You thought EDH stood for Elder Dragon Highlander? I think you meant Elder Dino Highlander!

ZaCaMa

Zacama

There isn't a lot of lore on Zacama. She shows up on three pieces of card art, in the background of Huatli, Radiant Champion who's mount she briefly serves as, but also on Shake the Foundations and of course Zacama, Primal Calamity . Zacama dwelled within the lost city of Orazca until it opened. She is said to be the living embodiment of the three aspects of the sun.

Her small piece in the story can be found here

What I've found is that once I get enough mana to get Zacama out, and it can be quite fast with all the mana doublers, it's usually game over. Three artifact or enchantments removed is huge, and she comes back almost for free. There is never a time when I can cast my commander and I decide not to because I'd rather do other things

Za

There are three aspects of the sun, as the sun empire has it. Of these the wakening sun is the most easily benevolent. Tied to the sun of dawn that brings gentle warmth to the world, it is this sun that baked mankind from clay, this sun that wakes you up with its rays on your cheek.

I am a white mage, and it is this capacity to turn mana into life, that draws me most clearly. Any extra mana I have at the end of my opponent's turn gets transformed into life to buffer my continued existence. When I get infinite mana the first thing I do is turn it into infinite life. Just the presence of this ability helps us slow down the effects of Overabundance - since we can net 1 life and 1 mana per two lands tapped.

Yet the wakening sun is not all peace. Wakening Sun's Avatar can be bounced for repeated one sided board wipes. Bellowing Aegisaur is what brings my creatures together into one unified giant stampeding force.

Ca

The burning sun serves us well when it is we who control it. The ability to breathe fire on the creatures around us serves both as a way to scare opponent's creatures away, and to motivate our own, provided they can take the heat. Remember, damage goes away each end step, so you can burn Sun-Crowned Hunters once on each opponent's end step, to turn the creature chorused damage into player removal.

The burning sun comes in more forms than our commander though, with all these potentially enraged dinos running around we pack a lot of things that can hurt our own creatures and pick off their smaller fry.

Fire Ants

Warmonger

Subterranean Spirit

Magmasaur

Harbinger of the Hunt

Raging Swordtooth

Path of Mettle  

Pyrohemia

And perhaps my favorite, since it's not red, and yet serves our purposes so beautifully, Splintering Wind

All in all, our burning sun makes it quite hard for small things to find purchase. Only the megafauna survives.

Verdant sun

Elder dinosaur highlander has a lot of artifacts and enchantments, all the time, and you never seem to have enough capacity to deal with them. This deck does though. As soon as you hit nine mana you can take out three things in a machine gun sweep of chomping dinosaur heads. I don't run any other removal in this deck, simply because the commander is so efficient. I focus on getting him out instead.

The verdant sun is primarily the one in charge of bringing Zacama into being. We accomplish this with our land searching. ( Ranging Raptors and Karametra, god of the harvest are amazing here) and with our fearsome array of mana doublers.

For everybody (I love these, because nobody ever wants to destroy them.)

Dictate of Karametra

Heartbeat of Spring

Mana Flare

Overabundance

Zhur-Taa Ancient

One sided

Mirari's Wake

Zendikar Resurgent

Caged Sun -> typically green

Boundless Realms

and arguably often Traverse the Outlands

Often one sided

Winter's Night

Regal Behemoth

Keeper of Progenitus

Vernal Bloom

Gishnath

The deck is at its core dinosaur tribal. Lots of things have trample, and lots of things attack for a lot. Don't be afraid to be aggressive. Zacama is a three turn clock if she's not pumped. Damage dealt to a creature does increase the amount of damage that tramples over, and with vigilance there's no reason not to attack. Never take the infinite when you can just smash their faces first.

Huatli

As you might imagine with a commander who untaps all lands when she enters, there are a number of ways to make him go infinite. Temur Sabertooth will give you infinite mana with 12 mana available, and given infinite mana that means infinite life, damage to creatures, and pesky object removal.

Stormfront Riders has the same effect, with the added benefit of infinite soldiers. For only 15 mana (and you can get the infinite soldiers alone for 14.

Dust Elemental has the unfortunate side effect of bringing two other things to your hand besides itself, so it will often clear your board of creatures unless you keep recasting something else too. But for only 14 mana, the infinite is so often worth it. Most of our mana doublers are enchantments after all.

Paleoloth will occasionally loop if you have the insane amounts of mana for it. 18 to cast and kill Zacama + however much for the other two five power creatures you're looping it with. At that point if you have Zacama out how much more can you do with infinite mana? But it could be relevant.

Zacama going infinite is a calamity because of his self contained powers, but can also end up with infinite other things should the need arise. Zendikar Resurgent gives infinite card draw, and anything with enrage made indestructible can also end up giving us infinite damage to opponents or infinitely large creatures, etc.

You can also get a couple other fun infinites with indestructible enraged dinos. Cacophodon + Fire Ants + Kindred Boon can clear a board very quickly. Add in another enraged dino like, a Polyraptor and the next turn will be a fun one.

I did once get Warmonger and Cacophodon made indestructible by a Spearbreaker Behemoth (after being pumped by a Bellowing Aegisaur ) and a land that made three mana to let me go infinite and being at a higher life total, win the game. Do I expect this to ever happen again? Probably not, but its worth being aware of.

Zacama

Happy dinosauring!

and please don't forget to +1 Upvote

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Date added 6 years
Last updated 5 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

32 - 0 Rares

19 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.67
Tokens 1/1 G Creature Splinter, City's Blessing, Copy Clone, Dinosaur 3/3 G w/ Trample, Emblem Huatli, Radiant Champion, Saproling 1/1 G, Soldier 1/1 W, The Monarch
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