Avenger of Zendikar

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Mythic Rare
Duel Decks: Zendikar vs. Eldrazi (DDP) Mythic Rare
Commander 2013 (C13) Mythic Rare
Worldwake (WWK) Mythic Rare

Combos Browse all

Tokens

Avenger of Zendikar

Creature — Elemental

When Avenger of Zendikar enters the battlefield, create a 0/1 green Plant creature token for each land you control.

Landfall — Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on each Plant creature you control.

Avenger of Zendikar Discussion

RyProv on Mazirek's Sacin' Grounds

2 days ago

Excellent deck! You've made me realize how much I've undervalued Mazirek. I feel like I need to reconsider him for my golgari deck... Anyhow - Have you've considered other infinite sac outlets for backup? In particular, adding a Nim Deathmantle to your Ashnod's Altar turns your Avenger of Zendikar and Grave Titan into infinite tokens and colorless mana.

Also, pairing any of these infinite sac outlets with a Blood Artist is devastating.

greyninja on Atarka world render edh deck ...

1 week ago

Uhhhh this is a really open ended question haha. You should browse the various gruul decks on here, as well as edhrec.com for ideas

I'm running Omnath, Locus of Rage and it's really fun. He takes advantage of something most decks do anyway: ramp. He also punishes boardwipes with his Lightning Bolt ability. Sometimes I'll flood the board and swing all out, then cast my own boardwipe to burn my opponent(s) for the final blow

Xenagos, God of Revels is another commander I've used in the past. His strategy pushes more towards "going tall" with a few big creatures rather than omnath who wants to "go wide" with a pile of creatures. Xenagos is one of the best options too since he's harder to remove than normal creatures.

There's the usual shenanigans like Avenger of Zendikar and Craterhoof Behemoth paired with Tooth and Nail for a surprise win. I like Triumph of the Hordes too for an insta win

There's combat tricks:
Aggravated Assault + Savage Ventmaw
Aggravated Assault + Bear Umbra + creature
Aggravated Assault + Nature's Will + creature
Aggravated Assault + Sword of Feast and Famine + creature
Aggravated Assault + Grand Warlord Radha + creatures
Aggravated Assault + Selvala, Heart of the Wilds + creature with power 7 or greater
Hellkite Charger + Bear Umbra
Hellkite Charger + Nature's Will
Hellkite Charger + Sword of Feast and Famine
Hellkite Charger + Grand Warlord Radha + creatures

Gruul also has a ton of control options. Beast Within , Terastodon , Woodfall Primus , Decimate , Balefire Dragon , Blasphemous Act , Reclamation Sage , Sunder Shaman , Deus of Calamity , etc etc

Have fun! I hope you'll take a moment to check out and upvote a couple of my decks! Cheers!

multimedia on Windgraces vengence

2 weeks ago

Hey, this is a good start and much better than the precon, good job, but I think you can take this much further even on a budget especially the manabase and creature base. There's honestly a lot of cards that I can suggest be added and cut, but instead of doing that I'll give you some suggestions of good cards to add that are included in the precon, but you're not playing them. My other suggestions are to make two of the best cards here even better. Very nice Ulamog, the Infinite Gyre , Dark Depths and Sword of Feast and Famine :)

Good cards in the precon that you aren't playing to consider adding:


Depths has very good interaction with Windgrace's -3 ability to reanimate lands, but you still have to be able to removal all the ice counters from Depths before you get Marit without having to pay each time to remove a counter. Consider adding Thespian's Stage ? Stage can copy Depths and the copy doesn't get ice counters thus once you copy it you can sac Stage which is now Depths and get Marit. Stage is a land with Windgrace's -3 ability you can reanimate both Depths and Stage at the same time and that's powerful. Consider Sylvan Scrying ? It's a low mana cost budget way to tutor for Depths or Stage.

Ulamog is 11 mana to cast and you want to cast him because of his powerful cast trigger. Ulamog requires a lot of ramp and cards that can search for him when you are set-up with enough mana to cast him. Cards to consider adding:

These cards are not just good with Ulamog, but many other cards, they're all just good budget cards.


Commander of Landfall is my budget causal Windgrace deck. Maybe it can give you some ideas, feel free to use it as inspiration. Some differences between my deck and yours are first the manabase. I'm playing a lot more lands for landfall and I've made it a priority to play as many budget dual lands that can that ETB (enter the battlefield) untapped. I'm playing many budget duals that interact well with basic lands because the manabase has 18-20 basic lands. I've made dual lands that are two different types of lands such as Cinder Glade a priority to take advantage of Farseek , Nature's Lore and Wood Elves . These three are excellent cards for ramp because can search for and put a dual land onto the battlefield.

Green is the most important color with the most sources in the manabase to take advantage of green's ramp, more specifically one drop mana dorks. Red and black are only splashes mostly for Windgrace. Good landfall creatures or creatures who interact in some way with lands are the priority for the creature base. There's creatures that let me play an additional land per turn or can put a land from my hand right onto the battlefield; these cards are the reason for 44 lands. I've reduced the high mana cost win condition creatures to just four, who all have great interaction with lands.

I'm playing other draw sources than just Windgrace because I can't rely on him staying alive. Budget tutors are in my deck, they help me search for a specific creature. There's recursion for other cards (any card or permanents), not just lands. This lets me safely discard a card that's not a land when I use Windgrace's +2 ability because I can get the card back if I need to.

If you have any questions I offer more advice.

Good luck with your deck.


dhannum on Marath Dino + Token + Combo

2 weeks ago

Out Bellowing Aegisaur - Low-impact dino. Doesn't actually combo with Marath. It replaces the counter you spent to ping it, but doesn't actually put you ahead

Overgrown Armasaur - Low-impact dino

Sun-Crowned Hunters - Low-impact dino

Snapping Sailback - Low-impact dino

Vigor - As with the Bellowing Aegisaur , doesn't actually let Marath go up on counters

Anger of the Gods - If I'm pulling back on the enrage theme, do I need this?

In Basilisk Collar - It's back. See my prior comment

Avenger of Zendikar - Big token producer, even if not directly on theme

Xenagos, the Reveler - Generate big mana

Mirari's Wake - More big mana

Runic Armasaur - A new toy. Let's see how it does

Chord of Calling - It's a combo deck, so now I can tutor for what I need, like Ivy Lane Denizen

Other things I don't have but which I'm considering: Anointed Procession and Growing Rites of Itlimoc  Flip

IamSuperman825 on Omnath and friends

2 weeks ago

Ok--So here are a couple suggestions on lands--staples--if you will, that I include with this style deck/commander etc that I mentioned briefly above.

Fetchlands are great with Omnath and all of your creatures with Landfall like Avenger of Zendikar More the merrier. Some of the fetches have been reprinted, some haven't. So depending on the one you want, there could be a wide range in price. There are Budget equivalents like Evolving Wilds and Terramorphic Expanse and Mountain Valley there's a couple others too. These traditionally aren't as good because they only get Basic lands and they come into play tapped. However, they get the job done on Landfall triggers should you need an option while you're waiting to upgrade to that Wooded Foothills this one, luckily, has been reprinted in Khans block I believe. It wouldn't be a bad idea to look at a few others while we were at it though. Windswept Heath might be good Blighted Woodland and Naya Panorama better or cheaper options for sure.

Color Balance: Nothing sucks more than drawing a bunch of one color mana--so lets even it out some with lands that tap for either color.
Rootbound Crag , Stomping Ground , Reflecting Pool , Command Tower , Raging Ravine Utility Lands: Maximize your land. Make it work for you.
Kessig Wolf Run , Rogue's Passage , Thespian's Stage , Miren, the Moaning Well , Temple of the False God , Skarrg, the Rage Pits
There are others--Tribal specific that are good-- Contested Cliffs for example would be good if you had more beasts or Primal Beyond if you had more Elementals.

Now-- I had thought about it some more since I commented earlier today and I have a few more suggestions. I'm just going to suggest the cards, I won't offer cuts at this time, because I'm not looking to change your deck completely, just give you some thoughts if you were wanting to tap into your Commander more or just be cool fun R/G beats deck etc. I'll leave that up to you. Happy to help in any way though.

Synergy: There are a few other cards that would work well with Omnath and I'll list here.
Solemn Simulacrum The Lonely Robot draws a card and gets you a land = Landfall trigger/ramp.
Scapeshift Cast this when you have Omnath and it could be awesome. Cast it with Valakut, the Molten Pinnacle in play, and thats a lot of damage. Prismatic Omen Doesn't care what land you get--just saying.
Craterhoof Behemoth takes all those shiney new Elementals and/or Plant tokens from Avenger of Zendikar and makes them Big stompy.
Warstorm Surge I'll just leave this here.
Skyshroud Claim Yeah, in play.


About this one particular card:
Burst Lightning Ok, I do think you should probably swap this card with something that straight kills something gives you a little more versatility. Perhaps something like Atarka's Command or Decimate or Skullcrack or Beast Within or Banefire

Other EDH Staples and Protection:
Chromatic Lantern
Sol Ring
Quicksilver Amulet
Swiftfoot Boots
Lightning Greaves
Chord of Calling
Taiga
Some other cards to save towards I guess.

I hope this helps. I rambled.

multimedia on Tatyova's Bountiful Paradise

3 weeks ago

Hey, this is a good start, but I think you're including too much fat and not enough sustenance. There's several really good cards here: Thrasios, Safekeeper, Azusa, Cobra, Baloths, Excavator, Muse, etc. Command Tower is however missing :) All my cards suggestions are budget ($6 or less).

Cards to cut to make 100 cards:

  • Baloth Woodcrasher: this is a worse Rampaging Baloths.
  • Arcanis the Omnipotent: too expensive card draw which you don't need because of Tatyova.
  • Archetype of Endurance: not worth eight mana.
  • Polyraptor: not worth eight mana.
  • Patron of the Moon: not enough Moonfolk.
  • Fleet Swallower
  • Desolation Twin
  • Tromokratis

Consider reducing what creatures/cards you want as your win conditions because you don't need as many win condition creatures as you have here. All the cards I suggest to cut to make 100 are high mana cost creatures to help to reduce the high avg. CMC here which is 4.2. Choose a few win condition creatures who can benefit from the strategy of playing a lot of lands before and after the creature is on the battlefield.

I see Thrasios, Triton Hero and overall it's the most powerful card in the entire deck. Adapting the land strategy to also support him is a good plan to consider. Thrasios wants a combo that makes infinite colorless/colored mana because this lets you draw your deck and put all your lands onto the battlefield. Most infinite colorless mana combos consist of expensive price cards such as Rings of Brighthearth or Power Artifact with Basalt Monolith . There are however some budget two cards + Thrasios combos to consider:

  1. Krosan Restorer with threshold + enchanted with Pemmin's Aura or Freed from the Real : equals unlimited mana from tapping and untapping three lands. These auras let you untap Restorer which then lets you untap three lands gaining you two mana each time Restorer is untapped. Threshold is not difficult to enable (getting seven cards in your graveyard) with all the land ramp spells as well as Wilds, Expanse, Blighted, Bant Panorama, Ghost Quarter, etc.

  2. Viridian Joiner + Umbral Mantle + two mana: equals infinite green mana. Tap Joiner to make one green mana use it and two additional mana to then untap Joiner giving it 3 power. Tap Joiner to make three mana then use that three mana to untap Joiner giving it 5 power. You can now tap and untap Joiner unlimited amount of times.

  3. Umbral Mantle + Kydele, Chosen of Kruphix who's able to make four mana. If you have Kydele in play and draw four or more cards for the turn then you can tap and untap Kydele unlimited times with Mantle.

There are other budget infinite mana combos, but these are using cards that are fine for ramp without the combo therefore they can be used in other ways here with the land strategy.


There's a few cards to consider that can give you an advantage due to all the lands you're playing and putting onto the battlefield. These cards effect all players, but you can benefit much more from them because of the land strategy.

Overburden and Breach bounce lands that are in play back into their controllers hands this is very helpful because of landfall and you want a lot of lands in your hand to play each turn. These cards alone can really disrupt your opponents which is good for you.

Consider more lands? I suggest 42 lands. 36 lands is low for a land strategy especially when you want to be able to support landfall and play multiple lands per turn as well as use cards abilities to put lands from hand onto the battlefield. You need a lot of lands to be able to do all this each turn.

Lands to consider adding:

Other cards to consider adding:


Summary of all adds and cuts.

Overall cards to consider adding:

  • Avenger of Zendikar
  • Meloku the Clouded Mirror
  • Krosan Restorer
  • Pemmin's Aura
  • Viridian Joiner
  • Kydele, Chosen of Kruphix
  • Umbral Mantle
  • Command Tower
  • Bant Panorama
  • Ghost Quarter
  • Ghost Town
  • Flooded Grove
  • Botanical Sanctum
  • Overburden
  • Mana Breach
  • Horn of Greed
  • Mystic Remora
  • Eternal Witness
  • Nissa, Vital Force
  • Sakura-Tribe Scout
  • Llanowar Scout
  • Courser of Kruphix
  • Wayward Swordtooth
  • Splendid Reclamation
  • Zuran Orb
  • Nature's Lore
  • Nissa's Pilgrimage
  • Dryad Greenseeker
  • Coiling Oracle
  • Farhaven Elf
  • Beast Within

Overall cards to consider cutting:

  • Baloth Woodcrasher
  • Arcanis the Omnipotent
  • Archetype of Endurance
  • Polyraptor
  • Patron of the Moon
  • Fleet Swallower
  • Desolation Twin
  • Tromokratis
  • Archetype of Imagination
  • Artisan of Kozilek
  • Conduit of Ruin
  • Lorthos, the Tidemaker
  • Nezahal, Primal Tide
  • Pathrazer of Ulamog
  • Pathbreaker Ibex
  • Tomorrow, Azami's Familiar
  • Void Winnower
  • Frontier Guide
  • Bident of Thassa
  • Horizon Spellbomb
  • Seer's Sundial
  • Spellbook
  • Swiftfoot Boots
  • Venser's Journal
  • Retreat to Kazandu
  • Zendikar Resurgent
  • Omniscience
  • Peregrination
  • Overwhelming Stampede
  • Harvest Season

Good luck with your deck.


Cloudius on Indestructible vs Blink

3 weeks ago

griffstick Thanks for your inputs.

I'm aware that blinking doesn't save the tokens as mentioned in my post above.

My original intent of putting in Blink, is to experiment with using that to at least save the non-token creatures and offer protection against Cyclonic Rift , which is rampant in my meta. While situational, an end-of-turn blink on Avenger of Zendikar could also mean a deadly Alpha Strike in my next turn if I can follow up with a pump spell like Overrun .

I've bookmarked your deck! It looks awesome from the onset, just have to see which cards are suitable for mine. Feel free to leave your suggestions on my deck page too.

I'm a great fan of MTG Muddstah and have been following him for quite awhile. I must have missed your video as I usually prioritize watching those videos which features commanders I'm playing 1st. Keep in touch and certainly looking forward to trading pointers with you! Cheers!

Ehsteve on Lord Windgrace Sits Behind A Chasm

4 weeks ago

Thanks for the feedback!

For mana fixing: I've found that a lot of the success of the deck comes from redundancies in the land. You may not always get the Golgari Rot Farm needed in a clutch play, but a Rakdos Carnarium works just as well as the key bounceland in a pinch to put a land into hand for pitching to Lord Windgrace or to reset a Glacial Chasm . There are some slow starts, but if a single green source is present in the opening hand plus any mixture of ramp or other accelerant (even something like a Amulet of Vigor + bounceland). Personally I've found the Amonkhet cycling lands (expecially Canyon Slough ) to be a little unnecessary, especially with access to the single mana cycling lands like Tranquil Thicket and Barren Moor .

With Urborg, Tomb of Yawgmoth there's certainly a lot of potential to ramp out with Cabal Coffers and I hadn't considered it seriously yet but I will look at testing it out.

I've had a think over explore with potential additions like Path of Discovery because it functions particularly well with Avenger of Zendikar or Worm Harvest but I've found in a surprising amount of games (well not surprising given the deck numbers) there have been very few creatures hitting the board. This is because often other decks that focus around creatures will often overrun anything played by this deck unless you're exceptionally lucky. If anyone's had success with it I'd be more than happy to check it out.

A further addition might be Vampiric Tutor , but I'm waiting to trade off my visions version for an EMA before I modify the paper deck.

In a few recent games the amount of lifeloss has really start to hurt the deck, and there's been consideration about including Radiant Fountain as a source of repeatable lifegain.

Current underperformers:

Journey to Eternity  Flip - Immediately hated out of most games, but when flipped it's been horrendously good.

Windgrace's Judgement - Usually in the wrong place at the wrong time, hitting too few of the necessary targets to dig this deck out of a tough spot. However it is a broad answer, which is essential to any removal suite in commander.

Borborygmos Enraged - This deck rarely has a large amount of land in hand unless it has precisely Life from the Loam or a mixture of Lord Windgrace + Rites of Flourishing . That said this turns terrible late draws into bolts for creatures, but I cannot recall the last time I didn't pitch this immediately to find something useful.

Fury Storm - Usually stranded in hand until a finisher is drawn or used as a bad counterspell.

Cut / Ribbons - Cast once for front half. Might as well wait for Exsanguinate because at least then you get some life for the trouble of tapping out.

Current overperformers:

Grapple with the Past - This card is ungodly in being cheap, instant, milling and targeted towards exactly what the decks needs in a pinch, or even when ahead.

Hour of Promise - Just too good.

Tempt with Discovery - Always better than Hour of Promise early game except if the table is at all wary of what the deck can do will often decline, or will not give it the time of day in the late game, making this an expensive ramp later on.

Load more

Avenger of Zendikar occurrence in decks from the last year

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.15%

Green: 0.55%

G/U (Simic): 0.4%

GW (Selesnya): 0.41%

RG (Gruul): 0.92%

Golgari: 0.36%

BRG (Jund): 0.76%

RUG (Temur): 0.19%

BGW (Abzan, Junk): 0.13%

RGW (Naya): 0.16%

BUG (Sultai): 0.08%

GWU (Bant): 0.08%