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This is a "Group Flood" deck

This Zacama deck is a very unique brew. It's based on the fact the commander is a 9 mana vigilant 9/9 trampler, so it can attack and block. But as the commander is refunds itself, it uses as many land mana doubler effects as possible, flooding everyone for mana.

Mana for all!!!

What mana doublers can we run? Zacama's naya colour identity lets us run a lot of it.

Mana Flare, Dictate of Karametra and Heartbeat of Spring are the three symmetrical doubler enchantments.

Keeper of Progenitus and Zhur-Taa Ancient are symmetrical mana doublers on a body, Keeper specifically only for the three basics types of Naya. Therefore the deck is running a landbase consisting of lands with these types.

Collective Voyage and Rites of Flourishing lets everyone ramp for more lands.

Mirari's Wake is the only self-mana-doubler in the deck

Then the deck also runs the typical green land ramp like Cultivate and Farseek as well as Sol Ring

But a lot of these ramp effects are symmetrical, so is there any way I can use this to my advantage?

Can I turn ramping my opponents into an upside?

This deck's opponents are very likely to flood the board quickly with this deck's mana doublers. Therefore I'm running different goad and mass threaten effects to get those board states to attack each other rather than me.

Taunt from the Rampart, Spectacular Showdown and Insurrection are great answers to the deck's main weakness, by using the opoonent's boardstates against them. If boardstates are too tough to let live, boardwipes like Farewell and Fumigate clear the board.

What if I help my opponents more?

After realising this is the path this deck will go, I decided to lean into the strategy of helping my opoonents out with boardstate. Tempting Wurm will let opponents dump their hand for free.

Oath of Druids gives the player not tied for the biggest boardstate a free creature from their deck on their upkeep. I decided to abuse this by running no more than 11 or 12 creature spells in the deck, which can be risky, potentially milling you out quickly, but also guaranteeing you an impactful creature, by most giving an immediate effect on the game.

Zacama's ETB

Zacama lets us untap all our mana, so we can dump it into Zacama's activated abilities to help clear key threats. But we need another consistant win condition. Commander damage will do.

Running Equipment and Enchantments that can double Zacama's power and give it haste means we can immediately pay any equip costs once Zacama arrives.

For haste, Swiftfoot Boots and Lightning Greaves are the go-to for any deck, but for redundancy, the deck also has Fleetfeather Sandals, swapping out the protection for flying, and Dragonwing Glider that comes pre-equipped for an early game blocker.

To double Zacama's damage, Bladehold War-Whip, Duelist's Heritage, and True Conviction can grant double strike. Two-Handed Axe and Unnatural Growth can double Zacama's power instead, where two instances of double strike would be redundant. That would be 36 trample commander.

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95% Casual

Competitive

Date added 8 months
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 1 Mythic Rares

49 - 4 Rares

12 - 1 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 4.37
Tokens Angel 4/4 W w/ Vigilance, Elemental 1/1 R w/ Haste, Elf Warrior 1/1 G, Human Knight 2/2 R, Incubator, Phyrexian 0/0 C, Phyrexian Germ 0/0 B, Rebel 2/2 R, Soldier 2/2 W, The Monarch, Treasure, Treefolk X/X G
Folders ramp
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