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, : Double the amount of each type of mana in your mana pool.
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Doubling Cube Discussion
5 hours ago
ThanksDarth_Savagefor comenting, my deck start originally with goal of cast cards without paying for mana cost, and once i had a substantial amount of mana use Doubling Cube and play Villainous Wealth after. Until today it is one of key objetives of deck, with that said I also want Cruel Ultimatum in it, thats also why i haven't notch it down to 3 colors
I know it is hard to make it consistent but I wanted to make a deck with these two cause they are my favourites
1 day ago
multimedia, thanks for all the input, I really appreciate it!
I’m aware that I make my decks in ways that don’t always seem effective, but I do in fact make it work. And I do have have ramp spells in the (now moved to) My Derevi (Unconventional) deck, as well as more nonland mana makers other Thought Vessel. I always use Tempt with Discovery, Boundless Realms, and Burnished Hart for ramp, and more often than not, it’s enough for what my deck needs. I also have Sol Ring and Doubling Cube, both of witch I always find really handy.
The deck doesn’t have issues with mana because I can make it manipulate the stax so as to benefit myself while also hindering opponents for long enough to get myself enough ahead of my opponents.
As for mana creatures, I honestly dislike using them. I personally think they’re not as useful to my decks as just adding regular lands. However, you made an excellent point about the small, easy to cast creatures providing lots of Derevi triggers. As for number of actual lands, 33 is always my minimum (because of no mana creatures), and it’s usually enough, but I always try to use more when possible.
Given all of the above, I decided to change my deck (while keeping the original at the new link above) using some of the suggestions and strategies you provided. There’re less actual lands in this one, but I made an exception to my rule due to all the small mana creatures I don’t normally consider in mana calculations. I also couldn’t comfortably fit Trygon Predator in, but I don’t think it’s a huge deal breaker, as I tend to not use a lot of removal spells for the purpose of playing more passively (at least at first).
Once again, thank you so much for all your suggestions! Feel free to comment on anything else, including my other decks. I’m always happy to get a second opinion!
1 week ago
Here’s a janky way to win and it involves 4 cards so it’s only slightly different than your primary win con. It includes one card you already have in the deck: Helix Pinnacle. These 3 suggestions would make it a little more viable.
You start by getting all of them in play (the doubling cube ain’t really needed it just makes it go quicker). On the end of your turn tap all mana sources then pass turn. During every opponents turn you can tap all mana sources due to the muse and you keep all the mana due to kruphix. Then when it’s your turn again use the cube to double your mana pool then dump it all into the helix.
2 weeks ago
The cmc curve of this deck is always going to be quite high, I would recommend adding in some essential ramp spells and ways to cheat in your creatures. I'm assuming that the cards you will consider will be more on the budget side so here might be some cards you can consider. Selvala's Stampede, good way to be threat and able to cheat permanents from hand or flip into big dragons from the deck. Sunbird's Invocation, since you are reducing the spells of your dragon, the 'cascade' trigger will be large and unlikely you will whiff most of the time. Cream of the Crop a pseudo filtering where it synergizes with your big drops so you can fix your draws. Summoning Trap only would use if you face against a lot of counterspell decks. Nature's Lore, Farseek, Rampant Growth, Cultivate, Kodama's Reach, Hour of Promise, and Skyshroud Claim are great ramp spells that are better in the long run. If not all the signets and talismans for mana rocks to accelerate.
I would recommend cutting all the equipments as you don't need that when your dropping big threats already, Door to Nothingness, Doubling Cube, Lich's Mirror, Descent of the Dragons, Traitorous Blood, Gift of Paradise, Prodigious Growth, Command the Storm, Tail Slash, and Holy Day.
Hope that helps! If your not on budget there are other alternative options but the cards are $10+
2 weeks ago
@shyachi33: No worries about the length, I appreciate your thoughts. Doubling Cube is actually great with all the doubler's I'm running. Plus, with Mana Reflection it becomes a tripler. Shapers' Sanctuary actually usually nets me an average of 3-6 draws. And no one really messes with it too much because of the other threats. Most of the time, I'm not dropping my doublers until I get the most out of them (on my turn), they also eat some hate from people that know what my deck does. Otherwise, it's a way for me to sneak my commander out without them realizing what happened until it's too late. I've been looking at Traverse the Outlands, and Seasons Past. I have an Eternal Witness on the way.
Depending on the game, I will typically use Plea for Guidance to go get Food Chain + Mana Reflection unless I have enough doublers out, then I'll grab Myth Unbound. Food Chain is great. I was running Abundance, but found I don't really need it now.
I like the lands that give haste, and Whitemane Lion.
I'm also waiting on a Tooth and Nail.
Thanks for the ideas!
2 weeks ago
wall of text warning, sorry i got a little carried away, i love Zacama, and been playing a lot of it so i couldn't resist trying to help another player out.
My thoughts on your artifacts:
Doubling Cube it's not very good in a zacama deck as it's not really recur-able like the other mana doublers.
Sunforger it's essentially 8 mana to tutor for an instant, that's mana better spend just drawing cards, or better tutors.
The Immortal Sun if you're trying to stop a lot of planeswalker in your meta, keep it, otherwise it's too expensive of a cast.
after you cut those artifacts add in Stony Silence and/or Null Rod which adds more stuff for your enlightned tutor to fetch. this will not really stop you other than your equipments, sol ring, and mana vault (which I MIGHT cut, up to you though on that one) which is waaay less important than everyone else's rocks that they're probably relying on more than you.
thoughts on Enchantments:
Aura Shards you're not running enough creatures to really benefit you, and Zacama IS aura shards.
Aggravated Assault + Bear Umbra is cute at best, but outside of that just a straight double strike is just better than wasting your time with this combo, other than Etali you don't really benefit from additional combat steps.
Dictate of Karametra, Heartbeat of Spring, Zhur-Taa Ancient don't help other players, unless your deck is fast enough to win on the turn these come out, you're helping 3 other players that's NOT you. that's a strict 3 to 1 disadvantage no matter how much more lands you have. if you really want another doubler, Zendikar Resurgent.
Sunbird's Invocation is another cute card, and in a zacama deck i feel like it's just more a "win-more" card than actually helping you advance your board state, specially for it's mana cost.
please let me know how successful you've been with Food Chain + Myth Unbound combo works out for you, i thought about it, but didn't pull the trigger for it yet. Also how is Shapers' Sanctuary working out for you? i like 1 drops, and ones that can draw you cards is even better. On average how many cards do you think you draw from that card per play?
Banefire is that to remove planeswalkers? if so that's actually pretty smart, i didn't think of using it that way, but it's good to have.
Plea for Guidance this is to get your aggravated assault/bear umbra or food chain/myth unbound combo i assume, any other combos i'm missing? it's pretty expensive to play, 6 mana to search, then another 6-14 mana to get those other combos going. If you decide to keep it, i recommend adding Abundance to combo with Sylvan Library pick up lands or non lands to your liking and not pay life.
other than that, i'd recommend more ramp spells and tutors:
Rampant Growth, Hunting Wilds (don't ever pay the kicker), and Traverse the Outlands gets crazy as soon as Zacama drops, Kodama's Reach and Cultivate wouldn't hurt. Hour of Promise ramps AND searches for ANY land.
Uncage the Menagerie can play well too, but you'll have to actually build your deck around it a bit more to actually be effective.
As far as creatures go, i recommend the mana dork squad, having a consistent turn 1 play every game will really affect your board state advantage, having 3 mana on turn 2 is a big difference, specially for all the ramp spells you want to be casting.
Chameleon Colossus is a great creature for mana sink, pump it up, then you can Soul's Majesty it, or similar effect with it.
Goreclaw, Terror of Qal Sisma and Spellbreaker Behemoth this is hit and miss. you only really have 7-10 creatures they actually affect, if you feel like you're running enough green, Emerald Medallion can be better value than goreclaw, and Vexing Shusher and Prowling Serpopard would affect more of your deck than spellbreaker.
Whitemane Lion combo's with Panharmonicon to infinitly bounce zacama for the same mana cost as Temur, if temur ever gets exiled. also having flash, can save a creature in case of a removal or something.
Garruk, Primal Hunter is pretty much another Soul's Majesty. it's worth the slot even for just a 1 time use draw card when your fatties are out.
Recursion, your deck is lacking pretty much every basic form of it. Eternal Witness and Regrowth are just green staples. and personally, i would cut Praetor's Counsel for Seasons Past it's cheaper to cast, and will get back most of what you need anyways.
also i would up your land count to 36-38 your deck's average CMC is too high to be greedy on lands.
Kessig Wolf Run is just another quality land.