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

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Legality

Format Legality
Oathbreaker Legal
1v1 Commander Legal
Pioneer Legal
Legacy Legal
Canadian Highlander Legal
Commander / EDH Legal
Highlander Legal
Modern Legal
Tiny Leaders Legal
2019-10-04 Legal
Custom Legal
Unformat Legal
Duel Commander Legal
Casual Legal
Leviathan Legal
Vintage Legal
Limited Legal
Block Constructed Legal

Zendikar Resurgent occurrence in decks from the last year

Latest Decks as Commander

Zendikar Resurgent Discussion

ImaginitiveRascal on Temur clo(w)n(e)-party

22 hours ago

I think Mirror March might be good. Maybe a few more lands too. Zendikar Resurgent might be nice.

Lanzo493 on Ruric Thar, the aggro stax

3 weeks ago

Quiero mencionar algo sobre la carta Primal Surge. Dice que "puedes ponerla en el campo de la batalla," o sea, puede terminarlo cuando quiera. No hay que usar todo el biblioteca y morir debido a Fog o Teferi's Protection.

Dijo que queria cartas que le dan cartas constantamente. Tengo experiencia con eso. No quiere usar cartas como Soul of the Harvest porque le mataria cuando usa Primal Surge. Pero si puede usar Beast Whisperer y Primordial Sage. Zendikar Resurgent hace la misma cosa, pero cuesta mas que Ruric Thar. Todavia vale la pena. Nikya of the Old Ways seria perfecto aqui.

TheRealSpecialK on Mana doubler question.

1 month ago

Here is how it would work:

You tap a land for mana.

Mana Reflection triggers, so you now have two mana in your mana pool.

Because you tapped a land for mana, you add an additional mana to your pool from Zendikar Resurgent so we are at a total of 3. This repeats for any other effects that are in play (Dictate of Karametra adds another for a total of 4, Heartbeat of Spring for 5, etc.).

The reason for this is when an ability is worded the way it is on Zendikar Resurgent the land itself isn't producing two mana - rather after tapping for mana, your are adding an additional mana to your pool. Because the land itself isn't producing the mana, Mana Reflection would not see it. Now, if you had Nyxbloom Ancient and Mana Reflection out at the same time, they would compound, and you would add 6 mana to your pool for tapping a single land (2 X 3).

Let me know if you would like me to further clarify.

Smellyolivebreath on Mana doubler question.

1 month ago

If I have a card like Zendikar Resurgent (or Dictate of Karametra or Heartbeat of Spring) along with something like Mana Reflection, does the land produce 4 mana because 2x2=4, or three because it’s the enchantment itself (resurgent, dictate, heartbeat) that’s creating the mana and so only the original land mana is doubled making it produce 3 mana instead. On a similar note, if instead of having a resurgent or something similar, I had a Fertile Ground (or Utopia Sprawl or Wild Growth) along with a Mana Reflection. Would the land produce 3 or 4 mana?

Starsky2814 on Omnath, A Song of Creation and Chaos

1 month ago

unwucht, Carpet of Flowers should be a great way to make the deck faster and provide an over abundance of mana to empty into one of our sinks, most specifically Finale of Devastation. BTW I cut the Forest and replaced it with Dryad Arbor. So if we roll out an early Tooth and Nail that isn’t quite ready for Craterhoof Behemoth/Avenger of Zendikar, we can grab Emiel the Blessed/Dockside Extortionist for infinite mana (assuming there are at least 4 enchantments/artifacts on your opponent’s field). This will give us the win with a fetch grabbing the Dryad. Assuming it checked out, I had a turn 4 win with that combo in testing. Also, Chromatic Orrery has won me over in testing and will become a permanent in my list. Normally I’d say the card is too expensive and not worth the add, but it is so easy to get out by turn 4-5. Plus, I’ve known people to spend the same amount of mana into a Zendikar Resurgent and to me I feel like I get more out of the orrery.

slashdotdash on Golos attempt II

1 month ago

Hey there Kronhamilton,

First of all, I like the improvements you’ve made to your deck. It’s already looking a lot slicker and I can see you’ve made some very fun looking changes to how the deck plays.

You’ve got a nice array of threats (I always love to see the Bringers and Ur-Dragon) and a decent amount of ramp which are both a big plus. Additionally, you’ve got the beginnings of some nasty graveyard synergy shaping up, which looks really, really cool as a sort of plan B.

That being said, I’d like to make a few suggestions to help guide you toward a more consistent and powerful Golos deck. Please remember that these suggestions are just my informed opinion, and that I totally respect whatever deck choices you decide to make. I really just want to help you get comfortable with deck building and learning what to look for in a ‘good’ or ‘bad’ card.

Broad Suggestions

I would encourage you to add 2 Lands, 3 Removal cards, and 8 Draw cards. I’d also think about adding 2 more Ramp cards, but that is less critical to the overall health of the deck. Your Threats look great and I think your Sweepers are also appropriate. Anything that synergizes with your graveyard backup plan is great.

There are a couple of things to think about as you play this deck; 1. “Am I happy or sad to be holding this card in my hand or drawing it off the top of my deck?” – If a card seems to constantly be ‘the wrong card’ for the situation, or you can never seem to cast it, or you always play other cards instead, or you tend to die while holding a certain card, then you probably want to think about how well that card fits in your deck and whether or not you should cut it or modify the deck to support it. 2. “What ongoing advantage does this card give me?” – Some cards seem like a decent card based on having decent power/toughness, a fair cost, and some neat keywords or abilities. Just having those upsides alone though doesn’t make a card truly powerful. Instead, try to think about what ways a card can synergize with your deck to create crazy effects or otherwise how it will become more dangerous as the game progresses (like a Quartzwood Crasher, Scute Swarm, or Giant Adephage). Additionally, try to find cards that do multiple things such as Chasm Skulker which gets bigger when you draw cards and also explodes into tokens when it dies, or even Ravenous Chupacabra which deals with a threat and also acts as a blocker when you are facing pressure. The key is finding a way to levarage the most amount of value in each individual card – even a 2 mana ramp spell will set you up to play all of your future spells 1 turn earlier than normal for the rest of the game, which can be an insane advantage when you think about it. 3. “Am I out of options?” – If you can’t seem to find a solution to a problem or you’re ‘running out of steam’, then it is likely that you need more card draw and more ways to create ‘engines’ that accrue value. An example of an engine would be Fertilid + Evolution Sage or Rampaging Baloths + Elemental Bond or Kruphix, God of Horizons + Victory Chimes or Atraxa, Praetors' Voice + Ajani, the Greathearted or Anointed Procession + Endless Ranks of the Dead or Search for Azcanta  Flip or Deadbridge Chant or Mind Unbound, etc.

Ramp

Your ramp looks pretty good with 10 dedicated Ramp cards. I’d suggest adding 2 more Ramp spells to really help speed things up early. Examples would be Kodama's Reach, Llanowar Elves, Wild Growth, Farseek, Rampant Growth, Springbloom Druid, etc.

Ramp - 10

Not Ramp

Draw

Overall, I think your card draw package needs a little bit of love. I want to note I see a lot of ‘looting’ effects like the ones on Teferi, Master of Time or Obsessive Stitcher and while these cards are great for a graveyard strategy they still don’t count as card draw. I’d keep most of these ‘looting’ type cards, but try to find cards that get you about 2 or 3 cards such as Harmonize, Concentrate, Escape to the Wilds, Urban Evolution, Moldervine Reclamation, Deathreap Ritual, Recurring Insight, Mind Unbound, Underworld Connections, Cloudblazer, Mulldrifter, Drawn from Dreams, Return of the Wildspeaker, Harvester of Souls, Momentous Fall, Dream Trawler, Keeper of Fables etc.

Draw - 2

Not Draw

  • Barrin, Tolarian Archmage – drawing 1 card does not really count. If anything, Barrin is like slow, bad removal for dealing with your opponents’ stuff temporarily. If you’re interested in reusing Golos’s land finding ability I would recommend playing Soulherder instead.

  • Solemn Simulacrum – He has sort of ‘incidental value’ with his death trigger but doesn’t actively net you a bunch of cards like Keruga, the Macrosage or Beast Whisperer. Sad Robot is still great though.

  • Titanoth Rex – still keep this guy because he is a threat that isn’t dead in your hand on turn 5.

  • Void Beckoner – same story as the Rex

  • Teferi, Master of Time – Teferi’s great, but he is really at his best when you’ve got 4-7 card in hand so that you can throw a bunch of big threats to the graveyard and hopefully draw a reanimation spell. Other than that, Teferi isn’t going to refill your hand so he doesn’t count as true draw.

Removal

Your removal package looks like it needs a couple more additions to keep your deck responsive and able to handle imminent-doom type threats. It is worth noting that cards like Blatant Thievery or Mythos of Illuna can save you in certain situations, but be wary of their crazy mana costs and the fact that they are not instant-speed answers. Examples include Mythos of Nethroi, Beast Within, Price of Fame, Reality Shift, Terminate, Return to Nature, Putrefy, Utter End, Eat to Extinction, Murderous Rider, etc.

Removal – 4 (aim for 7)

Cuts

There are several cards that I would consider cutting first when modifying the deck.

  • Lukka, Coppercoat Outcast - he relies very heavily on luck and only interacts with creatures. This makes him good with only 30% of your deck. Additionally, Lukka can’t ‘protect’ himself like Garruk can (making tokens to block for him), nor does he have an immediately accessible removal ability like Teferi. Overall, Lukka is interesting but a little lacking in consistency, defensibility, and power.

Azusa, Lost but Seeking – you don’t have enough land + card draw to really capitalize on Asuza’s ability. Yes, you can use the double lands (like Gruul Turf) to bounce a land to hand and then play that land with Asuza, but realistically that’s such a narrow and relatively tame synergy (in this non-landfall deck, that is) that you would be better off playing a Farseek or a Rampant Growth or even a Fertile Ground.

  • Sparkhunter Masticore - This little fellow has a major drawback and no seriously crazy abilities that make him worthwhile. Yes he can deal with planeswalkers, but so can a Murderous Rider or an Eat to Extinction. Yes he can be an indestructible 3/4, but you have to pay 3 mana just to make him indestructible. Under normal circumstances that’s 6 mana for a 3/4 that dodges death one time - a 3/4 just isn’t fantastic. The biggest bad news about this robocat is its “additional cost to cast” ability which means that even if you hit it with Golos’s ‘Rainbow Wheel of Death’ ability, you still have to discard a card for a 3/4. I just honestly think you’d rather have a removal spell (Beast Within, Mythos of Nethroi) instead of this cat any day.

  • Pursued Whale - While this whale is kinda cool and he does force combat, he is just sorta expensive for what he does. 7 mana for an 8/8 is pretty standard and giving your opponents tokens (that they could just attack you with or sacrifice to an effect) can be a bad idea in some situations, such as when they have an Beastmaster Ascension or a similar effect on the field. While his semi-hexproof ability (3 more mana to target) seems nifty, that is one of the only really powerful highlight abilities of this card, meaning that ability is protecting a relatively low-powered card. A couple immediate alternatives come to mind for me; Geode Rager to force combat AND keep you safe, and Dream Trawler for a flying, hexproof, lifelinking, card drawing threat.

  • Renata, Called to the Hunt - She just isn’t fantastic. You aren’t playing a devotion centric deck in which she might become a 10/10, and your strategy doesn’t really care about 1/1 counters either. I would consider replacing her with a Harmonize or another 3 or 4 drop with more impactful abilities. Heck, even another reanimation spell could be nice like Unburial Rites or Grave Upheaval since your deck seems to have some tendency to but things in the graveyard for later.

  • Lorescale Coatl - Cards like this (or his bigger cousin Chasm Skulker) are really designed for “wheel decks” that play “wheel effects” like Windfall or Reforge the Soul. He is fine, but really not much better than that. If you want a threat that can grow faster and do more important things, try Managorger Hydra or even Scute Mob.

  • Colossification - This aura is too expensive, taps your creature down, and worst of all is an aura. Auras are generally quite bad because your opponent can destroy your creature and the aura attached to them with one spell – and odds are they’ll do that because it is usually too juicy not to. The fact that you can’t attach Colossification and attack immediately means that your opponents will have a full turn to deal with it before you get a chance to use it (and keep in mind your Colossified creature needs to survive 3 opponents’ turns!). This means you’ll most likely run out of cards in a hurry without accomplishing anything.

  • Door to Nothingness - Unlike Progenitus, you can’t reanimate the Door, nor can you get its full value off of the Rainbow Wheel of Death. The only time this card does anything at all is when you literally have 10 mana of the exact color combination necessary to use it. It’s still your call, and I know some people make it a goal to Door their opponents, but be warned: you probably don’t have as much ramp as you need to make this work well. I’d consider supporting this crazy cards (and your many expensive threats for that matter) with a few more ramp spells – Boundless Realms, Migration Path, Circuitous Route, Kodama's Reach, Explosive Vegetation, Zendikar Resurgent

  • Azor's Gateway  Flip – This card belongs in a very specific variant of Golos. That variant is the Minamo, School at Water's Edge Golos deck which also runs stuff like Vizier of Tumbling Sands, Fatestitcher, Kiora's Follower, and other payoffs like Jegantha, the Wellspring, or Captain Sisay. Especially considering that Sanctum of the Sun (the flip side) adds X mana of only 1 color, I think this card is just rarely going to work like you want it to unfortunately.

  • Lathliss, Dragon Queen - Basically, you only have 3 other dragons in the deck so I would either exchange a bunch of cards for more dragons or cut Lathliss, since she will rarely be able to use her best ability (5/5 tokens). Keep in mind, you could also run a bunch of cards with the ‘changeling’ keyword if you wanted to get really funky, in which case you may as well also play stuff like Yuriko, the Tiger's Shadow, Reaper King, Crested Sunmare, The First Sliver but that’s a very slippery and insane slope that I’m not sure you want to get sucked into.

Summary

Nice changes Kronhamilton, I can see that your deck is really starting to shape up as a rampy graveyard-mingling Golos deck, and that’s really cool. I encourage you to try and pay attention to what situations you find yourself in, as that’s often the best way to tell what cards you need to cut or add to the deck for it to work best. As a default, I’d consider making a few of the changes I mentioned in the Broad Suggestion section, as those changes should just generally help with your deck’s consistency.

Please do let me know how you decide to tune your deck – it’s really fun to watch honestly, and I’m always down to help advise you. Other than that, take care and enjoy Golos!

Best,

-Slashdotdash

DoomNoodle on Azusa found some friends

1 month ago

Thanks for the suggestions! Zendikar Resurgent is going in soon when I meet up with a buddy for a trade! I dont know how I forgot about Sanctum of Ugin but thats going on my buy list! the rest of these as well too! cavern and prismatic may be a bit since the price tag but absolutely need gotten! I havnt had much play test with her yet but card draw most definitely is needed more of haha

Profet93 on Azusa found some friends

1 month ago

Sanctum of Ugin - Tutor

Eternal Witness > Nature's spiral

Field of the Dead - Who doesn't love zombies flooding the field just by playing lands?

Fabled Passage > Evolving Wilds

Prismatic Vista > Terramorphic expanse

Yavimaya Hollow - Protection

Zendikar Resurgent > Foresaken Monument - Costs 2 more but works for all your lands. Provides inherent card draw which the deck needs.

Hedron Archive > Dreamstone hedron, you want ramp that comes down earlier than T6. I understand you are playing Azusa so it can be faster, but it's a very expensive mana rock.

Nylea's Intervention - Find tron or whatever utility land you need

Cavern of Souls - Meta dependent

I would cut some of the less impactful cards and add in some more card draw and you should be good to go.

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