Zektar Shrine Expedition

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar (ZEN) Common

Combos Browse all

Tokens

Zektar Shrine Expedition

Enchantment

Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Zektar Shrine Expedition.

Remove three quest counters from Zektar Shrine Expedition and sacrifice it: Put a 7/1 red Elemental creature token with trample and haste onto the battlefield. Exile it at the beginning of the next end step.

Zektar Shrine Expedition Discussion

xaarvaxus on RGB Landfall

1 month ago

You need a lot more green sources to support the heavily weighted green CMC cards you have in the deck. I think you want a more heavily weighted red deck for Valakut but I get that all of the ramp spells make it tempting but with only 12 green sources for 77 green mana symbols, you could be waiting a long time to find to even cast one.

Cards like Ordeal of Nylea seem like it requires too long of a set up to be worth the pay off. I know I'd be willing to let the creature hit me twice and then use spot removal on it before you could get the lands. I'd say the same for Zektar Shrine Expedition . A lot of the 2 and 3 CMC creatures are a kind of lackluster unless you get those multiple landfall triggers each turn and then unless they have trample, they probably just get chumped.

I'd say a card like Searing Blaze belongs in a different format other than EDH. If you don't have the land to play, it does nothing. If you do, it probably still doesn't take out what you need to get rid of.

Funkydiscogod on Ball lightning budget brew

3 months ago

I thought about doing a deck like this a while ago, but my plan was to use Zektar Shrine Expedition , fetchlands, and the turn 4 play would be Ooze Garden to let me keep a 7/7 after cracking the shrine.

You could probably use Culling Dais to refill your hand, but it would slow your deck down a little bit.

Funkydiscogod on Great Ball of Fire

4 months ago

Back during standard many years ago, I would use Zektar Shrine Expedition , drop a Evolving Wilds and another land, and the turn 4 play was: crack the enchantment to make the 7/1, attack them, then play Ooze Garden and activate it sacrificing the elemental to make an untapped 7/7 that didn't die at the end of turn.

I bring this up because you have enough high power "sacrifice this at end of turn" creatures, that could dominate a game if turned into permanent oozes.

Funkydiscogod on Steal and Sacrifice

1 year ago

I'm not sure how many things I can recommend that will make the gimmick easier, but I can recommend things to make it more absurd.

Back in Alara/Zendikar standard, I ran a Jund-colored control and sacrifice deck that used Ooze Garden. I would take their creatures, and sacrifice them to keep their power on the battlefield under my control. I also ran cards like Zektar Shrine Expedition to make a 7/1, and I'd attack, and sac it to make an untapped 7/7 ooze. This strategy can be almost modern fast with fetchlands.

Jinxed Idol was my sideboard choice for control matchups, since they couldn't stop Khalni Garden from passing it back to them, and they cared far more about their creatures then I cared about mine (if any stuck). This might work in modern, since Death's Shadow decks thrive on dealing damage to themselves, you could hold/pass the Idol as needed.

I would say Culling Dais and Spawning Pit are the best sacrifice outlets that let you control an opponent's critter when you cast Mark of Mutiny on turn 3. Also, Wrangle hits a fair number of modern creatures.

lagotripha on Cecchino Pezzent

1 year ago

The curve feels too high, and some of your card choices are fairly low-impact. Cunning Sparkmage and Vulshok Sorcerer are best in combo lists ( Banishing Knack/Intruder Alarm/Cowardice/Fractured Loyalty/Power of Fire ) where they are a win condition rather than anything playing more linear, because 1 damage/turn for three mana is weak on its own.

They can work in more casual Deep-Slumber Titan lists. With Goblin Fireslinger existing though, (used for the bloodthirst mechanic) they almost never see play. Gorgon's head synergy just isn't reliable enough to see play outside Brigid, Hero of Kinsbaile commander, and is best non-budget for Basilisk Collar.

Looking for that kind of synergy is exactly the right mindset for effective budget deckbuilding, you just need to get used to all the options so you can find the good stuff.

Its best to go hard on exactly what you want to do with a deck, especially as a budget list. Expensive cards are usually the most versatile cards (or cards with no alternatives). So to play budget effectively, you need a strategy that keeps cropping up in MTG and go all-in. A direct damage burst with Quest is a good choice, and so is the incredible efficiency of Shrapnel Blast, so lets build around those. You want to spend a single turn taking somone from 14-15 to 0 with artifacts on the field.

Go to gatherer, advanced search. Search for red enchantments that might sit alongside quest to help hit that 'eight copy reliable' stage. Anything that catches your eye, add it to the maybeboard, so you can see how much each card costs. We can also do a search for 'double damage' and 'whenever a source damage' to pick up other likely options.

Don't grab cards costing 6 or more mana, because unless you build your entire deck to cast them, you'll never cast them. Assault Strobe, Temur Battle Rage, Dictate of the Twin Gods ( Fire Servant ), ( Curse of Bloodletting )Insult,Overblaze, The Flame of Keld all stand out to me.

But with them all sitting in or around the 5 mana slot, or being creatures pump spells, suddenly we have some deckbuilding restrictions. We need either a bunch of damage on the field which we abruptly double and win, or to spend five mana getting one to the battlefield then cast a bunch of spells.

So lets look at the tools mono-red has to do that. For the former, there are agressive creatures like Keldon Marauders, Mogg Fanatic, Mortarpod, , Seal of Fire Zektar Shrine Expedition, Emberwilde Augur etc, for the latter Fling Spark Elemental etc.

Getting a big list of all the options then picking the best, looking at both price and effect is a good habit to get into with deckbuilding- Learning to trim the fat and spot strong options helps immensely with draft formats, and can help massively streamline your lists. If you are having trouble finding options, look into the archived standard deckbuilding discussions for an archetype that might have useful tools, and steal those.

Just remember, redundant copies of any spell makes it good, and casting spells on turns 1-2-3 is very good.

BugGirl1999 on My First MTG Deck

2 years ago

Plated Crusher sure is a pretty penny to look at, but for a 7 drop it's a pretty lack luster beat stick. Take a look at Eternity Vessel. Not only is it more mana effiecent for costing one less and requiring no specific colors to cast, but it gives your deck a safety net of sorts, almost like a refresh button for your life total if you make the mistake of not leaving blockers open one turn.

A few other cards you could take a look at that might fit into your deck somewhere are Khalni Heart Expedition, Lotus Cobra, Seer's Sundial, Zektar Shrine Expedition, and Undergrowth Champion. I actually think Undergrowth could be a good replacement for Atarka. Of course these could go into the sideboard, or don't use Any at all. Just thought they kinda could fit in ya know. Well, good luck!
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