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Commander
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Serentonin

127 views36 days ago
Commander
Size: 100Salt sum: 40.05

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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

Qty: 1 Price: $2.49
Zacama, Primal Calamity
Reach, vigilance, trample
When Zacama enters, if you cast it, untap all lands you control.
: Zacama deals 3 damage to target creature.
: Destroy target artifact or enchantment.
: You gain 3 life.
Legendary Creature - Elder Dinosaur
Zacama, Primal Calamity (lcc) 296

Commander

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Copy

Qty: 2 Price: $64.98
Illusionist's Bracers
Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy.
Equip
Artifact - Equipment
Illusionist's Bracers (rvr) 260
Roaming Throne
Ward

As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
Creature Artifact - Golem
Roaming Throne (lci) 258

Copy

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Draw

Qty: 14 Price: $183.36
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.
Creature - Dragon Dinosaur
Bonehoard Dracosaur (lci) 134
Earthshaker Dreadmaw
Trample
When this creature enters, draw a card for each other Dinosaur you control.
Creature - Dinosaur
Earthshaker Dreadmaw (lci) 183
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.
Legendary Creature - Elder Dinosaur
Etali, Primal Conqueror // Etali, Primal Sickness (mom) 137Etali, Primal Conqueror // Etali, Primal Sickness (mom) 137
Etali, Primal Storm
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
Legendary Creature - Elder Dinosaur
Etali, Primal Storm (fdn) 194
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.
Enchantment
Garruk's Uprising (ecc) 109
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.
Legendary Creature - Avatar Dinosaur
Gishath, Sun's Avatar (lci) 229
Greater Good
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
Greater Good (msc) 174
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
Majestic Genesis (clb) 240
Myth Unbound
Your commander costs
less to cast for each time it's been cast from the command zone this game.
Whenever your commander is put into the command zone from anywhere, draw a card.
Enchantment
Myth Unbound (c18) 32
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
Pantlaza, Sun-Favored (lcc) 4
Ripjaw Raptor
Enrage — Whenever this creature is dealt damage, draw a card.
Creature - Dinosaur
Ripjaw Raptor (lcc) 253
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (m3c) 411
The Great Henge
This spell costs
less to cast, where X is the greatest power among creatures you control.
: Add
. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
Legendary Artifact
The Great Henge (cmm) 294
Trumpeting Carnosaur
Trample
When this creature enters, discover 5.
, Discard this card: It deals 3 damage to target creature or planeswalker.
Creature - Dinosaur
Trumpeting Carnosaur (lci) 171

Draw

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Finisher

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Ghalta, Stampede Tyrant
Trample
When Ghalta enters, put any number of creature cards from your hand onto the battlefield.
Legendary Creature - Elder Dinosaur
Ghalta, Stampede Tyrant (lci) 185

Finisher

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Land

Qty: 36 Price: $341.74
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.
Legendary Land
Boseiju, Who Endures (neo) 266
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (msc) 226
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (msc) 227
Castle Garenbrig
This land enters tapped unless you control a Forest.
: Add
.
,
: Add six
. Spend this mana only to cast creature spells or activate abilities of creatures.
Land
Castle Garenbrig (plst) ELD-240
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (msc) 230
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (msc) 231
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (tdc) 352
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Forest
(
: Add
.)
Basic Land - Forest
Forest (trk) 325
Fortified Village
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Fortified Village (msc) 245
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Furycalm Snarl (msc) 247
Game Trail
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Game Trail (fic) 398
Jetmir's Garden
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain Forest
Jetmir's Garden (snc) 250
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (trk) 324
Overgrown Farmland
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Overgrown Farmland (tdc) 381
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (msc) 255
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (tdc) 387
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (msc) 261
Sanctum of Eternity
: Add
.
,
: Return target commander you own from the battlefield to your hand. Activate only during your turn.
Land
Sanctum of Eternity (c19) 59
Secluded Courtyard
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Land
Secluded Courtyard (msc) 265
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (msc) 268
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (tmc) 75
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (sos) 264
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (msc) 272
Three Tree City
As Three Tree City enters, choose a creature type.
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
Legendary Land
Three Tree City (blb) 260
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409

Land

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Protection

Qty: 12 Price: $122.89
Asceticism
Creatures you control have hexproof.
: Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Enchantment
Asceticism (ltc) 233
Bastion Protector
Commander creatures you control get +2/+2 and have indestructible.
Creature - Human Soldier
Bastion Protector (msc) 122
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (fdn) 721
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Guardian Augmenter
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
Creature - Wizard Troll
Guardian Augmenter (soc) 271
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (msc) 202
Mithril Coat
Flash
Indestructible
When Mithril Coat enters, attach it to target legendary creature you control.
Equipped creature has indestructible.
Equip
Legendary Artifact - Equipment
Mithril Coat (ltr) 245
Rhythm of the Wild
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
Enchantment
Rhythm of the Wild (rvr) 217
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.
Enchantment - Aura
Shield of the Oversoul (plst) SHM-242
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.)
Artifact - Equipment
Swiftfoot Boots (msc) 216
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
Tamiyo's Safekeeping (neo) 211

Protection

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Ramp

Qty: 22 Price: $159.64
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.
Legendary Creature - Human Warlock
Agatha of the Vile Cauldron (woe) 199
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 193
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (msc) 173
Geode Golem
Trample
Whenever this creature deals combat damage to a player, you may cast your commander from the command zone without paying its mana cost. (You still pay any additional costs.)
Creature Artifact - Golem
Geode Golem (cmm) 386
Goreclaw, Terror of Qal Sisma
Creature spells you cast with power 4 or greater cost
less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
Legendary Creature - Bear
Goreclaw, Terror of Qal Sisma (blc) 222
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.
Artifact
Herald's Horn (msc) 287
Hulking Raptor
Ward

At the beginning of your first main phase, add
.
Creature - Dinosaur
Hulking Raptor (lci) 191
Hunting Velociraptor
First strike
Dinosaur spells you cast have prowl
. (You may cast a spell for its prowl cost if you dealt combat damage to a player this turn with a creature with any of its creature types.)
Creature - Dinosaur
Hunting Velociraptor (rex) 4
Kinjalli's Caller
Dinosaur spells you cast cost
less to cast.
Creature - Human Cleric
Kinjalli's Caller (xln) 18
Knight of the Stampede
Dinosaur spells you cast cost
less to cast.
Creature - Human Knight
Knight of the Stampede (rix) 138
Marauding Raptor
Creature spells you cast cost
less to cast.
Whenever another creature you control enters, this creature deals 2 damage to it. If a Dinosaur is dealt damage this way, this creature gets +2/+0 until end of turn.
Creature - Dinosaur
Marauding Raptor (lcc) 228
Mirari's Wake
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana of any type that land produced.
Enchantment
Mirari's Wake (cmm) 928
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
Otepec Huntmaster
Dinosaur spells you cast cost
less to cast.
: Target Dinosaur gains haste until end of turn.
Creature - Human Shaman
Otepec Huntmaster (lcc) 229
Regal Behemoth
Trample
When this creature enters, you become the monarch.
Whenever you tap a land for mana while you're the monarch, add an additional one mana of any color.
Creature - Dinosaur
Regal Behemoth (lcc) 251
Skyshroud Claim
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
Sorcery
Skyshroud Claim (eoc) 107
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (msc) 181
Thunderherd Migration
As an additional cost to cast this spell, reveal a Dinosaur card from your hand or pay
.
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Sorcery
Thunderherd Migration (lcc) 259
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.
Creature - Dinosaur Plant
Topiary Stomper (j25) 730
Urza's Incubator
As this artifact enters, choose a creature type.
Creature spells of the chosen type cost
less to cast.
Artifact
Urza's Incubator (mh3) 297
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.
Legendary Creature - Elemental Fox
Zirda, the Dawnwaker (iko) 233

Ramp

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Recursion

Qty: 1 Price: $2.29
Campfire
,
: You gain 2 life.
,
, Exile this artifact: Put all commanders you own from the command zone and from your graveyard into your hand. Then shuffle your graveyard into your library.
Artifact
Campfire (cmm) 374

Recursion

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Removal

Qty: 7 Price: $36.33
Apex Altisaur
When this creature enters, it fights up to one target creature you don't control.
Enrage — Whenever this creature is dealt damage, it fights up to one target creature you don't control.
Creature - Dinosaur
Apex Altisaur (lcc) 232
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (msc) 169
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (msc) 163
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (msc) 133
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (msc) 141
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143
Wrathful Raptors
Trample
Whenever a Dinosaur you control is dealt damage, it deals that much damage to any target that isn't a Dinosaur.
Creature - Dinosaur
Wrathful Raptors (lcc) 88

Removal

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Tokens

Qty: 4 Price: $10.56
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.
Legendary Creature - Vampire Dinosaur
Ghalta and Mavren (mom) 225
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.
Creature - Dinosaur
Palani's Hatcher (lci) 237
Quartzwood Crasher
Trample
Whenever one or more creatures you control with trample deal combat damage to a player, create an X/X green Dinosaur Beast creature token with trample, where X is the amount of damage those creatures dealt to that player.
Creature - Beast Dinosaur
Quartzwood Crasher (lcc) 281
Regisaur Alpha
Other Dinosaurs you control have haste.
When this creature enters, create a 3/3 green Dinosaur creature token with trample.
Creature - Dinosaur
Regisaur Alpha (lcc) 286

Tokens

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Deck Info

Deck stats

16 pips - 14 cards
23 mana - 22 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
0 mana - 9 cards
25 pips - 19 cards
22 mana - 21 cards
50 pips - 36 cards
32 mana - 28 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

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"}]}
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