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Zacama's Cacophony of Catastrophe

Commander / EDH* Battlecruiser Ramp RGW (Naya)



Welcome to my decklist for Zacama, Primal Calamity! As soon as Zacama was spoiled I fell in love. As of the time of this writing, Zacama has not yet been released so obviously I don't have any practical experience, but I will be updating this frequently as I get said practical experience.

A couple of thoughts generally relating to ramp in this deck. Our commander untaps lands when it enters the battlefield, because of this we want all our mana to come from lands. To this end I have omitted powerful cards like Sol Ring (heresy I know), Chromatic Lantern, and signets. Because of the focus on lands, this deck takes huge advantage of mana doublers and land untappers. These cards are in the Big Mana section and I will get to them in a moment.

  • Burgeoning turn 1 wins games by itself. Furthermore, if I have drawn a bunch of lands, Burgeoning is great at getting them from my hand into play
  • Cultivate is just solid. Three mana gets a land to hand and a land in play. Gold.
  • Explosive Vegetation
  • Hour of Promise gets two lands of any kind! It costs 5 mana and the lands enter tapped, and that sucks, but this card is still one of the best ramp cards ever printed. You can use it to find any land in your deck including things like Yavimaya Hollow, the hideaway lands, and (the following is too expensive for me) Gaia's Cradle.
  • Karametra, God of Harvests turns every creature into a ramp spell, which is dumb. Also the percentage of removal that hits indestructible enchantments is very small.
  • Kodama's Reach is a second copy of cultivate (arcane is irrelevant).
  • Oracle of Mul Daya not only ramps, but also makes it very unlikely that I will draw anything but gas.
  • Selvala, Heart of the Wilds provides card draw to any player, but my deck will likely benefit more than any other deck. But besides that, she makes a ludicrous amount of mana by herself. She is the only way this deck can produce mana outside of lands.
  • Skyshroud Claim doesn't make the forests enter tapped. Phenomenal.
  • Tempt with Discovery has an insanely high ceiling, and a floor that I can live with.
  • Traverse the Outlands is really really really dumb in a deck than consistently has a 9 power creature.
  • Combustible Gearhulk is a large dude with first strike, which is already something this deck likes. Furthermore when he comes into play I either get to draw three cards or dome one of my opponents for an average of somewhere near 10. (The deck is one third lands and has an average cmc of 5)
  • Domri Rade draws 1 in 4 times with his plus one. That is not very great; however, this deck does have some amount of top deck manipulation with Sylvan Library and Oracle of Mul Daya which would make him better. Even with that said, Domri is probably not good enough, but I have never played with him and want to do so before cutting him.
  • Drumhunter ramps and provides an extra card per turn. I'm not super impressed by this card because it costs 4 mana and only ramps one, is just a 2/2 and is very removable because it is a creature. That said, I cannot come up with anything I like better.
  • Elemental Bond has 23 valid targets and procs off creatures coming in from effects like Genesis Wave or Lurking Predators. Love it.
  • Etali, Primal Storm is 6 mana 6/6 that produces incredible advantage on attack. He doesn't have to hit a player and he can trigger multiple times a turn with multiple combat phases. Haven't yet got the chance to play with him, but I am super excited.
  • Garruk, Caller of Beasts will draw an average of 1.25 cards per +1, which is solid. His -3 might come in handy once in a while, but I don't expect to use it too often. If I somehow get to his ult, I probably win that game.
  • Greater Good is probably the best draw card in the deck. If someone points removal at one of my creatures, it turns into cards. If someone board wipes, it turns into cards. And because of Zacama, Primal Calamity's untap land ability, you can use this to draw incredible amounts of cards with just Zacama.
  • Hunter's Insight seems great. Zacama, Primal Calamity has 9 power and trample, and there are several ways to increase his damage output. Even if the commander is not in play, the deck has a large number of hard hitting creatures.
  • lifecrafter's beastiary is another card I have no personal experience with. The scry seems nice, and I think 26 creatures is sufficiently high to take advantage of the draw ability. Seems good.
  • Rishkar's Expertise draws tons of cards and then lets me play another card (you can choose one of the cards drawn with the expertise). Fantastic card.
  • Soul of the Harvest is a large dude which is great, and draws cards when a creature enters the battlefield under my control. Similar to Elemental Bond, the creatures can be cheated in.
  • Sylvan Library is a powerful card in any deck, especially in a deck that has the ability to gain life to afford the extra draws. Second only to the god that is Greater Good.
  • Vizier of the Menagerie is new to me. Oracle of Mul Daya is a fantastic card and this seems like an upgraded version for creatures. You a, don't have to show everyone your draws and b, can spend mana of any color to cast creatures.

More Comming Soon!

If you have any questions or suggestions put them in the comments below and I will get back to you as soon as I can.


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Compare to inventory
Date added 10 months
Last updated 9 months
Exclude colors UB

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 4.60
Tokens 2/2 Zombie, Clue, Garruk
Folders Misc Awesome, EDH (Combo), Decks i like, Interesting Commander Decks, zacama
Top rank #11 on 2018-01-22
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