Zada, Hedron Grinder

Zada, Hedron Grinder

Legendary Creature — Goblin Ally

Whenever you cast an instant or sorcery spell that targets only Zada, Hedron Grinder, copy that spell for each other creature you control that the spell could target. Each copy targets a different one of those creatures.

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Printings View all

Set Rarity
Masters 25 (A25) Uncommon
Battle for Zendikar (BFZ) Rare

Combos Browse all


Format Legality
Oathbreaker Legal
1v1 Commander Legal
Pioneer Legal
Legacy Legal
Canadian Highlander Legal
Commander / EDH Legal
Highlander Legal
Modern Legal
Tiny Leaders Legal
2019-10-04 Legal
Custom Legal
Unformat Legal
Duel Commander Legal
Casual Legal
Leviathan Legal
Vintage Legal
Limited Legal
Block Constructed Legal

Zada, Hedron Grinder occurrence in decks from the last year

Zada, Hedron Grinder Discussion

Goblin_Guide on FFF: Feather’s Final Fury

13 hours ago

First off, welcome to EDH! Love to have new people.

Secondly, I think I might have a few pieces of advice/cards to add, but take them with a grain of salt as I might be thinking as if you were playing Zada, Hedron Grinder in the zone (that's my deck that's closest to this), so I might be confused sometimes.

Alright so looking at the deck. The first thing I notice is not a criticism, but more of a caution: you have 34 lands. Your low mana curve and low CMC on your commander makes this ok, but remember that for a large number of EDH decks you'll want closer to 36-37-38ish, but again, it's up to your own discretion.

The next thing is a bit of a question you might want to ask yourself: how do you want to win? The "typical" way to win in R/W is by getting a bunch of creatures really quickly, which it looks like you are partially trying to do with cards like Monastery Mentor, but this might not be a very efficient way to win unless you find Zada at some point, as she can refract those spells onto all your creatures. The main other ways to win are a Voltron strategy (getting one creature, often a commander, really big and killing someone with commander damage) or by combo -- if you were playing Zada you could do storm, but I don't know if Feather is equipped to do that kind of deck (plus, it's really hard to pilot for even experienced players and has a lot of really really tiny interactions you have to keep in your head and you often take really long turns, so it might be something you want to avoid until later on in your EDH career).

I think going for the 21 damage with Feather might be a good idea for this deck, wherein you cast a bunch of spells that draw you cards for cheap every turn for a little while, and then starting to throw in a couple of your big damage spells like Unleash Fury every now and then and starting to attack with Feather. It'll be slow, but it'll keep you under the radar a little so you won't get immediately focused out of the game.

If you do decide to go the swarm route, you will probably want more spells that target your creatures and make tokens (for example, Make Mischief is a bad example as it makes one token at a time, but it will do the job if you really need tokens). In addition you'll probably need some protection spells like Faith's Reward and Flawless Maneuver so that you can stand against the inevitable boardwipe (although probably not Reward if you go the tokens route as tokens cease to exist as soon as they are in a zone other than play).

As far as cuts for when you focus the deck, I'm curious about Fever Charm? It doesn't seem great in the deck, but maybe there's something I'm not seeing. Emerge Unscathed seems ok but not great, you only protect a single creature so it can ... I guess make something unblockable? It doesn't really give you great card advantage though, which is a lot of what you're looking for in R/W. On the other hand, it's a repeatable way to fizzle spells that target your creatures ... up to you in whatever meta you play in. Gisela is a really good card, but if/when you play it it should instantly win you the game that turn; if not, the table will likely focus their attention on you and you'll probably die regardless of the damage prevention.

Finally, I have a quest for you: the next several times you play this deck -- maybe 10, maybe 20, I don't care on the number -- see how often these two things happen:

  1. You get a Sunforger, on purpose, because you think it will help you win the game; and

  2. While playing said Sunforger, you look in your graveyard and see a card there that you wish was in your library to be Forged out.

If the first option happens any more than 60-75% of games, you might want to look at that and figure out a different way to win; don't be that focused, people will figure it out and not allow you to keep the Sunforger out for very long.

On the other hand, if the second thing happens a lot, there's a trick you can add to the deck that I really like. Now, again, be wary of this because it might just mess up your deck and not help at all.

Add in Mistveil Plains and Tithe. Tithe specifies a "plains" card, so you can go and get Mistveil along with whatever other plains, maybe a Sacred Foundry or whatever. Now, when you play your Sunforger, you can activate it at some point when you have the mana, and you find Tithe. You cast Tithe, finding a Mistveil, and you play it for turn. Now, you can use the Mistveil to put cards you've already forged back on the bottom of your library to be forged again.

I know, Tithe has that $30 price tag, but you might find that it's worth it. If so, playtest with a proxied version first! No reason to go and buy a Tithe for nothing. But, on the other side of that, Tithe is already a fine white card in general, and is played in white decks that don't even play this combo so you might just want it anyway, and Mistveil is a $2 land so it doesn't really take a lot out of the deck either, except that it's a tapped land which can be annoying.

Alright, I'll stop talking so you can go and do whatever, let me know if this was helpful; I don't know how much magic content you consume or even if you know what the term "storm" means or what your magic playing skill level is so maybe none of this was helpful and you'll come back to it later when you understand the terms, but I would love to help out if you need/want any assistance.

Sorry for typing a novel!!!

Saccox on The zada's death touch Pezzent

1 day ago

Hi Rorolith,thanks for your comment.The problem with Zada, Hedron Grinder are:Domri's Ambush,Nature's Way and Thrash / Threat target only him or even the creature taking the damage? Scryb Ranger it's a good card but in this deck the cards do not exceed the average value of 0.30 euro in magiccardmarket,scryb ranger have 0.60 euro.If you want, look at my other decks too and tell me what you think ^^

piejdav on Golos, 5 Color Spellslinger

1 month ago

Zada, Hedron Grinder is a major upgrade from Beamsplitter Mage for 2 more mana

Temur Sabertooth is a repeatable Deputy of Acquittals for 2 more mana

I would switch out Neutralize for something more cost-effective (you'll probably never want to discard it). Consider Counterspell or Arcane Denial

Volcanic Geyser is good, Fall of the Titans is better.

Check out Sea Gate Restoration  Flip and Praetor's Counsel

Another good thing to keep in mind is that Golos' activated ability does not bode well for spells with (X) in their mana costs, because X will always be 0 because you have to cast it "without paying it's mana cost"

unwucht on Zndrsplt Okaun Coinflip Tribal

2 months ago

updated again. removed Mizzix's Mastery and Zada, Hedron Grinder to be able to run Fierce Guardianship and Deflecting Swat

Azdranax on Useful formulas for deck building

2 months ago

Interesting topic Ramble, I've been meaning to respond for the last day or two but have just been super busy, but let me provide a mana base formula I stumbled on a few years back after noticing a pattern in my deck building - might be something to try out and see if you find similar results, as I find it's very rare to get either flooded or mana screwed using this formula. I'll provide a couple of examples as well - more for the casual-competitive decks, as my cEDH decks don't always follow the formula as rigorously.

The basic formula for mana-producing lands is: Starting base of 30 mana-producing lands, plus additional lands equal to the CMC of your commander, plus additional lands equal to the average CMC of the deck, minus designated values for each mana rock, mana dork, mana spell and draw spell equal to or less than the CMC of the commander.

The first example is for my Zada, Hedron Grinder deck: Yada...Yada...Zada. In this case, the formula is 30 + 4CMC (commander) + 2.28 average CMC, or 36.28. I then subtract designated values for the following cards in the deck: -1.0 for Mana Crypt, -0.5 for Sol Ring (or any other 0 or 1 CMC rock), -0.25 for Thought Vessel (or any other 2 or 3 CMC rock), Battle Hymn, Brightstone Ritual, Traitorous Greed and Dockside Extortionist, and finally -0.10 for each of the draw spells in the deck: Accelerate, Boiling Blood, Crimson Wisps, Expedite, Fists of Flame, Stun and Renegade Tactics for a total reduction of 3.45 and a final value of 32.83 (rounded up to 33).

The second example includes a more aggressive reduction in mana-producing lands based on my Elf tribal Marwyn, the Nurturer deck: Elves Tap and Slap (Marwyn Tribal Counters). The formula here is 30 + 3CMC (commander) + 2.64 average CMC, or 35.64. I then subtract for the following cards: -0.50 for Sol Ring, -0.25 for Elvish Archdruid, Elvish Mystic, Fyndhorn Elves, Gyre Sage, Incubation Druid, Llanowar Elves, Llanowar Visionary, Priest of Titania, Rishkar, Peema Renegade, Selvala, Heart of the Wilds, Viridian Joiner, Wood Elves, Cultivate, Kodama's Reach, Nissa's Pilgrimage, Rhonas's Monument, Gaea's Touch and Growing Rites of Itlimoc  Flip. Finally, I subtract -0.10 for Elvish Visionary, Llanowar Visionary and Inspiring Call for a total reduction of 5.30 and a final value of 30.34 (rounded down to 30).

Although the reduction values could be considered a little arbitrary in certain deck concepts, this formula has held pretty accurate since I started keeping track of it. I hope you find this useful in the future, and happy brewing.

wolfsack on Thundercat Song Reference

3 months ago

We talked about it a bit earlier, but Leonin Warleader is a good include here. I think it's more threatening than Brimaz. I see Impact Tremors, so It would be intersting to kinda steer the deck in a token build. Docent of Perfection  Flip can help get the party started. There are also gobo spells you can cast daddy Vadrok, like Hordeling Outburst to help fuel your army.

One thing I noticed is that there aren't a whole lot of pump effects for a voltron subtheme commander outside of double strike type cards. Might be cool to add Brute Force, Infuriate, and low cost buff spells. If that style sounds cool you can add in Feather, the Redeemed for more ways to get your spells back and if you lean towards token theme adding Zada, Hedron Grinder will really scare the table!

As for potential cuts, I think Archipelagore can probably take a seat. High mana cost with a bit of a low effect. How often will you mutate ove 2 creatures. Fling seems a bit out of place. I can't imagine wanting to sacrifice a mutate pile.

Focusing on your commander's ability and bouncing to recast it will be much cheaper and have a greater impact in game. Blistercoil Weird, Kiln Fiend and Spellgorger Weird could also be some cool potential targets to mutate onto. Flood of Tears can clear the board and let you put down a mutate target.

jimmythebass on Kyle's Budget Feather

3 months ago

Some cards worth considering - I won't mention any cards that are more expensive for a paper copy than Aetherflux Reservoir since it seems to be the most expensive single in the deck:

*Boros Charm is amazing, since it can either give Feather double strike, save you from a non-exile boardwipe, or remove a planeswalker (or a player who's almost dead)

*Sunforger+Magnetic Theft is good in any Boros deck that runs a decent number of instants and is at its best with Feather being able to get Magnetic Theft back every turn (side note: according to edhrec, only 35% of Feather decks with Sunforger also run Magnetic Theft. Why the hell is this not 100%?)

*Seize the Day can potentially let you kill multiple opponents in one turn

*Bedlam guarantees Feather won't get blocked

*Chandra's Ignition is the best board wipe for Feather decks imo since she can easily get quite large and she recycles it

*Acrobatic Maneuver fizzles targeted removal, cantrips, and gets recycled (in general you want to be running as many recyclable cantrips as possible)

*Settle Beyond Reality is a recyclable removal spell that can potentially combo with the Dualcaster Mage that's already in your list to become a one-sided wipe

*Knight of the White Orchid and Solemn Simulacrum get you lands and are excellent targets for your blink spells if you don't need to use them as protection

*Zada, Hedron Grinder and Mirrorwing Dragon both at best make several copies of your cantrips, and at worst turn your pump one dude spells into pump your team spells

As for the manabase:

*With how cheap Command Tower is since it's printed in every single commander precon the only reason not to run it in any multicolor deck is if you forget it exists. There's a reason it's the single most played land in the format

*By the standards of dual lands that come in untapped if certain conditions are met, Inspiring Vantage and Clifftop Retreat are both relatively cheap

*Mistveil Plains is worth considering if you do get a Sunforger

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