Zetalpa, Primal Dawn

Legality

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

Printings View all

Set Rarity
Game Night 2019 (GN2) Rare
Commander 2019 (C19) Rare
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

Zetalpa, Primal Dawn Discussion

TypicalTimmy on Sisay CEDH

1 week ago

What I am seeing is that you have a lot of solid cards that are great in a vacuum, but not a whole lot of cards that actually work well with one-another. In others words you don't just lack combo, you also lack synergy. The issue with a deck like this is that you may be casting spells and expanding your boardstate every turn, but you aren't doing anything impactful to the game.

  • You may feel like you are going off, but really you are just playing random cards.

What you lack, overall, are bombs. You need cards that immediately threaten the presence of the game such as Craterhoof Behemoth .

However, your Commander is Captain Sisay , so I am going to suggest specifically Legendary spells. This in turn gives you synergy between your Commander and the rest of your board.

  • Avacyn, Angel of Hope ; A strictly better version of Zetalpa, Primal Dawn
  • Bow of Nylea : Increases the danger of attacking into you. Trust me, when players see this thing on the field, it immediately halts aggression
  • Dosan the Falling Leaf : Stops blue decks in their tracks
  • Ghalta, Primal Hunger : Toward the end of the game, this is effectively a 1-2 turn clock. What I mean is, if you play Ghalta after a wrath, he will take down an opponent typically in 1 or 2 attacks. If you play him before a wrath, you threaten entire boardstates as players will need to double and even triple block to absorb the damage. And if he gets countered, so what? You only paid for him, anyway. At least, in most cases
  • God-Eternal Oketra : You are running a lot of creatures. This should be main-boarded with no exceptions
  • Karametra, God of Harvests : She allows you to ramp by playing creatures. The hidden power of Karametra is that by taking lands directly from your deck, you thin your deck down. This in turn increases the probability of drawing into powerful cards sooner rather than later
  • Konda, Lord of Eiganjo : Effectively an 8/8 you can swing with and block with every turn. Just this alone makes opponents rethink attacks because they know they will lose at least one thing. This means they must attack with two creatures, knowing at least one will die
  • Linvala, Keeper of Silence : Snuffs out creature-focused combo decks
  • Odric, Lunarch Marshal : Overall a powerful synergy piece once your boardstate is robust enough
  • Parhelion II : Solid boardstate generator
  • Shalai, Voice of Plenty : Stops a lot of midrange decks
  • Vorinclex, Voice of Hunger : Gross
  • Yeva, Nature's Herald : Play in response to actions. Give your opponents the least amount of time to react to your spells
  • Zetalpa, Primal Dawn : Deadly beater

Gprinziv on In-work Voltron

2 weeks ago

Return to Dust
Revoke Existence
Forsake the Worldly
^ The above 3 are all pretty much better than disenchant because they exile. Choose one or maybe all 3.

For removal, there are a lot of good Oblivion Ring style effects. You might want Gideon's Intervention to stop problematic commanders and the like as well.

Inventors' Fair is anothe good land you could use. Also grab an Ancient Den and Darksteel Citadel as well to maximize artifact synergies. Refurbish , Emeria, The Sky Ruin , and Open the Vaults can also let you get things out of your graveyard.

Don't forget key tutors like Enlightened Tutor and Open the Armory

Reya is probably too expensive. Sun Titan is better.
Cut Heavenly Blademaster, you don't have enough creatures to take advantage of her.
Kemba, Kha Regent would be a more appropriate one because she generates tokens as blockers and swarmers if neede.
I'm not huge on Nahiri, the Lithomancer . 5 mana to not really get a lot done but make a 1/1 and equip it once. Similarly, Ajani Goldmane doesn't seem to do a lot in your deck. I think walkers like Ugin, the Ineffable and Elspeth, Sun's Champion might just straight up be better fits. You want to capitalize on that artifact synergy.
If you absolutely need something expensive and threatening, Zetalpa, Primal Dawn or Heliod, God of the Sun are good options with baked-in indestructible.

as for artifacts and equipment, I don't think you're gonna get a lot out of Voltaic Servant or Voltaic Key . It might be better to put in other cards here. Etched Champion comes to mind.

Land Tax and Smothering Tithe may also be very big includes. The second generates artifacts for anything that needs them as well as makes lots of mana or slows your opponents down considerably. Both are good for you.

Finally, you have some fun infinite mana generation in there but... what does it do? You've got no real payoff for abusing Basalt Monolith. There's no way to chain or bounce things, no aetherflux resrvoir, etc. Maybe instead of Doubling Cube , you run more linear ramp like Sword of the Animist , Explorer's Scope , or Land Tax

LastEdegy on Willowmaker

3 weeks ago

@sigiledwatch - aside from a possible Zetalpa, Primal Dawn haste attack with Crashing Drawbridge , then Tainted Strike , it's pretty situational.. It might be better on token strategies.. Plus, it can't attack unless Assault Formation is in the battlefield, and i pay 1 green mana for it to attack.. but thanks for the suggestion!

TypicalTimmy on Card creation challenge

3 months ago

Renera, Savoir of the Savage

Legendary Creature - Angel Barbarian

Flying, Haste

Red creatures you control get +2/+0 and have trample.

Green creatures you control get +0/+2 and have menace.

If a creature you control is both red and green, it gets an additional +1/+1 and gains vigilance. It must attack each turn if able.

"Spill your blood into the wilds and let forth the rage of the Gruul Clans flourish!"

3/3


So ultimately, because her abilities also boost herself, she becomes a 6/6 with Flying, Haste, Trample, Menace, Vigilance and must attack each turn if able.

While this is absurdly over powered, keep in mind she costs 7 CMC with four specific colors. And trading off the insane protection and evasion that Zetalpa, Primal Dawn has for mere combat tricks you also get mild boons to the rest of your creatures.

Is she broken? Yes. But is she game breaking? No.

Make another card like this; Legendary creature representing a guild of your choice. One boon for one color, another boon for another color, and a final boon with a drawback for creatures of both colors.

They don't need to enhance themselves like Renera does; I just wanted to do it and justified it with a much higher and more strict casting cost.

Tilling1977 on Its Orzhov Time

5 months ago

This is a great little budget deck, have played my first FNM with this last week and came second with a won 4 lost 2 record, it can work as a control deck to stall the game while I get the big guns out or it can also be strong from the start with plenty of cards that need killing twice like Hunted Witness and Orzhov Enforcer

The Planeswalkers really help to control things but when I do get in trouble Zetalpa, Primal Dawn and Primevals' Glorious Rebirth are game changers on their own.

Overall really enjoying playing with this deck at the moment but would appreciate any help for what I could have as a good sideboard for this deck.

sagramore on Odric's Keyword Soup

5 months ago

RoboGent1 - Hey! Keywords are like "abilities" that are shown on various cards, e.g. "lifelink" or "deathtouch" or "indestructible". Some cards have a large number of these keywords, e.g. Zetalpa, Primal Dawn , and this is often referred to as a "keyword soup". Basically "keyword soup" just means lots of different keywords.

This deck works because the commander, Odric, Lunarch Marshal , applies the keywords from each of your creatures to each of your other creatures each turn.

77hi77 on Omnicience Combo Deck

5 months ago

Hey Everyone!

Brand new user here, brand new player (been toying with MTG Arena to figure out builds I want to invest in).

I've been playing around with Omniscience . I've seen the build that combos it with Overflowing Insight to make the opponent deck out, but that just doesn't seem fun to play with or against. Instead, I've been trying to play as many big creatures as possible and win the same turn in comes out.

Here's where I'm struggling: Omniscience is a big card, so I know the deck needs to ramp quickly. I also know I need to have a constant inflow of cards into my hand. Also fine. The problem is that, when I put together the ramp cards and the drawing engines, there isn't really any room in the deck for anything else. I can fit a few big hitters, and not much to protect me until turn 5+ when I can get all of this out. Here's what I'm running right now on Arena:

CREATURE

4x Arboreal Grazer

2x Llanowar Elves

2x Druid of the Cowl

1x God-Eternal Oketra

1x God-Eternal Bontu

1x Goring Ceratops

1x Zetalpa, Primal Dawn

1x Torgaar, Famine Incarnate

1x Ghalta, Primal Hunger

ENCHANTMENT

2x Gift of Paradise

2x New Horizons

1x Omniscience

SORCERY

2x Open the Gates

2x Divination

2x Sleep

3x Blood Divination

1x Finale of Revelation

INSTANT

2x Growth Spiral

ARTIFACT

1x Arcane Encyclopedia

2x Mana Geode

PLANESWALKER

1x Jiang Yanggu, Wildcrafter

2x Samut, Tyrant Smasher

LAND

8x Island

8x Forest

1x Hinterland Harbor

2x Simic Guildgate

4x Woodland Stream

The idea is to ramp, draw cards, get Samut, Tyrant Smasher out so all my big hitters have Haste and take the game the turn they come on. I know I'm doing something inefficiently, I just don't know what. Any help would be really appreciated here.

Thanks!

KeksimusMaximus on Arcades Trump, Builder of Walls

6 months ago

Recommendations: Zetalpa, Primal Dawn - 4/8 double striker means 16 flying, indestructible damage a turn whenever Arcades is out.

Sylvan Library - Independent, cheap draw engine that gives you value even before you drop Arcades.

Rhystic Study - See Sylvan Library.

Birds of Paradise - It's just a good turn one play that gets you ahead in both ramp and fixing.

City of Brass and Mana Confluence are both excellent lands that enter untapped and get you all of your colors.

Eladamri's Call - Fetches your Brago, King Eternal to hand so you can start blinking all your walls.

Orator of Ojutai - Draws you two cards on ETB whenever Arcades is out.

Portcullis Vine is slower than Wall of Mulch , but can provide extra draw from your Walls once they're on the battlefield if you can't find a way to blink or bounce them, consider this a weak recommendation.

Soulsworn Jury - Functions as a card draw early, can then be used to deter opponents from making splashy plays.

Wall of Kelp - Gives you a repeatable source of card draw when Arcades is out.

In general this doesn't seem like a combo list, so the low average CMC isn't as important as it would be with a deck that wants to set up and win the game in the same turn cycle. I'd recommend running more bombs to give you impactful plays in the late game, and maybe some cards like Containment Priest or Lavinia, Azorius Renegade to allow you to get to that late game.

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Zetalpa, Primal Dawn occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%