|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Rare|
|Explorers of Ixalan (EO2)||None|
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Zetalpa, Primal Dawn
Legendary Creature — Dinosaur
Flying, double strike, vigilance, trample, indestructible
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Latest as Commander
Zetalpa, Primal Dawn Discussion
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).
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?
1 month ago
Without looking at what should be cut, depending on the course you wish to take, I would suggest these Doran assets:
- Craterhoof Behemoth : It's a great way to win in a creature heavy deck. Even without tokens.
- Erebos, God of the Dead : Big indestructible butt with a card draw engine on his body. Sweetness!
- Faerie Macabre : If graveyard decks are a thing in your meta, then this is a great solution.
- Sun Titan : Good recursion body.
- Sorin, Grim Nemesis : Targeted removal and a draw engine. Versatile tool.
- Skinshifter : A true Doran staple!
- Twilight Prophet : Good flyer with Doran out and a very impressive triggered ability.
- Merciless Eviction : Great mass exile effect for Doran. Versatile!
- Shizo, Death's Storehouse : Cheap and easy unblockable ability for Doran or other hard hitters.
- Zetalpa, Primal Dawn : With some added ramp, this is truely a ferocious mean killing machine when Doran is out.
Options, options.... :)
1 month ago
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.
- Honor of the Pure
- Oketra's Monument
- Swords to Plowshares
- Path to Exile
- Rebuff the Wicked
- Faith's Reward
- Return to Dust
- Secure the Wastes
- Teferi's Protection
Hope that helps and feel free to ask for any advice!
2 months ago
HA! Love it. Big booty Zetalpa, Primal Dawn fits right in!
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.
3 months ago
I playtested this against my Dragons.
Eventually I got five Dragons on the field.
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.
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.
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.
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.
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.
3 months ago
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.