Zendikar Incarnate

Legality

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

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Set Rarity
Magic Origins (ORI) Uncommon

Combos Browse all

Zendikar Incarnate

Creature — Elemental

Zendikar Incarnate's power is equal to the number of lands you control.

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Zendikar Incarnate Discussion

GeminiSpartanX on [[Primer v3.2]] - OM_RATH!!! (C17 Update!!!)

1 month ago

I'm actually not completely sold on traverse the outlands, at least not in all omnath builds. This version runs very few creatures with power > 2, so I'm not sure what it would replace. If you have a build that runs cards like Rubblehulk, Zendikar Incarnate, Mina and Denn, Wildborn, and multiple other mid-sized to larger creatures, it would be good. In Vexen's build though I'm not sure it makes the cut.

TuesdayTastic on Super Smash & Burn

3 months ago

Ok, Round 2.

So you want to build a classic Timmy deck and ramp up to big creatures, and kill with big creatures. Seems like a solid strategy. Here are my suggestions.

First, go all in on land ramp or creature ramp.

With land ramp, cards such as Explosive Vegetation, Explore, and Cultivate are your best friends. If you are doing this you'll need to run a land count that is roughly around 25-28 lands, in order to facilitate you pulling them all out of your deck. You will then want up to 1/6th of your deck to be payoff cards. (Based off of a quick look at a typical tron deck). Creatures such as Rubblehulk and Zendikar Incarnate get tons of value off of the higher land count. Ground Assault can be a powerful removal spell provided you have enough lands. Savage Twister can also be used as a boardwipe, that you can control the strength of. Rampaging Baloths is also a card that can seal the game for you. And one swing off of Baloth Woodcrasher after an explosive vegetation can mean lethal.

Creature ramp on the other hand is a little different. You can play less lands, up to 22-24, as long as you are playing enough 1 mana dorks. An interesting thing to note about 1 mana dorks is how they speed up your gameplan. If you play a dork on turn 1, then on turn 2 you will have 3 mana, essentially gaining a turn over your opponent. If you play a dork again, on turn 3 you should have 5 mana. (Assuming you are hitting your land drops). In this case cards such as Explosive Vegetation aren't as good, because you won't be able to play in on turn 2, and on turn 3 casting it will leave you with one unused mana. So you want to build the curve of your deck so that it takes advantage of this by having a turn 1 dork such as Llanowar Elves, a turn 2 dork that costs 3 such as Greenweaver Druid, and on turn 3 play a six drop such as Terra Stomper or Soul of the Harvest. (By the way, this same principle applies to the land deck because Cultivate will get you to 5 mana on turn 4, and Explosive Vegetation will get you to 6.) I would also recommend making this deck mono colored, and use your removal in cards such as Prey Upon.

The third option is to go full on Tron. The urza cycle of Tron lands can get you to 6 mana on turn 3 with just the lands. It is all colorless mana however. Tron is a very powerful deck arcehtype, and is even Pauper legal. Here's a pauper list that might give you ideas on how you could do something similar if you decided to go down that route. https://www.mtggoldfish.com/archetype/pauper-temur-tron-22406#online

There are a lot of different ways to take this deck, but the important part is deciding on where you are going to take it and sticking with it. You can have mana dorks in your lands list but it might not run as well, and vice versa for anything else. You have to choose what you want and work to narrow it down into something that is cohesive. Good luck with your deck, and let me know which route you take! I might end up making the other list haha!

Remember, you can always order your list online. Most of the cards in this strategy should be fairly cheap, and shouldn't break the budget.

seshiro_of_the_orochi on Red/Green Landfall

3 months ago

This deck is a little messy, so it's hard to say what to take out and what to increase in numbers.

At first, maybe you want to take a look at a pretty interesting (though Bant coloured) landfall deck: Moonfall

You definitely can drop the following: Synod Sanctum, Temple Bell, Pinecrest Ridge, Natural Connection, Grazing Gladehart, Solemn Simulacrum, Retreat to Kazandu and Zendikar Incarnate. This makes fourteen cards less. Then you should also drop some basics to get to somewhat around 15 of these. With the rest of your lands, you'll have 24. That's enough. We now have shrinked your deck by 33 cards and are at 63 cards if I counted properly.

From here on, I'd drop the two Blighted Woodlands and the silvan primordial. This would put the deck at sixty cards with an ok amount of 22 lands. Sounds a lot better. And now, you could play some games and start tweeking the numbers of your leftover cards.

djewell on Naya EDH Deck

3 months ago

Hey!

Commander is certainly my favorite format!! I would be happy to give ya a few pointers for what it's worth!

One thing that I noticed off the bat is that you have lots of tapped lands! I think you will find that very annoying to you and even that you don't need quite so many dual lands in the deck. I would take out Inspiring Vantage and in stead put in Clifftop Retreat. As well, I think Hanweir Battlements does nothing for you but slow you down since your commander already gives haste. However, if you run Hanweir Garrison (which I think you should) then it might be worth leaving in!

Myriad Landscape, Needle Spires, Rugged Highlands, Scattered Groves, Sheltered Thicket, Blossoming Sands, Sunscorched Desert, Teetering Peaks and Wind-Scarred Crag could be taken out, I would throw in some more basic lands unless you feel like dropping a lot of money on a deck and get some expensive but good dual lands which don't enter tapped... but I don't think you will need those honestly.

I feel like currently the deck is all over the place! It needs a little focusing to where you want to go with this. Commander is much more fun when you focus on getting out fun combos or cards that pair well together!

I think what i'll do is tell you about some cards you don't need in here and then some cards that you should absolutely put in here, and then some directions you might want to go towards with the deck!

Ruric Thar, the Unbowed is a good card, but you are running too many non creature cards! He will hurt ya! (i built a commander deck with this guy as the commander. If you want to use him still, you can check out that deck for inspiration). Stop Hitting Yourself!

Zendikar Incarnate , Omnath, Locus of Rage and Mina and Denn, Wildborn are better for landfall decks, and won't be as much use outside of it. By the time you have 4 mana, you typically won't have more than one land card in hand at a time anyways, and if you just want the trample ability, there are much better cards out there for ya!

You can find better cards than Sylvan Reclamation for removal, depending on what you decide to do with the deck!

Wilderness Elemental is not particularly great.

Radha, Heir to Keld is not bad, but the two red mana empties from your mana pool after your combat phase ends. if you want to go for mana ramp and something similar, might i suggest Savage Ventmaw or Skyshroud Elf? Those two are similar but in different ways. The nice thing about skyshroud is that he can tap for green, red or white (since he taps for green and the second ability would allow you to use that green mana to turn it either red or white) and you can use it to filter your mana to the color you want (besides green). the mana produced by Savage Ventmaw doesn't deplete between phases.

Oversoul of Dusk while hybrid mana, is harder to cast in your 3 color deck and the card itself isn't necessarily that great. Green and white are very common colors in commander.Now Rubblebelt Raiders on the other hand.. might be worth it, and less mana intensive!

Thelonite Hermit is not super great since you're not creating tons of saproling tokens. I don't even really run it in my Tana, the Bloodsower commander deck.

Odric, Lunarch Marshal gives all your creatures double strike and vigilance when you have your commander out.

Bastion Protector aslo pairs well with Odric.. all creatures you control get indestructible.

Odric, Master Tactician is also good for you no matter what direction you decide to go with the deck!Content goes here

I see this really going anywhere. Your commander is quite flexible!

  1. You could find some way to play with your commander's untap ability (with things like Intrepid Hero or Heartless Hidetsugu and other cool creature tap abilities). you could use Illusionist's Bracers to copy the untap effect when you pay the mana cost. Heck, you could untap her with that free untap. Creatures with tap abilities can tap the same turn they come out as long as you control your commander!
  2. You could build a token deck featuring things with "devour" creatures, Anointed Procession and Parallel Lives.
  3. you could focus on large creatures that you can cast to smash into opponents the same turn they come out.

That's about all I have for now.. decide what you want to do to focus the deck and I will be looking to give you ideas wherever you decide to go with this!

DiamondFlavor on Zendikar incarnate PDH

4 months ago

I'm loving the no-lands strategy here, very powerful synergy with Zendikar Incarnate

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