The closest you'll ever get to Ancestral Recall tribal.

This deck wins by getting to 3+ creatures and Zada, drawing multiple cards for one or two mana, and then finishing the game by chaining combat tricks turned Overruns. During goldfishing, this deck looks to win on turn 5 (my best has been a t2 kill off t1 Sol Ring, t2 Treasonous Ogre). However, it is quite fragile, as both counterspells and removal hurt it a lot. Nevertheless, even if the combo turn is disrupted, alternative wincons include going wide with tokens or slowly rebuilding with value card draw.

The most unique and fun aspect of Zada is that she makes niche cards great: Sudden Breakthrough or Storm-Kiln Artist become incredibly potent mana generators, Kick in the Door singlehandedly completes entire dungeons for one mana, Kari Zev's Expertise becomes Omniscience, and Fists of Flame simply ends the game, usually drawing a second hand and putting 20+ power on the board.

Another aspect I love about this deck is the goblins subtheme being more than a gimmick: Most of the goblins I'm playing I had originally put in the deck because they further the strategy. Only then I noticed most of the creatures in the deck share a creature type and accordingly realised the potential of cards like Brightstone Ritual, Skirk Prospector, or Krenko, Mob Boss.

The current bottleneck of this deck is the availability of instants and sorceries that target a single creature and provide card advantage (such as Accelerate or Spark of Creativity). Ideally, this deck would like to play a few more than have been printed, while not having to compromise in terms of mana cost (for example, I have found Boiling Blood to be too expensive) or negative effects (the prime example for this is Rile, which is great because it is cheap and gives trample, but requires you to play a pump spell beforehand to prevent it from being a self-inflicted board wipe); one notable exception is Flick a Coin, which is viable even at 3 mana and while self-pinging, because it both draws and ramps and can also be used in its intended way on t3 before going off. Similarly, delayed card draw effects like Panic or those requiring to be in combat like Chaotic Strike I have found to be too weak.

Since acceleration is the second challenge of this deck after card advantage spells, it plays as many mana dorks that produce red mana as possible. These are better than mana rocks here, as them being creatures matters for getting additional spell copies from Zada. I am considering also playing some mana dorks that produce colourless mana (such as Manakin), but am not sure what to cut for them yet. In addition, this deck plays a lot of one mana red spells when going off, which do not profit from colourless mana producers at all.

Other cards to be added/acquired by me mainly involve mana accelerators like Ancient Tomb, different Moxen, Jeweled Lotus, and Dockside Extortionist. But I'm always happy about further suggestions :) Please note that many of the categories I used for the deck structure overlap. E.g., this deck plays more pump spells than the overlay suggests at first glance, as many of them (such as Sudden Breakthrough) fulfill a dual purpose and as such are grouped into another category (in this case, Sudden Breakthrough is listed under Acceleration, which is its main purpose, although it also pumps).

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52% Casual

48% Competitive

Date added 4 years
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

22 - 0 Rares

19 - 0 Uncommons

31 - 0 Commons

Cards 100
Avg. CMC 2.38
Tokens Copy Clone, Dungeon: Dungeon of the Mad Mage, Dungeon: Lost Mine of Phandelver, Dungeon: Tomb of Annihilation, Dwarf 1/1 R, Elemental 1/1 R, Goblin 1/1 R, Human 1/1 R, Kobolds of Kher Keep 0/1 R, Morph 2/2 C, Skeleton 1/1 B, Spirit 1/1 C, The Atropal, Treasure, Wicked
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