Zacama, Primal Calamity

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Mythic Rare

Combos Browse all

Zacama, Primal Calamity

Legendary Creature — Dinosaur

Vigilance, reach, trample

When Zacama, Primal Calamity enters the battlefield, if you cast it, untap all lands you control.

2R: Zacama Deals 3 Damage to target creature.

2G: Destroy target artifact or enchantment.

2W: You gain 3 life.

Zacama, Primal Calamity Discussion

lagotripha on Lotus Field Storm [Primer]

6 minutes ago

Kiora, Behemoth Beckoner feels like it might have an alternative place in a list which runs some kind of creatures (likely Zacama, Primal Calamity ). Nissa, Vital Force , Kiora, Master of the Depths , Ral Zarek and Nissa, Who Shakes the World face similar headaches.

Unwind targeting your own opt or similar is a cute option. Underworld Connections lets you stabilize draws off of land untapping.

Some taking turns pieces are interesting - Karn's Temporal Sundering lets you answer a Deafening Silence then go off. Shreds of Sanity is interesting recursion. Growth Spiral is instant speed ramp, which is nice when you are holding up countermagic.

There is an alternative path where you look to animate the land then untap creatures you control, but I'm not sure there are enough To Arms! effects in pioneer to make the vulnerability to creature disruption worth it.

LVL_666 on Do you switch between Commanders ...

5 days ago

Question - how many of you have EDH decks where you swap between different commanders based on the meta? I just came to the conclusion that for one of my decks, I definitely need to have two different commanders (that aren't partner commanders) because they're both awesome and represent everything I love about Dinosaurs.

Currently, i'm suggesting that tappedout give players the ability to tag an additional card as an "Alternate" commander - to better represent their builds and how they operate. I made a feature request thread (linked here) and want to see how many other players would be interested in such a feature. Please comment on the thread so that it'll gain traction - and hopefully the attention of one of the devs!

Additionally, which separate commanders do you have for your decks? I'll go first: For my Dinosaur tribal deck The Predator of Predators I normally go with Zacama, Primal Calamity . But for more casual fun metas I use Grimlock, Dinobot Leader  Flip. Real story - I pulled out Grimlock at an LGS, and a little kid (around 12, I think) said "That a transformer? Huh, shame that they're so lame now". That hurt my soul - kids these days don't know nothin' about nothin.

BroBeans on Commanders by Power Level [EDH Tier List]

4 weeks ago

http://tappedout.net/mtg-decks/fc-zacama/

Above is a list for Zacama, Primal Calamity . I feel like it could belong in high power as opposed to mid power.

DrukenReaps on Commanders with Tons or Activated ...

1 month ago

I know you don't want black but the first thing I have to suggest is Mairsil, the Pretender he doesn't have any activated abilities himself but play him once and he becomes an AEtherling . Then just keep paying and he gets more and more abilities from more and more things. He doesn't really have too many of the normal staples either or at least not the way I've built. Sol ring of course and some other mana things but my Should I Pretend This Or That? is fairly unique.

There are some other commanders that include black that fit the activated ability thing really well but I'll restrain myself... Marath, Will of the Wild is crazy powerful. Zacama, Primal Calamity leads to some great shenanigans though he is a little slow to get there. Phelddagrif is all huggy but fits in with the no black activated abilities thing.

Not sure if you are interested in walkers but Estrid, the Masked and the other walkers that can be commanders do use activated abilities... You should take a peak at them here

ZendikariWol on Looking for a cheap and ...

1 month ago

Yasova Dragonclaw

Marchesa, the Black Rose

Glissa, the Traitor

Storrev, Devkarin Lich

Zur the Enchanter , or an Elsha of the Infinite enchantress build (they never see the auras coming at instant speed... or the removal!)

Admiral Beckett Brass

Gishath, Sun's Avatar (or Zacama, Primal Calamity , for more interaction)

Grand Warlord Radha

A Ruric Thar, the Unbowed build that punishes casting noncreature spells and has a mix of beefy creatures and creatures with killer activated abilities & etb triggers to replicate noncreature spells.

That’s what I got.

TypicalTimmy on The RPG Game

1 month ago

It may be worthwhile to also request a limit on the PCs that users on the site can create. While coming up with something akin to Progenitus is great and all, it immediately offsets the dynamic nature of the game and does one of two things;

  • 1.) Other users will justifiably increase their own character's power level in order to meet that of what the current meta is now described as.
  • 2.) The challenges will become increasingly mundane as everyone now has plot armor.

In a word, let's try to avoid Power Creep.

To do so, I think the best way possible is to limit two things:

  • 1.) The color identity of the PCs. Nothing 4c or 5c. That gives far too much power to a character. While it is true that 4c is one of the hardest things to achieve balance for, it is also a pitfall as I have seen many users in the Custom Card Challenge slap on paragraphs worth of information, mechanics, and abilities thinking that with each slice of the pie, you can increase the overall potential by 100%.
  • 2.) PC cards should have a limitation of characters involved. That is to say, you can do whatever you'd like, but you have a physical character limit for the card. If you can fit it onto a realistic card, go wild. If you can't, trim it down a bit.

While Garruk Relentless  Flip has the most text on the card, between both that side and Garruk, the Veil-Cursed we must keep in mind that we are dealing with single-sided cards.

I'd like to turn our attention to a creature with, oddly enough, no mechanics whatsoever: Yargle, Glutton of Urborg . Including spaces, Yargle has 189 characters to the mechanic box of the card.

I believe this is more than enough, but let's be cool and round it up to an even 200. If you can make your card work in 200 characters (Symbols count as 1x character each), you're good. If not, please trim it down.

You can use THIS SITE to check character counts. It includes spaces when determining it.

By my own admission, Braux actually fails this criteria as he sits at 291 characters with flavor text, and 219 without. I think we can honestly disregard flavor text as it holds no mechanical function on the card.

Zacama, Primal Calamity actually holds 235, so consider the 200 limit more of a loose speed bump. If you need to go 10 - 30 characters over, feel free to as long as it is thematically and flavorfully appropriate. Once you reach 200 characters, look into simplifying, restricting, or nerfing.

And there is a strong tendency to replace character names with ~ on the card. While this can help reduce character limitations, keep in mind it IS kind of cheating - especially if your character name is a very long one. Some cards, such as Yorvo, Lord of Garenbrig will actually reduce the full name of the card down to just the first name of the character. Consider that as a template to save space if you must. In fact, doing so for Braux (My Minotaur) further reduces his text box down to 198 - 2x characters under the 200 soft limit I mentioned earlier.

By the way; Yorvo? 283 characters. So, again, it's really more of a soft limit / suggestion, not a concrete rule.

That being said, Boza has ultimate authority in this thread and follow whatever their wishes are :)


Everything above the line? 3,271 characters. :3

Gidgetimer on Stealing cards in EDH

1 month ago

Referenced rules:

110.2b If an effect causes a player to gain control of another player’s permanent spell, the first player controls the permanent that spell becomes, but the permanent’s controller by default is the player who put that spell onto the stack. (This distinction is relevant in multiplayer games; see rule 800.4c.)

800.4c If an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the player who controlled that object by default has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends.

The "rules change" seems to just be the addition of 110.2b. What applies in this case is the first part of 110.2. The Zacama, Primal Calamity was not a spell that was Commandeer ed. the Default control is the opponent with the Marchesa because it came in under his control. If he leaves the game Zacama, Primal Calamity is exiled via 800.4a.

110.2. A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 111.2). A permanent’s controller is, by default, the player under whose control it entered the battlefield.

800.4a When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time they left, priority passes to the next player in turn order who’s still in the game.

pedroedmarcos on Stealing cards in EDH

1 month ago

Hey there,

I just saw this "Comprehensive Rules Changes" and I didn't get it.

It says: "110.2b and 800.4c If I steal your creature then lose the game, you get it back since you're its default controller. If I steal your spell then lose the game before it resolves, you get it back since you're its default controller. But if I steal your spell, and it becomes a permanent, then I lose the game, you didn't used to get it back. That's changed to line up with other effects that change an object's controller, though, if I take something from you that you never controlled (with Bribery, for example), it still gets exiled if I lose the game."

One of my friends have a Marchesa, the Black Rose that steal creatures. So If my opponnent takes the control of my Zacama, Primal Calamity (Using the interaction of marchesa, taking control with something like Captivating Crew , followed by putting a +1/+1 counter on it and then sacrificing, so it doesn't return to me at the end of turn) but I kill him, I take my dino back?

Load more

Zacama, Primal Calamity occurrence in decks from the last year

Standard:

All decks: 0.05%

Commander / EDH:

All decks: 0.02%

RGW (Naya): 1.79%