Ash Zealot

Ash Zealot

Creature — Human Warrior

First strike, haste Whenever a player casts a spell from a graveyard, Ash Zealot deals 3 damage to that player.

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Trade

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Set Rarity
Return to Ravnica (RTR) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Ash Zealot Discussion

DadHumanPraetor on Can't Fight Fate (Klothys Control)

1 month ago

Ash Zealot Destiny Spinner Rampaging Ferocidon Leyline of Combustion Leyline of Punishment all have elements of control, but artifacts are the controliest permanents, even more than blue or white tons of stuff like Winter Orb Pithing Needle

rdean14 on Card creation challenge

1 month ago

Rain of Knowledge

Instant

Draw X cards, where X is 1 plus the number of charge counters on it.

Return a land to your hand: Put two charge counters on Rain of Knowledge. You may choose a new target for it. Any player may play this ability but only if Rain of Knowledge is on the stack.


So, yesterday, I posed this challenge to no reply, so I'll repost it.

Can I get a hatebear not in white, not like Gaddock Teeg or Lavinia, Azorius Renegade, but no white, like

Also not like a Magus of Stasis-type deal or Magus of the Moon, but like Yixlid Jailer, Melira, Sylvok Outcast, Vexing Shusher (kinda?), Stigma Lasher, Eidolon of the Great Revel, Ash Zealot, Tunnel Ignus, Harsh Mentor, and Immolation Shaman.

rdean14 on Card creation challenge

1 month ago

Mzuzi the Unlucky

Legendary Planeswalker - Mzuzi

Spells your opponents cast that target you or permanents or spells you control cost less to cast.

+2: Each opponent creates a 3/3 green Beast creature token. During each opponent's next turn, creatures that player controls attack Mzuzi the Unlucky if able.

+2: Target opponent gains control of Mzuzi the Unlucky.

-9: You get an emblem with "If you have cards in your graveyard, you can't lose the game." and "As long as you have 0 or less life, whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard."

3


The static is based on Accursed Witch  Flip, the first +2 is based on Gideon Jura/goad as a mechanic, and other +2 is based on Harmless Offering as well as Gilded Drake-type effects. The ultimate is a mix of Worship, Phyrexian Unlife, and Lich's Mastery.

I couldn't really think of a green aspect, so I just gave everyone some beasts to attack Mzuzi with.


Can a hatebear not in white, not like Gaddock Teeg or Lavinia, Azorius Renegade, but no white, like

Also not like a Magus of Stasis-type deal or Magus of the Moon, but like Collector Ouphe (I'm aware is't Null Rod), Yixlid Jailer, Melira, Sylvok Outcast, Vexing Shusher (kinda?), Stigma Lasher, Eidolon of the Great Revel, Ash Zealot, Tunnel Ignus, Harsh Mentor, and Immolation Shaman.

Kazierts on Red/Green

5 months ago

Well, if you never had any problems with Kiln Fiend then keep it. There's no reason to change what has been working out fine. Just as a thought provoker, you can have Monastery Swiftspear to think about.

Maybe just bad wasn't the best thing to say about Rakdos Shred-Freak . It's just that it offers basically nothing more than haste. You have cards like Hellspark Elemental , as you mentioned, but also:

  1. Earthshaker Khenra - Makes it easier to get to your opponent while also being reusable from the grave in the late game, and even bigger than before.

  2. Ash Zealot - More of a Siboard card, but still, 2 mana for first strike, haste and punishes your opponent for playing cards from your graveyard.

  3. Vexing Devil - Dont't know if you could fit this guy in your budget, but it's amazing. It's either a one mana 4/3 that your opponent will have to waste a removal spell or a one mana 4 damage spell.

However, the real reason I said Rakdos Shred-Freak is bad is because of...

Thunderkin Awakener - It can reanimate all of your (elemental) suicide bombers while attacking. So for only two mana, you can from 4 damage on board, with Thunderkin Awakener and Spark Elemental , to up to 8 damage with the Firecat. You could also put other cards in for him, like Lightning Skelemental and Spark Trooper , but those would require you to adjust the manabase.

Also, since you're playing these cheap suicide bombers you could use Unearth to reanimate them again and hit for a bunch. However, I'm not sure that splashing to black would appeal to you.

Another suicide bomber could be Impetuous Devils , though I don't have much to say about it. You can basically take out one of your opponent's creature by forcing them to block. Just here as an option for you.

Cards like Thud , Fling and Flesh / Blood (the blood half only) should prove themselves more useful than Soul's Fire . Since most of your creatures are dying anyway, there should be no problem in sacrificing them.

Manabasewise, if really want to keep Reality Smasher you can add lands that have a better utility than Rogue's Passage as most of your creatures have trample anyway, so your opponent will regardless always have trouble preventing damage.

I've been writing a lot today, so right now I won't go on too much detail about these "utility" lands. I'll just list some here and you can say if you liked any or none and I'll glady discuss about it.

Just as a curiosty, I've written so many cards in this comment that TappedOut won't let me mark more suggestions, while most not even appearing for me to suggest.

mika_zaki on Devoted to Aggro

7 months ago

In your deck, most of your card runs on 3 mana or less so running Eidolon of the Great Revel can backfire easily. Try Guttersnipe or Electrostatic Field or better yet, Torbran, Thane of Red Fell .

Additionally, instead of Foundry Street Denizen where it will get power up only until the end of the turn, try Runaway Steam-Kin and as for Zurgo Bellstriker , although it is a good 2/2 for , the fact that it can't block creatures with power 2 or greater means that it will be painful if somehow you ended up in late game. Maybe Scorch Spitter because although it is 1/1, its ability will definitely gives you and extra damage to your opponent's face. Plus, if you play and have Torbran, Thane of Red Fell on the field, it will deal 6 damages ((ability 1 + torbran 2) + (attack 1 + torbran 2)).

I am also curious why do you play Ash Ash Zealot since you have nothing to play from your graveyard.

dbpunk on Dwarves and Taxes

9 months ago

I feel like you'd be better off with less pingers (tap for damage creatures) and more punishing triggered effects/etb effects on creatures.

Akoum Hellkite , Aria of Flame , Ash Zealot , Bomb Squad , Flameblade Angel (each time your dealt damage by any source with your commander on the ground, it deals 3 damage to that sources commander), Goblin Sharpshooter , Hellrider (same deal as Flameblade but attacking), Invader Parasite , Karplusan Minotaur , Leyline of Lightning , Mindsparker , Purphoros, God of the Forge , Repercussion (works even better since you control the source of damage), Satyr Firedancer (try it with damage based field wipes and you might just clear the table), Stalking Vengeance , Tephraderm , Mondronen Shaman  Flip, Tunnel Ignus , Warstorm Surge

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