Zendikar Resurgent

Zendikar Resurgent

Enchantment

Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. (The types of mana are white, blue, black, red, green and colourless.)

Whenever you cast a creature spell, draw a card.

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Printings View all

Set Rarity
Commander 2017 (C17) Rare
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Zendikar Resurgent occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

Green: 0.62%

Zendikar Resurgent Discussion

Pray_for_Snow on Uro Commander

1 day ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.

Artifacts

The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.

Creatures

Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.

Enchantments

Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.

Lands

Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

jakeelephant006 on Nylea, Hydra-eyed

1 day ago

Interesting build. If this is really a Hydra deck, then Gargos, Vicious Watcher is probably the better general but Nylea, Keen-Eyed is a cool choice. Also, there are a few interesting picks in here. First off, I would cut one of your two Genesis Waves for a Forest or some other green non-basic or utility land. I'll stick with non-creature spells for now. I'd for sure take out Tempt with Discovery in favor of a Skyshroud Claim, Circuitous Route, or Explosive Vegetation. Other than that everything in non-creatres looks pretty good. If you're looking for cuts I'll list the top few cards I think could get cut. Nissa, Vital Force doesn't seem at her best since you don't have too much landfall synergy. Bow of Nylea isn't an amazing card, but it is a super utility piece and it's very flavorful. I'd also say you could try slotting in a Kenrith's Transformation or a similar green removal enchantment. Return to Nature, Krosan Grip, or Reclamation Sage (Since you're running Woodland Bellower) could also warrant a slot for additional removal. You also seem a tad bit short on card draw. You've got a little bit, but I think it could be bolstered a bit. Harmonize, Zendikar Resurgent, Guardian Project, and Lifecrafter's Bestiary are all good options. Just a couple other ideas here: Rhonas's Monument, Nissa's Pilgrimage, Shared Summons, and maybe a Triumph of the Hordes or Overwhelming Stampede.

Optimator on Bastards on Parade

1 week ago

Some potential cards. Most of these might be side-grades or out of budget but are worth noting in the Maybeboard. I have a few of these:

Ramp:

Creatures are obviously optimal, what with elf anthems and counters and stuff. I would try to squeeze in the first three if you can. The tempo of getting your commander down on turn 2 is amazing.

Fyndhorn Elves , Priest of Titania , Boreal Druid , Farhaven Elf , Leyline of Abundance , Castle Garenbrig , Llanowar Tribe , Overgrowth , Reap and Sow , Kodama's Reach , Explosive Vegetation , Nature's Lore , Ranger's Path , Skyshroud Claim , Grow from the Ashes , Emerald Medallion , Growing Rites of Itlimoc  Flip, Harrow , Circuitous Route

Utility:

Rishkar's Expertise , Soul's Majesty , Mirror Shield , Zendikar Resurgent , Primal Rage , Heroic Intervention , Return to Nature , Overwhelming Stampede , Overrun , Beastmaster Ascension , Loxodon Warhammer , Colossal Majesty , Rancor , Vivien, Champion of the Wilds , Blossoming Defense , Withstand Death , Titanic Brawl , Ancient Animus , Momentous Fall , Nature's Claim , Once and Future , Regrowth , Wildest Dreams , Road of Return , Creeping Corrosion , Season of Growth , Blanchwood Armor , Sandwurm Convergence , Garruk, Primal Hunter , Vivien Reid , Vivien of the Arkbow , Ghost Quarter ,

Aspect of Mongoose is nice but prevents untapping shenanigans with your commander.

Counters:

Some obvious out-of-budget stuff here and some lower-powered stuff too but I'll suggest them for posterity.

Llanowar Reborn , Karn's Bastion , Forge of Heroes , The Great Henge , Incubation Druid , Loyal Guardian , Tuskguard Captain , Pollenbright Druid , Solidarity of Heroes , Biogenic Upgrade , Durable Handicraft , Planewide Celebration , Courage in Crisis , Verdant Confluence , Bow of Nylea , Contagion Clasp , Contagion Engine , Hydra's Growth , Path of Discovery , Retreat to Kazandu , Forced Adaptation , Evolutionary Escalation , New Horizons , Nissa, Voice of Zendikar , Jiang Yanggu, Wildcrafter , Vivien, Arkbow Ranger , Kalonian Hydra , Arbor Armament , Stony Strength , Savage Summoning , Hunger of the Howlpack , Soul's Might , The Crowd Goes Wild , Armory of Iroas , Weapon Rack , Predatory Hunger , Primeval Bounty

I have a Drove of Elves I'm not using

Zsi on Animar EDH +1/+1 Counters

1 week ago

Hey Last_Laugh, thank you for your suggestions! You are right, im intentionally avoiding specifically Cloudstone Curio . The only infinite thing i have is Ancestral Statue , which i put in because it comboes with Animar by itself and kinda for the lulz. I've tried to focus on cards that generally work by themselves and with Animar, without needing other cards to combo with. Lots of hydras as you can see :D Ive tried going for consistency rather than power plays.

My ramp choices are mainly because i want my ramp on 2cmc so that i have a decent turn 2 play that helps fix my mana for turn 3 Animar as consistently as possible. I do have Wood Elves already though. Beastcaller Savant could be worth a spot.

I might consider Soul of the Harvest instead of Zendikar Resurgent , since they almost do the same thing and the discount from Animar helps the former and not the latter. Not sure my deck is creature heavy enough for Vizier of the Menagerie , though i might be completely wrong.

Fierce Empath could probably be good. Though it has few targets, they are all pretty powerful.

Again, thank you for your suggestions, constructive critisism is always welcome! I'll also take a look at your decks for sure.

slashdotdash on Green stompy

1 week ago

This is not bad at all. I have a couple of suggestions off the top of my mind though...

-----Organization-----

First off, I highly recommend using custom tags to sort your cards. To do this, go into the "edit" mode where you can see your card list. It will look something like:

1xArbor Elf

1xBeast Within

1xShared Summons

You can then add tags by using #Category after a card. For example:

1xArbor Elf #Ramp

This will assign Arbor Elf to the "Ramp" category. Unsorted cards are assigned to "Other" by default.

I recommend these categories;

  • Ramp (Aim for 12-16 of these. A card that costs more than 4 mana is too slow to be reliably called Ramp)
  • Draw (At least 12)
  • Removal (Around 8, make sure you can deal with other commanders/creatures!!!)
  • Sweepers (Boardwipes, Green doesn't really have many it's okay)
  • Support (Stuff that isn't obviously powerful but makes certain cards in the deck busted. Examples are your equipment)
  • Lands (Obviously. Aim for 34-37. This deck wants 34-36)

The remaining cards can be categorized based on the specific inner-workings of your deck. For example, this deck might have a "Big Bois" category for creatures that are just huge.

Depending on your sorting preferences, it can by okay to tag one creature with multiple tags. For example;

1x Thorn Mammoth #Removal #Big_Boi

Onto my Card Suggestions:

-----Suggestions-----

Onto the cards I would suggest cutting:

-----Cuts-----

  • Elixir of Immortality . Your deck doesn't ever want to be in a game where this utility would be useful. This card simply doesn't do much. You already have Eternal Witness and if you really want a late-game reload, try Creeping Renaissance or Seasons Past .
  • Gigantosaurus is alright, but I'm not in love with a 10/10 with no abilities. I know, I know, he makes Ghalta cost only 2, but I still think there are better options. Trust me when I say a creature with some sort of utility is preferable here. Ideas include the aforementioned Soul of the Harvest , Primordial Sage or a fight creature such as Thorn Mammoth or even another removal creature like Woodfall Primus or Terastodon (sorry, I know these are all really high CMC). Generally, cards that don't have some sort of utility are just not going to save your life when things get ugly.
  • New Horizons and Gift of Paradise could be replaced with faster ramp. For the sake of having creatures (for cards like Guardian Project and Beast Whisperer , not to mention Ghalta, Primal Hunger ), it would even be better to run Wood Elves , Springbloom Druid , Yavimaya Dryad , or Farhaven Elf .
  • Diamond Mare just isn't relevant. Sorry, but if you are in a position where gaining a small amount of life matters, odds are any other good green card would have done more to prevent you from being in such a bad spot. Your deck wants to be the aggressor, and quite honestly your offense will be so scary that most opponents wouldn't even consider attack out of fear of provoking you and simultaneously tapping their defenders. It isn't uncommon for a Green deck to retain the highest life total for a long time without the need for lifegain.
  • I think you have a few too many artifacts. Remember that your commander LOVES having creatures on the field, so finding ways to turn your artifact utility into creature utility will go far.
  • Staff of Nin is very slow and could be something like Garruk's Packleader instead.

-----Conclusion-----

All things considered, you've got a reasonably strong lineup. In a broad sense, I would recommend finding ways to include creatures with utility, since Ghalta appreciates bodies on the board and interaction allows you to curb your opponents' shenanigans as much as possible. Additionally and as I noted, there are fairly budget-friendly ramp options for the deck that are purely faster. Remember to keep a close eye on your Ramp and Draw, as these are the lifeblood of a commander deck, midrange especially.

It is worth mentioning that I never go below 34 lands. 35, and 36 are usually safe, so if you find yourself land-starved just add like 2 Forests and that should help.

Overall, you've done a good job though. Good luck making edits and please feel free to contact me about further changes/advice. I LOVE deckbuilding and Green is one of my colors ;)

wyzeman on Walk in the Vastwood

2 weeks ago

Dryad of illysian Grove seen to be very nice in 3 or 4 color deck or if you can play cards of your opponents. But in this deck I think it's just to be a bad version of courser of kruphix. Or maybe is just that I like to much playing cards from top of my library.

Nyxbloom seens powerfull, but for 7 it might be a little slow. But I think it worth a try. for 7 mana I can also considering Boundless Realms or Zendikar Resurgent

Rzepkanut on Should Nyxbloom Ancient be banned?

2 weeks ago

Nyxbloom Ancient is a 5/5 trample combined with one and a half Mana Reflection s for 7 mana. Its a great rate for it but its not a new concept to have a huge big mana accelerator permanent. Its much better than Nikya of the Old Ways and maybe even Mana Reflection (really its like a combo of both). However in the end its only an unprotected and expensive to cast creature that probably doesn't do anything unless you untap with it, plus it can die to enchantment removal to boot.

Is Nyxbloom Ancient really an auto include in every green deck then? Its not better than Zendikar Resurgent in my opinion...so does that card also need a ban for being an auto include? Is Mana Reflection also bannable in your mind too? If not, why not? It's less mana than Nyxbloom Ancient and it can't die to Doom Blade .

I have no idea why Nyxbloom Ancient , Zendikar Resurgent or Mana Reflection would be considered for a banning myself. Nyxbloom Ancient doesn't really do anything original or broken if you think about it in this context. Mostly it just looks like a shiny new toy that fits in with all my old similar toys.

enpc on Should Nyxbloom Ancient be banned?

2 weeks ago

I don't see a problem with the card. It's good in casual for sure, but it's not broken at all.

TypicalTimmy: There are a few issues with your logic:

The first is thas as a combo piece, Nyxbloom Ancient isn't that good. The game (and commander especially) is so saturated with combos that antoher combo card isn't a big deal. And sure, it does work with sneak attack, but Palinchron for example actually combos directly with attack. This just acts as an enabler for other combos, meaning more moving parts and slower combos in general. And with Tooth and Nail for example, we already had Vorinclex, Voice of Hunger lines. My point is that there are so many combos that are already better than this so from a combo standpoint it's not a game changer (unlike Thassa's Oracle ).

In terms of raw power, it's a good card for sure (in casual seetings at least). But we already had a bunch of card that provide mana doubling effects (like Zendikar Resurgent which also draws cards) and in this case it's on a 7 mana, triple green enchantment creature body, which makes it fragile to two different types of removal.

Sure there will be decks built to cheat it out really quickly and abuse it, but a) this won't be the majority of decks and b) decks that are focused like that should be playing against other more focused decks too (who are packing sufficient removal). You made a point about protecting it but even in this set we've just seen more hexproof hate. Not to mention that if your opponent pillow forted up so hard that when thy dropped this you couldn't do anything about it, then you had most likely already lost that game but didn't realise yet.

Your concern here is that this card aalone makes decks too strong, but I just don't see that being the case. And in matchups where this is doing work (disproportionately to the other decks), chances are that the deck running it is already outclassing the other lists and that ultimately it wouldn't make that it fits under the win more category.

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