Zagoth Triome

Zagoth Triome

Land — Swamp Forest Island

(: Gain , or .)

Zagoth Triome enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

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Set Rarity
Ikoria: Lair of Behemoths (IKO) Rare

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Legality

Format Legality
Canadian Highlander Legal
Brawl Legal
Historic Legal
Vintage Legal
Legacy Legal
Duel Commander Legal
Limited Legal
Arena Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Block Constructed Legal
Oathbreaker Legal
Casual Legal
Pioneer Legal
Leviathan Legal
Unformat Legal
Modern Legal
Standard Legal
Pre-release Legal
1v1 Commander Legal

Latest Decks as Commander

Zagoth Triome Discussion

Titus7007 on Lurrus Kicker

2 weeks ago

honestly, there is plenty of room in the mana base to accommodate green. I'll toss in a couple Zagoth Triome and maybe now I can run Heroic Intervention or that green spell that pumps up creatures and makes them fight, hmmm

Zaaman on Can You Smell What Yarok Is Cooking?

2 weeks ago

Wood Elves is far superior to Farhaven Elf. First Wood Elves does not say basic Forest. So you can grab that Breeding Pool or maybe even a Zagoth Triome. Second the land does not enter tapped.

Feiryn on Here there be DRAGONS!

3 weeks ago

Assuming you still would like help, here are my thoughts just going off what you already have (so your mainboard and sideboard).

First of all your land situation needs to be sorted out. You have an insanely high average cmc (4.74) so you're going to be looking at about 40 lands without the very pricy ramp cards. 30 lands is in the range that decks with an average of about 2cmc or lower run. Here's a quickly made list of your lands that I'd use:

You almost always want to prioritise lands that can come in untapped over ones that always enter tapped. This is because auto-tapped lands basically set you back a turn, so it's often better to just run a basic over something like Sheltered Thicket. The exception here goes to the Triomes because they offer three colours and more importantly can be picked up by your fetchlands.

As for the rest of your cards, here's what I recommend cutting:

And add in their places, assuming you're running 40 lands:

Hopefully that helps, and let me know if you have any questions! These are just suggestions after a brief runthrough of course, so feel free to take them or leave them!

Monomanamaniac on The Hydra X

1 month ago

You should be running Elemental Bond and Garruk's Uprising you're almost always paying 3 or more into x so they're great. Vastwood Hydra might be a better creature than some of your choices. Curse of the Swine would be neat as creature removal. Capricopian is an amazing hydra that will bounce around your opponents getting bigger till they run out of mana. If you're not on a budget is suggest Doubling Season and Kalonian Hydra for obvious reasons. Then there's x card draw like Blue Sun's Zenith, Thassa's Intervention, Mind Spring, Pull from Tomorrow, or Stroke of Genius. Honestly I'd suggest any of the intervention cards, they're excellent. Think about replacing one of your non basics with Zagoth Triome and Opulent Palace and maybe Sunken Hollow

So as for cuts. Trophy Mage, Umbral Mantle, Basalt Monolith, Altar of Dementia, I'd suggest ditching some artifact rocks for some green land ramp like Farseek or Rampant Growth, and take out a few of your artifact rocks in general because you're in green and your ramp already is solid. Reclamation Sage, Elixir of Immortality, Vorel of the Hull Clade, Nimbus Swimmer. Now I would like to say that I'm not trying to hate on your deck, I quite like the concept, but I do think you need to hone in on your strategy, play an x card, make a hydra, draw into the next x card, cast that card, make another hydra. It's a great deck and I enjoy the way you built it, just trying to do as you said and help you cut some cards, and at the same time I wanted to point out a couple things you might've missed

multimedia on The Ur-Dragon’s Big Thicc Dragon Friends

1 month ago

Hey, you've done well overall with card selection on a current $300 budget. The good parts of your deck are the robust Dragon base and the nice selection of Planeswalkers. What can be improved is the manabase, more ramp/color fixing for five colors and more repeatable draw/tutors.

The manabase is slow with the Thriving lands and the Vivid lands which all ETB tapped. My advice is keep five Thriving lands, cut the Vivid lands and one Thriving land? Replace them with lands that have interaction with basic lands because there's 21 basic lands here. The five budget Battle lands can help the manabase since they have interaction with lots of basic lands to ETB untapped and Farseek can search for one of them.

Cascading Cataracts is a helpful land to cast Ur-Dragon and Crop Rotation can tutor for it. Rotation can be sac a basic land to tutor for any land and put it onto the battlefield. The five Triomes especially Forest ones would be upgrades for Thriving lands: Indatha Triome ($5), Ketria Triome ($6) and Zagoth Triome ($7). The prices of Triomes are displayed wrong here, they're all much less price. Land ramp that can interact with Triomes can really help with color fixing. Skyshroud Claim, Nature's Lore, Wood Elves can search for a Forest Triome and Farseek can search for any Triome.

8 additional mana sources that are 3 CMC or lower is a low amount for a 4.7 avg CMC deck with only 36 lands. Consider a few more sources of ramp/color fixing? The most important cards to want to cast in the early game is ramp or a repeatable draw source.


Some more budget tutors could replace some of the lesser Dragons. More low CMC tutors can get the better Dragons/other cards while also lowering the mana curve.

Low CMC repeatable draw sources when Dragons ETB are very good especially ones that trigger when a Dragon token is created. Ascendancy and Kiora are here, but consider more? The more of these enchantments you have the better chance you have of getting one onto the battlefield before you start casting Dragons.

Dragonlord Ojutai is a four drop Dragon thanks to the Ur-Dragon. It can potentially be repeatable Anticipate card advantage. The selection of what card you put into your hand is what makes it good on a budget.

Good luck with your deck.

DemMeowsephs on Double Trouble! Yarok, The Land Junkie

2 months ago

G'day mate! I feel like your land section could use an upgrade, so as you get more cards I would recommend getting some of these lands! Good lands can help a deck run much more smoothly, and I recommend all of the below.

---Lands!---

As for ramp, you might like some of the following!

In the end, a good mana base is always important and I recommend all of these cards! If this helps be sure to check out my own doubling deck, Double Trouble EDH! Anyways though, hope this helps, good luck on your deck, and have a great day! Happy tapping!!!

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

2 months ago

Changes are coming to this Scion of the Ur-Dragon EDH/Commander deck!

The ten check lands (Glacial Fortress, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Sunpetal Grove, Isolated Chapel, Clifftop Retreat, Sulfur Falls, Hinterland Harbor, Woodland Cemetery) are being replaced by the following:

  1. Indatha Triome

  2. Raugrin Triome

  3. Zagoth Triome

  4. Savai Triome

  5. Ketria Triome

Introduced in Ikoria: Lair of Behemoths, the triomes are more versatile than the check lands. Each offers an additional color and are perfect targets for our fetch lands. In fact, any turn 1-3 fetch lands should target triomes. Additionally, late game we can cycle an unwanted triome and draw a card, an ability previously missing in the deck.

  1. Mana Confluence

  2. Exotic Orchard

  3. Unclaimed Territory

For the cost of one life, Mana Confluence gives us one mana of any color. In the best case scenario, Exotic Orchard will act as Command Tower #2. In the worst case scenario, Exotic Orchard is worthless. In the most likely scenario, Exotic Orchard will be closer to a Command Tower than a useless rectangle of cardboard. Unclaimed Territory limits our colored mana to casting only dragons, but still provides for our non-dragon spells.

  1. Fellwar Stone

  2. Smothering Tithe

Including Fellwar Stone and Smothering Tithe increases our ability to ramp. Fellwar Stone is an artifact version of Exotic Orchard while Smothering Tithe taxes each opponent with for each card drawn. Failure to pay the tax gifts us with a Treasure. Slimming the land count from 40 to 38 by adding artifact/enchantment ramp is noteworthy. It's an attempt to cast Scion of the Ur-Dragon more quickly and try to outpace our opponents.

A few other changes:

  1. Fierce Guardianship replaces Chromium the Unmutable. Chromium the Unmutable was slotted into this deck in order to protect Scion of the Ur-Dragon. It costs a card to do it, but in the end after activating Scion of the Ur-Dragon and becoming a copy of Chromium the Unmutable our General/Commander will have hexproof until the end of turn. I believe Fierce Guardianship can protect Scion of the Ur-Dragon better.

  2. Guardian Project replaces Steel Hellkite. Removal is strong in our deck? Card draw is not. In order to add the awesome card-drawing ability of Guardian Project, we remove Steel Hellkite. This exchange was not difficult, as activating Scion of the Ur-Dragon to become a copy of Steel Hellkite was as rare as winter roses.

  3. Rhystic Study replaces Wipe Away. I'm pretty sure our lack of card draw was documented earlier. By adding Rhystic Study, we add one of the best card-drawing spells in our format. Our removal is strong, and swapping out a removal spell for Rhystic Study is warranted.

To summarize:

Our land count dropped from 40 to 38, but gained more versatility throughout the mana base.

Our number of dragons dropped from 28 to 26.

Our number of ramp/card-draw spells increased by four (Fellwar Stone, Smothering Tithe, Guardian Project, Rhystic Study).

Collectively I believe that these 13 changes make the deck stronger and more balanced. What do you think?

SynergyBuild on Poll - Top 10 budget …

2 months ago

Zagoth Triome, etc. all are great!

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