Zacama, Primal Calamity

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander 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.

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Zacama, Primal Calamity Discussion

greyninja on stompy stompy

2 days ago

+1 from me! If you were going for a gimmick deck then dinosaurs is a pretty awesome option! I wanted to build pirates; but honestly dinosaurs got so much more support wowww

Honestly, if your ultimate gameplan is to "cast commander, beat face" then many of the other dinosaurs are just going to slow you down. Gishath, Sun's Avatar is arguably better for a dedicated dino deck imo

I feel like the dream play is Zacama, Primal Calamity immediately into Akroma's Memorial/Xenagos, God of Revels and swing... or just wiping everyone of problematic enchantments/artifacts/creatures lmao

It might be smart to run 30+ creatures because how often are you really casting a 9CMC commander?! Depends on where you take the deck. Do you want beaters or rampers? Wood Elves, Solemn Simulacrum, Kor Cartographer, Oracle of Mul Daya, etc etc. I assume you don't want it to feel exactly like Darigaaz Reincarnated/Maelstrom Wanderer which is why I suggested Otepec Huntmaster&friends. Just Brainstorming

You have a bunch of mana doublers which is awesome, including the updated Regal Behemoth that's a mf dinosaur! Plus sorcery ramp. There's a decent spot removal package and some of the auto include boardwipes. A couple dinos have removal tacked on as well. Spellbreaker Behemoth is sweet. I love Samut and the haste enablers. Fervor is meh. You have a lot of really cool stuff here tho. You even snuck in Craterhoof & Avenger. There's a light token theme here which doesn't fit. Idk.

If you're trying to thin some of the fat it would be the rando 5-8 cmc spells. Crested Herdcaller, Thundering Spineback, Raging Swordtooth, Godsire, ... It's so hard. Probably lose two enchantments and two instants/sorceries and you'll only have to cut seven creatures XD

The crossroads for me is the Gishath dino aggro or Zacama goodstuff combo. It'll be cool to ultimately see what your mind imagines!

shawn_overlord on Commanders by Power Level [EDH Tier List]

1 week ago

Zacama, Primal Calamity is also missing! Should at least be a High Power in my opinion, the board control is disgusting and the card itself can make ifninite combos

Argy on Chromatic Jodah

1 week ago

I playtested this against my Dragons.

It kept board wiping me with Settle the Wreckage, but I never attack with Lathliss, Dragon Queen, so that I can refill my board, which I did thrice.

Eventually I got five Dragons on the field.

A 4/4 got removed from combat by Spires of Orazca, Chamber Sentry killed another 5/5, Zetalpa, Primal Dawn blocked and killed a second 5/5, and one 2/2 remained unblocked.

By that stage I had enough mana to pay for Lathliss Dragon Queen's ability to pump the Power of my 2/2 up by 9, making it do 11 damage.

I had gotten 4 damage in earlier in the game with Dismissive Pyromancer, leaving this deck on 5.

Next go I played Shock and Lightning Strike and it was all over.

I deliberately made the mistake of attacking with most of my Creatures into Settle the Wreckage. Earlier in the game 6 damage had been prevented with Root Snare.

Jodah, Archmage Eternal got killed earlier with Lightning Strike, before he could do any damage or block.

The Gateway Plaza and Rupture Spire both slowed this deck down too much. The turn they were played actually put you two turns behind because you had to pay PLUS they entered tapped.

Jodah, Archmage Eternal really feels more like a Commander card than a Standard card.

He is cheap enough to make recasting no problem.

His ability would let you get away with playing HUGE spells for peanuts.

He's really not suited to Standard, in my opinion.

Working out your mana base a bit more MIGHT speed this deck up a little. I could probably do it, but I'm tired and don't really feel like it.


There are some problems with the plays you've set out.

T1: Land

T2: Land, Thaumatic Compass  Flip

This can't happen if the first land pays for the second land, and the second land comes in tapped, which is what happened on my test.

T3: Land, Root Snare on opponents turn.

With only three copies of Root Snare in the deck you are more likely to see it in the late game, rather than on Turn 3.

T4: Land, Thran Temporal Gateway, Chromatic Lantern

This play can't happen. You only have four lands at this stage. Thran Temporal Gateway costs and Chromatic Lantern coats , which would require seven mana.

T5: Land, Jodah eternal, activate Thran Temporal Gateway for Zacama, Primal Calamity.

This play can't happen either. Thran Temporal Gateway costs to activate, and Jodah eternal coats to cast, which would require eight mana.

If you played Chromatic Lantern on Turn 4 you would have access to only six mana, but you couldn't also have played Thran Temporal Gateway that turn.


This deck sort of has too much going on.

I do like the Ramp into Zetalpa, Primal Dawn. I believe there is a place for that card in Standard, but it would probably be in a shell with early mana dorks.

The ratio of Creatures to Artifacts feels way off here.

23 cards in this deck are non-creature spells, but they are all concerned with fixing mana, or stopping damage. That is only going to delay the Opponent and help you Ramp so much.

You have no spot removal which meant that all I had to do to protect my main win con, Lathliss, Dragon Queen, was just not attack with her.


Sorry to be the bearer of bad tidings.

I don't really think this deck is viable in Standard.

At the very least it would need a Sideboard with stuff like Dive Down, to protect Zetalpa, Primal Dawn from Vraska's Contempt (which most decks play).

If you change it and want me to take another look, tag me in these comments.

I used to offer a lot of deck help, but I have really cut that back these days.

TypicalTimmy on Should sideboard size be increased?

3 weeks ago

Well, Boza to answer your thought experiment - while I do not normally play Standard yes I would absolutely love that sort of pre-fixing.

Why? Because the thing about Magic, and any card game really, is that it is both a combination of Chess and Poker.

You need to know how to implement strategy, look several turns ahead, and plan a method to win. But since we are dealing with cards, you need to know how to successfully bluff, how to deal with the mathematics of your cards, and how to try and manipulate circumstances the best you can (Such as through scry, or using your graveyard as a "second library").

What sets Magic apart from pretty much all other games is that in here, nearly nothing is off limits. If a card can do it, great. Sometimes a card doesn't even say things can be done, but through a careful understanding of certain rules and interactions many things can be done regardless. Point and case: The Gitrog Monster's land combo in EDH. Gitrog Dredge Combo [Primer].

Personally, I like the 15 SB. It's 1/4th of your constructed deck, which if you consider roughly 1/3rd are lands than this means it's more akin to nearly 1/2 of your actual cards.

Actual percentages vary, but if you run 24 lands in a 60 card deck, you have:

  • 40% lands at 24 cards
  • 60% non-land cards at 36
  • Sideboard of 15 cards can replace 41.6% of your "deck"

You are essentially playing with a different deck every single game, which is why sideboard matches feel so dramatically different.

Now, obviously you are not going to slip in all 15 cards - but here's the thing... you might need to.

Say you are playing against a deck that is heavy on enchantments. So you slip in enchantment removal in the 2nd game. Your opponent might slip in artifacts in the 3rd game instead. It's a crude example, but I'm tired and can't think of any actual ones.

This back-and-fourth tug-of-war game is something that should be cherished in MTG. This is where true skill comes into play.

Just because you have a "silver bullet" doesn't mean you can win. If you don't know how or when to use it, it means nothing to you.

For example, when I was playing my last EDH match, my opponent had a Garruk, Primal Hunter sitting at 6. I had a Lavalanche sitting in my hand and enough mana for 18.

He had far, far more creatures than I did. But I waited.

I could target Garruk, sure. Wipe the board and take out a threat. But he survives. I could also target him, wipe the board, but Garruk survives. I could also target him, wipe the board, and attack Garruk.

Or, I could do what I did. Wait.

Garruk's ult hit, he got something like 12 6/6 Wurms, and didn't attack. I knew he was going to full-swing. He didn't have enough to kill me in one shot before, so swinging now would make no difference. His game was to overrun me with so many creatures that declaring blockers would be next to pointless.

So, with Garruk off the board and it now filled with 6/6 Wurms, I hit Lavalanche for X = 15 (Having to pay the Jund cost) and not only nuked him, but slammed him in the face with 15, THEN attacked him directly full-force and won.

A "silver bullet" is generally only as good as it's opportunity. You miss it, you screw yourself over.

I could see sideboards being reduced, making each card more important. Right now it feels like it's more akin to saying "Oh, this card didn't help me. Let me pull something out of my binder instead."

I think a SB of 12 would be best. 8 feels a little too shallow, and 12 works with the mathematics of a 60 card deck fairly well.


As for lowering consistency to make it more fluid, this depends on the mana curve / mana cost.

If you are wanting to say, run 4x Karn Liberated at and hope you can T3 it, well... what are the actual chances of hitting all three lands on T3 with Karn in hand? Actually, not very well. I've seen decks burn out because they can't "get their opening hand".

So if you keep drawing into an -drop time and time again without the mana to play it, you are only hurting yourself.

Going down to 3 or 2 is better than always having something in your hand you can't use.

Cards you are not playing are dead cards.

Balancing cards means balancing costs. Maybe if you run a deck of nothing but 1 - 3 CMC cards, fine. But don't run something like a playset of Zacama, Primal Calamity if you aren't built to cheat him out with something like Champion of Rhonas.

Nillstan on The Army of the Primordial Sea

1 month ago

Zacama, Primal Calamity could be outright devastating.

Chickens_are_awesome on Jodah, Archmage Eternal

1 month ago

Wow that Grozoth synergy is really cool, definitely using that for my jodah deck. Also, if you tutor for Zacama, Primal Calamity with grozoth you can play zacama with Composite Golem instead of Artisan of Kozilek, untap your lands, play artisan of kozilek and continue the combo the same from there, you get a free zacama and one more dragon from Dragonstorm

Rhadamanthus on Can Platinum Emperion prevent Life ...

1 month ago

Most of the answers to your question are in Platinum Emperion's reminder text: "You can't gain or lose life. You can't pay any amount of life except 0."

You don't gain life from the abilities on Zacama, Primal Calamity, Wurmcoil Engine, Verdant Sun's Avatar, or Dragonlord Dromoka. You don't lose life when you're dealt damage by Mana Vault or Ruric Thar, the Unbowed. You're not allowed to pay life to activate fetch lands, to let a shockland enter untapped, or to keep extra cards from Sylvan Library.

BMHKain on Can Platinum Emperion prevent Life ...

1 month ago

Platinum Emperion

I'm currently working on a Mayael the Anima Deck. Some cards manipulate life in some way. Such things include Shocklands, Fetchlands, Zacama, Primal Calamity, Wurmcoil Engine, Verdant Sun's Avatar, Dragonlord Dromoka, Sylvan Library, Mana Vault, & Ruric Thar, the Unbowed. Based on these Rulings...

1/1/2011 The ability doesn’t prevent damage. Rather, it changes the results of that damage. For example, if a creature with lifelink deals damage to you, you won’t lose any life, but its controller will still gain that much life. Similarly, if a creature you control with lifelink deals damage to another player, that player will lose life but you won’t gain any life. Notably, if a creature with infect deals damage to you, you’ll get that many poison counters.

1/1/2011 Abilities that trigger whenever damage is dealt to you will still trigger because that damage is still dealt, even though your life total doesn’t change as a result.

1/1/2011 Spells and abilities that would normally cause you to gain or lose life still resolve, but the life-gain or life-loss part simply has no effect.

1/1/2011 You can’t pay a cost that includes the payment of any amount of life other than 0 life.

How would each aforementioned card work? From there, I'll decide what stays in the deck...

Thanks, just in case one answers this huge wall...

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