Prime Speaker Zegana

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Mythic Rare
Gatecrash (GTC) Mythic Rare

Combos Browse all

Prime Speaker Zegana

Legendary Creature — Merfolk Wizard

Prime Speaker Zegana enters the battlefield with X +1/+1 counters on it, where X is the greatest power among other creatures you control.

When Prime Speaker Zegana enters the battlefield, draw cards equal to its power.

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Prime Speaker Zegana Discussion

greyninja on Simic commander for Spirit Tribal

1 week ago

For simic I landed on Rashmi, Eternities Crafter. I played Kruphix, God of Horizons first before she was printed; and I've seen Prime Speaker Zegana (and recently Tishana, Voice of Thunder) used for infinite shenanigans. The #1 is Thrasios, Triton Hero

Bant def does add value like Selfless Spirit, Drogskol Reaver, and removal/boardwipes. Also $$ value for mana fixing. You could go partners. It all sounds fun tho

Rashmi flavor would be pulling spirits from the eternities ;D

CynicalCzech on Merfolk counter

1 week ago

Also, I forgot Merfolk Sovereign and maybe even Prime Speaker Zegana?

Shirkhan92 on What Color Combination For Merfolk ...

2 weeks ago

I prefer UW merfolk for unblockable + pillow fort tactic with Sygg, River Guide as commander.


[PreCon] Seems kinda fishy to me - Merfolk Tribal

Commander / EDH* Shirkhan92

SCORE: 2 | 294 VIEWS | IN 1 FOLDER


UG merfolk is more leaning towards playing +1+1 counter tactics with Prime Speaker Zegana being the most favorable commander pick.

A Bant Merfolk Commander that supports both Islandwalk and +1+1 Tac would be a dream come true. But lets see what C18 will have in stores.

Prodigalpyro on Green Blue Eldrazi EDH

2 weeks ago

Not really an Eldrazi but Prime Speaker Zegana likes big fat creatures and could add a bit of card draw to the deck.

GoldenDiggle on Riku's Forces

2 weeks ago

A friend of mine runs a very creature heavy Riku Build, and has a lot of success with Chancellor of the Forge because it creates tons of tokens. (Chancellor A enters, creates X tokens with X being creatures you control + Chancellor, Riku copy triggers and you pay , Chancellor B enters creating X more tokens, and you end up with 3/4 of your creatures being haste goblins.) Craterhoof Behemoth, Majestic Myriarch, and Champion of Lambholt all work well as huge beaters that get out of control, even with small fields.

Depending on what your manabase looks like, Boundless Realms can get you a ton of mana out of nowhere. On average it looks better for you than Traverse the Outlands (yes it is a good card, but let me explain). The average creature is below 3 power in your deck, and only 1 is above 5 power, not counting clones, with the biggest being 13 (Verdurous Gearhulk copied and putting all counters on 1 of them). This means you would be spending to get anywhere from 4 to the very rare 23 lands. (Though with bigger creatures this becomes no problem.) With Boundless Realms copied, you are going to get anywhere from 6 (assuming you play it turn 5 with an opening hand of Sol Ring, 2 Signets, Guilded Lotus, and 3 lands) to the rest of your basics in your deck for a mere more than Traverse the Outlands.

As far as ramp goes, Sakura-Tribe Elder, Farhaven Elf, and Yavimaya Elder are very good, perhaps even better some of the other cards you have, particularly the artifacts. Ramp in Riku needs to be both castable before turn 4, in the case that it's in the opening hand, but also worth the value of when it has the option of being doubled later in the game.

That being said, artifacts are nice, but only if they are legitimately better than a spell that can be doubled later game. I would drop the signets, possibly the Dynamo and maybe even the Lotus, they may be great, but the simple fact that they cant be copied later game (when running a Commander that literally copies) means that their value decreases as the game continues.

I admire that you want to value cantrip with cards like Preordain and Ponder, but it seems a bit tedious when you could focus on ramp to drop a Prime Speaker Zegana, or Shamanic Revelation, which when copied, both would flood your hand.

ClearPearl on The Hidden Ocean-Forest City

2 weeks ago

As a more detailed comment from the one I made the other day-

Part I) Cards to remove and why:

A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.

B) Storm Sculptor- Basically the same reason as Angler Drake.

C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.

Part II) Cards to consider removing and why:

A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.

B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid

C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.

D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.

E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.

F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.

G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.

Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:

A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.

B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.

C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.

D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.

E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.

F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.

G) Stealer of Secrets- Another small dude that gets you card advantage early on.

Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.

A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.

B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.

C) Dissolve- Yeah it's another counter spell but this one lets you scry.

D) Voyage's End- Removes a threat and lets you scry.

E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.

F) Phyrexian Ingester- Blue Duplicant.

G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!

H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.

I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)

J) Reality Shift- Cheap exile effect with an insignificant drawback.

K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.

L) Rapid Hybridization- Same as Pongify.

M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.

N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.

O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.

P) Krosan Grip- Good cheap removal.

Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.

R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.

S) Evacuation- The blue version of a board wipe.

Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.

A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.

B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.

C) Archaeomancer- You want this almost as much as you want eternal witness.

D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.

E) Equilibrium- Works on both your creatures and your opponent's.

F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.

G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.

H) Nephalia Smuggler- Reliable flicker effect.

I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.

J) Omenspeaker- Same as the owl.

G) Cryptic Annelid- More scrying.

H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.

I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?

J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?

K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.

Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.

A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.

B) Rogue's Passage- Why is this not already in here?

C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).

Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).

B) Genesis- Bringing back your dead creatures is usually a good thing.

C) Sphinx Ambassador- Fun big card.

D) Colossal Whale- Another fun big card.

E) Hunter's Insight- Easy way to get a good amount of card advantage.

F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.

G) Artful Dodge- More unblockable.

H) Boundless Realms- ALL THE RAMP

I) Protective Bubble- The blue whispersilk cloak.

J) Aqueous Form-Unblockable AND scry

K) Into the Wilds- More ramp is nice.

The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.

PookandPie on Nazahn Deck

2 weeks ago

I'm not going to inundate you with a list of all tutors, I'm just going to pick what I feel are the best ones in green and white:

Creature tutors in no particular order:

Green Sun's Zenith is perfect because it's any green creature in your deck for only one extra mana. This can be Mirri, Qasali Pridemage, or even just a Dryad Arbor to ramp if you need it.

Eladamri's Call. Instant speed, unconditional (not restricted to finding a green creature, I mean), and puts it straight into hand. Very solid.

Worldly Tutor. Card disadvantage, but it finds any color of creature for only one mana at instant speed.

Chord of Calling is one of the best tutors green has to offer. Instant speed surprise factor is never to be discounted considering it's any creature in your library at any time as if they all had flash (assuming you have the mana/creatures to cast it). Instant speed Alms Collector when someone casts a Prime Speaker Zegana or something is huge.

Birthing Pod is a great, consistent way to find your way up through the ranks to specific cards. Cards like Solemn Simulacrum are great to sacrifice, while cards like Reveillark, Karmic Guide, etc., can turn the sacrifice into a positive card advantage (rather than neutral) every time.

Survival of the Fittest is expensive for a reason. Easily one of the most broken tutor enablers in the format, especially in white/black when you can discard a high cost creature you can't cast yet, go get Karmic Guide/Reveillark or really any recursive tool. Fauna Shaman is the poor man's version and still works really well.

Pattern of Rebirth and Defense of the Heart. Both of these are incredible if triggered.

Natural Order is probably not the best for your build (tossing a Llanowar Elves for a Craterhoof Behemoth is incredible for 4 mana), but it's an option you should be aware of with other deck builds.

Recruiter of the Guard finds 10 out of 26 creatures in your list. Whether that's worth it or not is up to you.

Equipment tutors:

Steelshaper's Gift, Stoneforge Mystic, Enlightened Tutor, Open the Armory. I find these to be the best of them, though Relic Seeker is probably the cheapest one you're not currently running. Stonehewer Giant is repeatable, which may be something you'll like (I dropped Taj-Nar Swordsmith but kept Stonehewer in my Kemba deck because one is a heavily-mana intensive ability but is also a one-shot effect).

AkaAkuma on Jenara Rising With Ones

3 weeks ago

Ordeal of Nylea would mostly mean place one counter and put two basic land in play.

I think this general could need Selvala, Heart of the Wilds and Prime Speaker Zegana also.

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