Zetalpa, Primal Dawn

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare
Explorers of Ixalan (EO2) None

Combos Browse all

Zetalpa, Primal Dawn

Legendary Creature — Dinosaur

Flying, double strike, vigilance, trample, indestructible

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Latest as Commander

Zetalpa, Primal Dawn Discussion

magicsheep on Can giving first strike prevent ...

3 weeks ago

No, as Zetalpa, Primal Dawn cannot block two creatures. You block the Dire Fleet Neckbreaker and kill it, but using Sure Strike won’t affect the toughness of the Rigging Runner. Thus, you would take a lethal amount of damage (which depends on whether the Rigging Runner had a +1/+1 counter on it).

chosenone124 on Can giving first strike prevent ...

3 weeks ago

My opponent has a Dire Fleet Neckbreaker and Rigging Runner. I have Zetalpa, Primal Dawn and 2 life. If I block Neckbreaker, kill it with first strike, then Sure Strike the Rigging Runner, will it prevent all damage?

PartyJ on Doran And His Squad of Big Booty Bros.

1 month ago

Without looking at what should be cut, depending on the course you wish to take, I would suggest these Doran assets:

Options, options.... :)

PJ

hkhssweiss on Odric might get done ever

1 month ago

xephry

Going for the soldier tribal, you want to use creatures that have more than one Evergreen ability to gain max value out of them, also consider what you want to focus more on, if you want to move on with the 'go wide' route or 'super soldiers' route as if you diversify too much your deck will be too unfocused. Here are some suggestions that can be considered:

If you don't go with an all Soldier tribal, there are some big hitters that provide a lot of utility evergreen abilities like Akroma, Angel of Wrath, Zetalpa, Primal Dawn, Danitha Capashen, Paragon, Baneslayer Angel, and Avacyn, Angel of Hope. Also below is some additional cards for interaction or synergy.

Hope that helps and feel free to ask for any advice!

VesuvanDoppelbanger on This is my Donkey Deck

2 months ago

HA! Love it. Big booty Zetalpa, Primal Dawn fits right in!

Disciple_of_Doran on Odric, All Is Fair When We Share

3 months ago

While I like the idea of the deck, I feel as if you're going at this from the wrong angle. First strike is great, but if almost all your creatures have it already, that doesn't leave a lot for Odric, Lunarch Marshal to do. In fact, with the deck set up the way it currently is, I would expect you to start finding greater value in your cards with other keywords instead, like deathtouch and flying.

For a little more power in your commander choice, I'd go with more of the "Keyword soup" types of cards, like Zetalpa, Primal Dawn or Akroma, Angel of Wrath, as well as low CMC cards that have very uncommon and powerful keywords, like Darksteel Myr or Fencing Ace.

It does seem like you're also kind of going for a theme of giving first strike creatures deathtouch as well, and I approve, but given that most of your creatures already have first strike you might do better using Odric, Master Tactician if that's what you want to do so that you can force opponents to block your unbeatable creatures.

Argy on Chromatic Jodah

3 months ago

I playtested this against my Dragons.

It kept board wiping me with Settle the Wreckage, but I never attack with Lathliss, Dragon Queen, so that I can refill my board, which I did thrice.

Eventually I got five Dragons on the field.

A 4/4 got removed from combat by Spires of Orazca, Chamber Sentry killed another 5/5, Zetalpa, Primal Dawn blocked and killed a second 5/5, and one 2/2 remained unblocked.

By that stage I had enough mana to pay for Lathliss Dragon Queen's ability to pump the Power of my 2/2 up by 9, making it do 11 damage.

I had gotten 4 damage in earlier in the game with Dismissive Pyromancer, leaving this deck on 5.

Next go I played Shock and Lightning Strike and it was all over.

I deliberately made the mistake of attacking with most of my Creatures into Settle the Wreckage. Earlier in the game 6 damage had been prevented with Root Snare.

Jodah, Archmage Eternal got killed earlier with Lightning Strike, before he could do any damage or block.

The Gateway Plaza and Rupture Spire both slowed this deck down too much. The turn they were played actually put you two turns behind because you had to pay PLUS they entered tapped.

Jodah, Archmage Eternal really feels more like a Commander card than a Standard card.

He is cheap enough to make recasting no problem.

His ability would let you get away with playing HUGE spells for peanuts.

He's really not suited to Standard, in my opinion.

Working out your mana base a bit more MIGHT speed this deck up a little. I could probably do it, but I'm tired and don't really feel like it.


There are some problems with the plays you've set out.

T1: Land

T2: Land, Thaumatic Compass  Flip

This can't happen if the first land pays for the second land, and the second land comes in tapped, which is what happened on my test.

T3: Land, Root Snare on opponents turn.

With only three copies of Root Snare in the deck you are more likely to see it in the late game, rather than on Turn 3.

T4: Land, Thran Temporal Gateway, Chromatic Lantern

This play can't happen. You only have four lands at this stage. Thran Temporal Gateway costs and Chromatic Lantern coats , which would require seven mana.

T5: Land, Jodah eternal, activate Thran Temporal Gateway for Zacama, Primal Calamity.

This play can't happen either. Thran Temporal Gateway costs to activate, and Jodah eternal coats to cast, which would require eight mana.

If you played Chromatic Lantern on Turn 4 you would have access to only six mana, but you couldn't also have played Thran Temporal Gateway that turn.


This deck sort of has too much going on.

I do like the Ramp into Zetalpa, Primal Dawn. I believe there is a place for that card in Standard, but it would probably be in a shell with early mana dorks.

The ratio of Creatures to Artifacts feels way off here.

23 cards in this deck are non-creature spells, but they are all concerned with fixing mana, or stopping damage. That is only going to delay the Opponent and help you Ramp so much.

You have no spot removal which meant that all I had to do to protect my main win con, Lathliss, Dragon Queen, was just not attack with her.


Sorry to be the bearer of bad tidings.

I don't really think this deck is viable in Standard.

At the very least it would need a Sideboard with stuff like Dive Down, to protect Zetalpa, Primal Dawn from Vraska's Contempt (which most decks play).

If you change it and want me to take another look, tag me in these comments.

I used to offer a lot of deck help, but I have really cut that back these days.

NightHawk11 on Jodah's Lantern

3 months ago

Consider adding Banefire as the finisher for this deck. Another good finisher would be Zetalpa, Primal Dawn, it dodges Seal Away, Cleansing Nova and all destroy effects.

The ramp could make use of some Circuitous Route.

I would all 4 copies of Jodah, Archmage Eternal as it enables cheaper casting of the big spells.

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