest of the deck approaches the problem through cost reduction instead:\n"},{"attributes":{"bold":true},"insert":"Urza's Incubator"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Kinjalli's Caller"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Otepec Huntmaster"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Marauding Raptor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Knight of the Stampede"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Goreclaw, Terror of Qal Sisma"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Herald's Horn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Myth Unbound"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Zacama may have nine printed mana value, but we have no intention of playing her like a normal nine-mana commander.\nKeeping Zacama Alive"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Because Zacama is such a large investment, the deck contains multiple layers of protection.\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"insert":" protect her from targeted removal.\n"},{"attributes":{"bold":true},"insert":"Guardian Augmenter"},{"insert":" gives our commander +2/+2 and hexproof.\n"},{"attributes":{"bold":true},"insert":"Bastion Protector"},{"insert":" gives Zacama +2/+2 and indestructible.\n"},{"attributes":{"bold":true},"insert":"Mithril Coat"},{"insert":" provides another source of indestructible at instant speed.\n"},{"attributes":{"bold":true},"insert":"Asceticism"},{"insert":" protects our creatures from targeted effects and can regenerate creatures when destruction effects get through.\n"},{"attributes":{"bold":true},"insert":"Heroic Intervention, Flawless Maneuver, Tamiyo's Safekeeping"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Boros Charm"},{"insert":" allow us to respond to removal and board wipes.\nOne of the nastiest pieces is "},{"attributes":{"bold":true},"insert":"Shield of the Oversoul"},{"insert":". Because Zacama is both green and white, the Aura gives her a total of "},{"attributes":{"bold":true},"insert":"+2/+2, flying, and indestructible"},{"insert":".\nThat transforms Zacama into an "},{"attributes":{"bold":true},"insert":"11/11 flying, vigilant, reach, trampling, indestructible commander"},{"insert":".\nBeating Commander Tax"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Protection isn't our only answer to removal.\n"},{"attributes":{"bold":true},"insert":"Command Beacon, Campfire"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Sanctum of Eternity"},{"insert":" help us manipulate where Zacama goes so we're not always forced to pay increasingly enormous commander tax.\n"},{"attributes":{"bold":true},"insert":"Campfire"},{"insert":" can eventually move Zacama from the command zone into our hand.\n"},{"attributes":{"bold":true},"insert":"Command Beacon"},{"insert":" can put her into our hand directly.\n"},{"attributes":{"bold":true},"insert":"Sanctum of Eternity"},{"insert":" allows us to return Zacama from the battlefield to our hand during our turn. This can save her from problems while also setting up another actual cast of Zacama.\n"},{"attributes":{"bold":true},"insert":"Myth Unbound"},{"insert":" provides another direct Commander Matters benefit by making subsequent commander casts less punishing while rewarding us if Zacama dies.\nZacama as a Control Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Casting Zacama is only the beginning.\nOnce she is on the battlefield, she gives us three repeatable activated abilities:\nDeal 3 damage to another target creature"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Destroy an artifact or enchantment"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gain 3 life"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This makes Zacama our removal engine, artifact/enchantment answer, lifegain engine, and enormous combat threat simultaneously.\n"},{"attributes":{"bold":true},"insert":"Zirda, the Dawnwaker"},{"insert":" is extraordinary here because it substantially reduces the generic portion of Zacama's activated abilities.\n"},{"attributes":{"bold":true},"insert":"Agatha of the Vile Cauldron"},{"insert":" offers another reduction effect.\n"},{"attributes":{"bold":true},"insert":"Illusionist's Bracers"},{"insert":" makes the abilities even nastier by copying an activated ability whenever Zacama activates one while equipped.\nThe goal is therefore not merely to resolve Zacama.\nThe goal is to resolve Zacama "},{"attributes":{"bold":true},"insert":"with mana remaining"},{"insert":" and turn her into the creature controlling the entire battlefield.\nRoaming Throne"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Roaming Throne"},{"insert":" should normally choose "},{"attributes":{"bold":true},"insert":"Dinosaur"},{"insert":".\nThis causes relevant triggered abilities from our other Dinosaurs to trigger an additional time.\nMost importantly, when a cast Zacama enters the battlefield, her land-untapping trigger can happen an additional time.\nThat allows us to let the first trigger resolve, use our lands, and then untap those lands again from the additional trigger.\nWith something like "},{"attributes":{"bold":true},"insert":"Mirari's Wake"},{"insert":" already producing extra mana, this can create an absolutely enormous turn without requiring Zacama herself to be an infinite-mana engine.\nThe Dinosaur Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck still wins by doing what Dinosaur decks should do: putting terrifying creatures onto the battlefield.\n"},{"attributes":{"bold":true},"insert":"Gishath, Sun's Avatar"},{"insert":" can turn one combat connection into multiple free Dinosaurs.\n"},{"attributes":{"bold":true},"insert":"Pantlaza, Sun-Favored"},{"insert":" converts our Dinosaurs into discover value.\n"},{"attributes":{"bold":true},"insert":"Etali, Primal Conqueror"},{"insert":" provides an enormous burst of cards from the entire table and can eventually transform into a lethal threat.\n"},{"attributes":{"bold":true},"insert":"Etali, Primal Storm"},{"insert":" repeatedly generates free spells when it attacks.\n"},{"attributes":{"bold":true},"insert":"Ghalta and Mavren"},{"insert":" creates enormous combat value depending on which mode we need.\n"},{"attributes":{"bold":true},"insert":"Ghalta, Stampede Tyrant"},{"insert":" can unload a hand full of giant creatures directly onto the battlefield.\n"},{"attributes":{"bold":true},"insert":"Apex Altisaur"},{"insert":" can function as creature removal while still being a 10/10 Dinosaur.\n"},{"attributes":{"bold":true},"insert":"Quartzwood Crasher"},{"insert":" rewards our trampling creatures with gigantic Dinosaur Beast tokens.\n"},{"attributes":{"bold":true},"insert":"Bonehoard Dracosaur"},{"insert":" continually generates cards and resources.\nThese aren't simply large bodies. Most of our expensive Dinosaurs generate value immediately or threaten to completely take over the game.\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Big-creature decks can easily empty their hands, so the final version includes several ways to prevent that.\n"},{"attributes":{"bold":true},"insert":"The Great Henge"},{"insert":" is one of the premier engines. Our large creatures make it substantially cheaper, after which it produces mana, gains life, strengthens creatures, and draws cards whenever our nontoken creatures enter.\n"},{"attributes":{"bold":true},"insert":"Garruk's Uprising"},{"insert":" draws when our large creatures enter and ensures the whole Dinosaur army can trample through blockers.\n"},{"attributes":{"bold":true},"insert":"Rishkar's Expertise"},{"insert":" can produce a huge refill while also allowing us to cast another spell for free.\n"},{"attributes":{"bold":true},"insert":"Greater Good"},{"insert":" is especially important.\nIf Zacama is about to be exiled or otherwise removed, we can sacrifice her to Greater Good and "},{"attributes":{"bold":true},"insert":"draw nine cards, then discard three"},{"insert":".\nThe same card is ridiculous with the rest of our creatures:\nGishath can draw 7"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Apex Altisaur can draw 10"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ghalta and Mavren can draw 12"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Zacama can draw 9"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Greater Good makes removing our gigantic creatures significantly less profitable for opponents.\nBlasphemous Act + Wrathful Raptors"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the deck's best finishing interactions is "},{"attributes":{"bold":true},"insert":"Wrathful Raptors"},{"insert":" with "},{"attributes":{"bold":true},"insert":"Blasphemous Act"},{"insert":".\nBlasphemous Act deals 13 damage to every creature.\nWhen our Dinosaurs take that damage, Wrathful Raptors can translate it into massive amounts of damage aimed at non-Dinosaur targets.\nIf four of our Dinosaurs each take 13 damage, that's potentially "},{"attributes":{"bold":true},"insert":"52 damage worth of Wrathful Raptors triggers"},{"insert":".\nFive Dinosaurs represents "},{"attributes":{"bold":true},"insert":"65 damage"},{"insert":".\nThis gives the deck a very thematic way of suddenly ending a game while also functioning as an emergency board wipe when we're behind.\nCommander Damage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Zacama can also kill players herself.\nHer natural 9/9 body already has vigilance, reach, and trample.\n"},{"attributes":{"bold":true},"insert":"Shield of the Oversoul"},{"insert":" makes her an 11/11 with flying and indestructible.\nThen "},{"attributes":{"bold":true},"insert":"Boros Charm"},{"insert":" can give her double strike.\nAn 11-power commander with double strike deals "},{"attributes":{"bold":true},"insert":"22 commander damage"},{"insert":", enough to eliminate a player in a single combat.\nThis isn't the primary plan, but opponents who assume Zacama is merely a value engine can suddenly find themselves dead to commander damage.\nWhat a Good Opening Hand Looks Like"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A strong starting seven generally wants:\n"},{"attributes":{"bold":true},"insert":"3 lands + 1–2 ramp/cost-reduction cards + 1 source of value or a midrange Dinosaur"},{"insert":"\nExcellent early cards include:\nSol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nature's Lore"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Three Visits"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Farseek"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thunderherd Migration"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kinjalli's Caller"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Otepec Huntmaster"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Marauding Raptor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Herald's Horn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Urza's Incubator"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Something like:\n"},{"attributes":{"bold":true},"insert":"Forest"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Command Tower"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Spire Garden"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Nature's Lore"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Marauding Raptor"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Garruk's Uprising"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Bonehoard Dracosaur"},{"insert":"\nis an excellent keep.\nWe have mana, fixing, acceleration, cost reduction, card advantage, and something threatening to ramp into.\nA hand containing four giant Dinosaurs and only two lands may look exciting, but this deck is much stronger when it spends the first several turns building its mana infrastructure.\nCards to Watch For"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Hunting Velociraptor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the best cards for actually cheating our expensive Dinosaurs while preserving Zacama's cast requirement.\nUrza's Incubator"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A tremendous reduction effect because such a large portion of the deck shares the Dinosaur type.\nMirari's Wake"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the biggest mana accelerants in the deck. Doubling our land production before casting Zacama creates explosive turns.\nRegal Behemoth"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Provides a Dinosaur body, monarch card advantage, and potentially enormous mana generation.\nRoaming Throne"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Choose Dinosaur. It can multiply some of the most important triggers in the deck, including Zacama's land untap.\nThe Great Henge"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the best long-term engines. It turns our sequence of gigantic creatures into a stream of cards.\nGreater Good"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Protects value from removal and converts our enormous creatures into enormous hands.\nZirda, the Dawnwaker"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turns Zacama from an expensive activated-ability engine into an extraordinarily efficient one.\nWrathful Raptors"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Don't underestimate this card while Blasphemous Act is still somewhere in the deck.\nCommand Beacon"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If Zacama has already died several times, this can represent an enormous amount of saved mana.\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck has several overlapping win conditions.\n1. Dinosaur Overrun"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Build a board of gigantic Dinosaurs and overwhelm opponents through combat. Trample from cards such as Garruk's Uprising makes chump blocking increasingly ineffective.\n2. Zacama Control"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cast Zacama, untap all our lands, and use her activated abilities to dismantle opposing creatures, artifacts, and enchantments. Once the opposing board is weakened, our Dinosaurs finish the game.\n3. Wrathful Raptors + Blasphemous Act"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turn a seemingly symmetrical board wipe into huge amounts of direct damage.\n4. Zacama Commander Damage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Enhance Zacama with Shield of the Oversoul and use Boros Charm for double strike to threaten a one-combat commander-damage elimination.\n5. Giant Value Turns"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cards such as Gishath, Pantlaza, Ghalta, Stampede Tyrant, Etali, Majestic Genesis, The Great Henge, and Rishkar's Expertise can generate so much material that opponents simply cannot keep up.\nFinal Playstyle"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck rewards patience during the first few turns.\nDon't rush Zacama out merely because you technically have enough mana. When possible, establish protection, cost reduction, or a mana multiplier first.\nThe strongest Zacama turn is not:\n"},{"attributes":{"bold":true},"insert":"“Tap nine mana, cast Zacama, pass.”"},{"insert":"\nIt's:\n"},{"attributes":{"bold":true},"insert":"“Cast Zacama cheaply, untap everything, protect her, activate her several times, cast another Dinosaur, and completely change the state of the game.”"},{"insert":"\nThat's what this deck is built to do.\nIt begins as "},{"attributes":{"bold":true},"insert":"Dinosaur ramp"},{"insert":", becomes "},{"attributes":{"bold":true},"insert":"Dinosaur stompy"},{"insert":", and eventually turns Zacama into a repeatable "},{"attributes":{"bold":true},"insert":"Commander-centered control engine"},{"insert":" while an army of enormous prehistoric monsters closes the game.\n"}]}
Commander
Commander
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Copy
Copy
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Draw
Bonehoard Dracosaur
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Creature - Dragon Dinosaur

Etali, Primal Conqueror
Trample
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
Legendary Creature - Elder Dinosaur


Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Gishath, Sun's Avatar
Vigilance, trample, haste
Whenever Gishath deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.
Whenever Gishath deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.
Legendary Creature - Avatar Dinosaur

Majestic Genesis
Reveal the top X cards of your library, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. You may put any number of permanent cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Sorcery

Pantlaza, Sun-Favored
Whenever Pantlaza or another Dinosaur you control enters, you may discover X, where X is that creature's toughness. Do this only once each turn. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Creature - Dinosaur

Draw
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Protection
Shield of the Oversoul
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchantment - Aura

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Ramp
Agatha of the Vile Cauldron
Activated abilities of creatures you control cost less to activate, where X is Agatha's power. This effect can't reduce the mana in that cost to less than one mana.
: Other creatures you control get +1/+1 and gain trample and haste until end of turn.
: Other creatures you control get +1/+1 and gain trample and haste until end of turn.
Legendary Creature - Human Warlock

Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Topiary Stomper
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This creature can't attack or block unless you control seven or more lands.
When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This creature can't attack or block unless you control seven or more lands.
Creature - Dinosaur Plant

Zirda, the Dawnwaker
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Legendary Creature - Elemental Fox

Ramp
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Removal
Removal
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Tokens
Ghalta and Mavren
Trample
Whenever you attack, choose one —
• Create a tapped and attacking X/X green Dinosaur creature token with trample, where X is the greatest power among other attacking creatures.
• Create X 1/1 white Vampire creature tokens with lifelink, where X is the number of other attacking creatures.
Whenever you attack, choose one —
• Create a tapped and attacking X/X green Dinosaur creature token with trample, where X is the greatest power among other attacking creatures.
• Create X 1/1 white Vampire creature tokens with lifelink, where X is the number of other attacking creatures.
Legendary Creature - Vampire Dinosaur

Palani's Hatcher
Other Dinosaurs you control have haste.
When this creature enters, create two 0/1 green Dinosaur Egg creature tokens.
At the beginning of combat on your turn, if you control one or more Eggs, sacrifice an Egg, then create a 3/3 green Dinosaur creature token.
When this creature enters, create two 0/1 green Dinosaur Egg creature tokens.
At the beginning of combat on your turn, if you control one or more Eggs, sacrifice an Egg, then create a 3/3 green Dinosaur creature token.
Creature - Dinosaur

Tokens
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Zacama, Primal Calamity — Dinosaur Big Mana & Commander Control"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Zacama, Primal Calamity"},{"insert":" leads a Naya Dinosaur deck built around one simple idea: "},{"attributes":{"bold":true},"insert":"Zacama should matter every single game."},{"insert":"\nRather than using Zacama as a nine-mana creature that occasionally comes out in the late game, the deck is constructed to accelerate toward her, reduce her casting cost, protect her from removal, repeatedly cast her when possible, and take advantage of the enormous amount of mana created when she untaps our lands.\nAround that Commander Matters core is a powerful Dinosaur package featuring "},{"attributes":{"bold":true},"insert":"Gishath, Sun's Avatar, Pantlaza, Sun-Favored, Etali, Primal Conqueror, Ghalta and Mavren, Apex Altisaur, Bonehoard Dracosaur, Wrathful Raptors"},{"insert":", and other heavy hitters.\nThe result is a high-powered Dinosaur stompy deck that transitions into a powerful control engine once Zacama reaches the battlefield.\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The early game is all about preparing for the enormous creatures that come later.\nCards such as "},{"attributes":{"bold":true},"insert":"Kinjalli's Caller, Otepec Huntmaster, Marauding Raptor, Knight of the Stampede, Goreclaw, Terror of Qal Sisma, Herald's Horn"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Urza's Incubator"},{"insert":" reduce the cost of our Dinosaurs.\nAt the same time, "},{"attributes":{"bold":true},"insert":"Nature's Lore, Three Visits, Farseek, Thunderherd Migration, Topiary Stomper, Skyshroud Claim, Sol Ring"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":" accelerate our mana.\nThe ideal progression is:\n"},{"attributes":{"bold":true},"insert":"Ramp → cost reduction → threatening Dinosaur → Zacama"},{"insert":"\nOnce Zacama is cast, all of our lands untap.\nThat means the mana spent casting a nine-mana commander frequently isn't actually gone. We can immediately use those lands again to cast another threat or start activating Zacama.\nCheating Zacama Into Play"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The important distinction with Zacama is that we generally want to "},{"attributes":{"bold":true},"insert":"cast"},{"insert":" her rather than simply put her onto the battlefield.\nHer ability only untaps our lands if she was cast.\n"},{"attributes":{"bold":true},"insert":"Hunting Velociraptor"},{"insert":" is therefore one of the strongest cards in the deck. Once its prowl condition is enabled, it can give our Dinosaurs dramatically cheaper alternate casting costs while still actually casting them.\n"},{"attributes":{"bold":true},"insert":"Geode Golem"},{"insert":" provides another Commander-focused route. Connecting with an opponent allows us to cast Zacama from the command zone without paying her normal mana cost, although commander tax still applies.\nThe rest of the deck approaches the problem through cost reduction instead:\n"},{"attributes":{"bold":true},"insert":"Urza's Incubator"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Kinjalli's Caller"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Otepec Huntmaster"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Marauding Raptor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Knight of the Stampede"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Goreclaw, Terror of Qal Sisma"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Herald's Horn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Myth Unbound"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Zacama may have nine printed mana value, but we have no intention of playing her like a normal nine-mana commander.\nKeeping Zacama Alive"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Because Zacama is such a large investment, the deck contains multiple layers of protection.\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"insert":" protect her from targeted removal.\n"},{"attributes":{"bold":true},"insert":"Guardian Augmenter"},{"insert":" gives our commander +2/+2 and hexproof.\n"},{"attributes":{"bold":true},"insert":"Bastion Protector"},{"insert":" gives Zacama +2/+2 and indestructible.\n"},{"attributes":{"bold":true},"insert":"Mithril Coat"},{"insert":" provides another source of indestructible at instant speed.\n"},{"attributes":{"bold":true},"insert":"Asceticism"},{"insert":" protects our creatures from targeted effects and can regenerate creatures when destruction effects get through.\n"},{"attributes":{"bold":true},"insert":"Heroic Intervention, Flawless Maneuver, Tamiyo's Safekeeping"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Boros Charm"},{"insert":" allow us to respond to removal and board wipes.\nOne of the nastiest pieces is "},{"attributes":{"bold":true},"insert":"Shield of the Oversoul"},{"insert":". Because Zacama is both green and white, the Aura gives her a total of "},{"attributes":{"bold":true},"insert":"+2/+2, flying, and indestructible"},{"insert":".\nThat transforms Zacama into an "},{"attributes":{"bold":true},"insert":"11/11 flying, vigilant, reach, trampling, indestructible commander"},{"insert":".\nBeating Commander Tax"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Protection isn't our only answer to removal.\n"},{"attributes":{"bold":true},"insert":"Command Beacon, Campfire"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Sanctum of Eternity"},{"insert":" help us manipulate where Zacama goes so we're not always forced to pay increasingly enormous commander tax.\n"},{"attributes":{"bold":true},"insert":"Campfire"},{"insert":" can eventually move Zacama from the command zone into our hand.\n"},{"attributes":{"bold":true},"insert":"Command Beacon"},{"insert":" can put her into our hand directly.\n"},{"attributes":{"bold":true},"insert":"Sanctum of Eternity"},{"insert":" allows us to return Zacama from the battlefield to our hand during our turn. This can save her from problems while also setting up another actual cast of Zacama.\n"},{"attributes":{"bold":true},"insert":"Myth Unbound"},{"insert":" provides another direct Commander Matters benefit by making subsequent commander casts less punishing while rewarding us if Zacama dies.\nZacama as a Control Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Casting Zacama is only the beginning.\nOnce she is on the battlefield, she gives us three repeatable activated abilities:\nDeal 3 damage to another target creature"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Destroy an artifact or enchantment"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gain 3 life"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This makes Zacama our removal engine, artifact/enchantment answer, lifegain engine, and enormous combat threat simultaneously.\n"},{"attributes":{"bold":true},"insert":"Zirda, the Dawnwaker"},{"insert":" is extraordinary here because it substantially reduces the generic portion of Zacama's activated abilities.\n"},{"attributes":{"bold":true},"insert":"Agatha of the Vile Cauldron"},{"insert":" offers another reduction effect.\n"},{"attributes":{"bold":true},"insert":"Illusionist's Bracers"},{"insert":" makes the abilities even nastier by copying an activated ability whenever Zacama activates one while equipped.\nThe goal is therefore not merely to resolve Zacama.\nThe goal is to resolve Zacama "},{"attributes":{"bold":true},"insert":"with mana remaining"},{"insert":" and turn her into the creature controlling the entire battlefield.\nRoaming Throne"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Roaming Throne"},{"insert":" should normally choose "},{"attributes":{"bold":true},"insert":"Dinosaur"},{"insert":".\nThis causes relevant triggered abilities from our other Dinosaurs to trigger an additional time.\nMost importantly, when a cast Zacama enters the battlefield, her land-untapping trigger can happen an additional time.\nThat allows us to let the first trigger resolve, use our lands, and then untap those lands again from the additional trigger.\nWith something like "},{"attributes":{"bold":true},"insert":"Mirari's Wake"},{"insert":" already producing extra mana, this can create an absolutely enormous turn without requiring Zacama herself to be an infinite-mana engine.\nThe Dinosaur Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck still wins by doing what Dinosaur decks should do: putting terrifying creatures onto the battlefield.\n"},{"attributes":{"bold":true},"insert":"Gishath, Sun's Avatar"},{"insert":" can turn one combat connection into multiple free Dinosaurs.\n"},{"attributes":{"bold":true},"insert":"Pantlaza, Sun-Favored"},{"insert":" converts our Dinosaurs into discover value.\n"},{"attributes":{"bold":true},"insert":"Etali, Primal Conqueror"},{"insert":" provides an enormous burst of cards from the entire table and can eventually transform into a lethal threat.\n"},{"attributes":{"bold":true},"insert":"Etali, Primal Storm"},{"insert":" repeatedly generates free spells when it attacks.\n"},{"attributes":{"bold":true},"insert":"Ghalta and Mavren"},{"insert":" creates enormous combat value depending on which mode we need.\n"},{"attributes":{"bold":true},"insert":"Ghalta, Stampede Tyrant"},{"insert":" can unload a hand full of giant creatures directly onto the battlefield.\n"},{"attributes":{"bold":true},"insert":"Apex Altisaur"},{"insert":" can function as creature removal while still being a 10/10 Dinosaur.\n"},{"attributes":{"bold":true},"insert":"Quartzwood Crasher"},{"insert":" rewards our trampling creatures with gigantic Dinosaur Beast tokens.\n"},{"attributes":{"bold":true},"insert":"Bonehoard Dracosaur"},{"insert":" continually generates cards and resources.\nThese aren't simply large bodies. Most of our expensive Dinosaurs generate value immediately or threaten to completely take over the game.\nCard Advantage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Big-creature decks can easily empty their hands, so the final version includes several ways to prevent that.\n"},{"attributes":{"bold":true},"insert":"The Great Henge"},{"insert":" is one of the premier engines. Our large creatures make it substantially cheaper, after which it produces mana, gains life, strengthens creatures, and draws cards whenever our nontoken creatures enter.\n"},{"attributes":{"bold":true},"insert":"Garruk's Uprising"},{"insert":" draws when our large creatures enter and ensures the whole Dinosaur army can trample through blockers.\n"},{"attributes":{"bold":true},"insert":"Rishkar's Expertise"},{"insert":" can produce a huge refill while also allowing us to cast another spell for free.\n"},{"attributes":{"bold":true},"insert":"Greater Good"},{"insert":" is especially important.\nIf Zacama is about to be exiled or otherwise removed, we can sacrifice her to Greater Good and "},{"attributes":{"bold":true},"insert":"draw nine cards, then discard three"},{"insert":".\nThe same card is ridiculous with the rest of our creatures:\nGishath can draw 7"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Apex Altisaur can draw 10"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ghalta and Mavren can draw 12"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Zacama can draw 9"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Greater Good makes removing our gigantic creatures significantly less profitable for opponents.\nBlasphemous Act + Wrathful Raptors"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the deck's best finishing interactions is "},{"attributes":{"bold":true},"insert":"Wrathful Raptors"},{"insert":" with "},{"attributes":{"bold":true},"insert":"Blasphemous Act"},{"insert":".\nBlasphemous Act deals 13 damage to every creature.\nWhen our Dinosaurs take that damage, Wrathful Raptors can translate it into massive amounts of damage aimed at non-Dinosaur targets.\nIf four of our Dinosaurs each take 13 damage, that's potentially "},{"attributes":{"bold":true},"insert":"52 damage worth of Wrathful Raptors triggers"},{"insert":".\nFive Dinosaurs represents "},{"attributes":{"bold":true},"insert":"65 damage"},{"insert":".\nThis gives the deck a very thematic way of suddenly ending a game while also functioning as an emergency board wipe when we're behind.\nCommander Damage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Zacama can also kill players herself.\nHer natural 9/9 body already has vigilance, reach, and trample.\n"},{"attributes":{"bold":true},"insert":"Shield of the Oversoul"},{"insert":" makes her an 11/11 with flying and indestructible.\nThen "},{"attributes":{"bold":true},"insert":"Boros Charm"},{"insert":" can give her double strike.\nAn 11-power commander with double strike deals "},{"attributes":{"bold":true},"insert":"22 commander damage"},{"insert":", enough to eliminate a player in a single combat.\nThis isn't the primary plan, but opponents who assume Zacama is merely a value engine can suddenly find themselves dead to commander damage.\nWhat a Good Opening Hand Looks Like"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A strong starting seven generally wants:\n"},{"attributes":{"bold":true},"insert":"3 lands + 1–2 ramp/cost-reduction cards + 1 source of value or a midrange Dinosaur"},{"insert":"\nExcellent early cards include:\nSol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nature's Lore"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Three Visits"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Farseek"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thunderherd Migration"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kinjalli's Caller"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Otepec Huntmaster"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Marauding Raptor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Herald's Horn"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Urza's Incubator"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Something like:\n"},{"attributes":{"bold":true},"insert":"Forest"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Command Tower"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Spire Garden"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Nature's Lore"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Marauding Raptor"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Garruk's Uprising"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Bonehoard Dracosaur"},{"insert":"\nis an excellent keep.\nWe have mana, fixing, acceleration, cost reduction, card advantage, and something threatening to ramp into.\nA hand containing four giant Dinosaurs and only two lands may look exciting, but this deck is much stronger when it spends the first several turns building its mana infrastructure.\nCards to Watch For"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Hunting Velociraptor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the best cards for actually cheating our expensive Dinosaurs while preserving Zacama's cast requirement.\nUrza's Incubator"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A tremendous reduction effect because such a large portion of the deck shares the Dinosaur type.\nMirari's Wake"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the biggest mana accelerants in the deck. Doubling our land production before casting Zacama creates explosive turns.\nRegal Behemoth"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Provides a Dinosaur body, monarch card advantage, and potentially enormous mana generation.\nRoaming Throne"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Choose Dinosaur. It can multiply some of the most important triggers in the deck, including Zacama's land untap.\nThe Great Henge"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One of the best long-term engines. It turns our sequence of gigantic creatures into a stream of cards.\nGreater Good"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Protects value from removal and converts our enormous creatures into enormous hands.\nZirda, the Dawnwaker"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turns Zacama from an expensive activated-ability engine into an extraordinarily efficient one.\nWrathful Raptors"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Don't underestimate this card while Blasphemous Act is still somewhere in the deck.\nCommand Beacon"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If Zacama has already died several times, this can represent an enormous amount of saved mana.\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck has several overlapping win conditions.\n1. Dinosaur Overrun"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Build a board of gigantic Dinosaurs and overwhelm opponents through combat. Trample from cards such as Garruk's Uprising makes chump blocking increasingly ineffective.\n2. Zacama Control"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cast Zacama, untap all our lands, and use her activated abilities to dismantle opposing creatures, artifacts, and enchantments. Once the opposing board is weakened, our Dinosaurs finish the game.\n3. Wrathful Raptors + Blasphemous Act"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Turn a seemingly symmetrical board wipe into huge amounts of direct damage.\n4. Zacama Commander Damage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Enhance Zacama with Shield of the Oversoul and use Boros Charm for double strike to threaten a one-combat commander-damage elimination.\n5. Giant Value Turns"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cards such as Gishath, Pantlaza, Ghalta, Stampede Tyrant, Etali, Majestic Genesis, The Great Henge, and Rishkar's Expertise can generate so much material that opponents simply cannot keep up.\nFinal Playstyle"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck rewards patience during the first few turns.\nDon't rush Zacama out merely because you technically have enough mana. When possible, establish protection, cost reduction, or a mana multiplier first.\nThe strongest Zacama turn is not:\n"},{"attributes":{"bold":true},"insert":"“Tap nine mana, cast Zacama, pass.”"},{"insert":"\nIt's:\n"},{"attributes":{"bold":true},"insert":"“Cast Zacama cheaply, untap everything, protect her, activate her several times, cast another Dinosaur, and completely change the state of the game.”"},{"insert":"\nThat's what this deck is built to do.\nIt begins as "},{"attributes":{"bold":true},"insert":"Dinosaur ramp"},{"insert":", becomes "},{"attributes":{"bold":true},"insert":"Dinosaur stompy"},{"insert":", and eventually turns Zacama into a repeatable "},{"attributes":{"bold":true},"insert":"Commander-centered control engine"},{"insert":" while an army of enormous prehistoric monsters closes the game.\n"}]}














































































