Zagoth Triome

Zagoth Triome

Land — Swamp Forest Island

(: Gain , or .)

Zagoth Triome enters the battlefield tapped.

Cycling (, Discard this card: Draw a card.)

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Legality

Format Legality
Brawl Legal
Block Constructed Legal
Historic Legal
Casual Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Arena Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
1v1 Commander Legal
Gladiator Legal
Pioneer Legal
Standard Legal
Duel Commander Legal
Leviathan Legal
Limited Legal
Pre-release Legal
Canadian Highlander Legal
Custom Legal
Oathbreaker Legal
Modern Legal

Zagoth Triome occurrence in decks from the last year

Latest Decks as Commander

Zagoth Triome Discussion

Jonesbond49 on Friends with Atraxa

4 days ago

Now that I see it laid out like this I see two problems and why you aren't able to play all your spells when we play. The biggest problem is the number of lands you have is too low. The second problem is the amount of card advantage you have. Both are causing you to not get your land drops when you need them.

These are four cards I would take out, why I would take them out, and what I suggest you replace them with:

Languish as a board wipe is too unreliable and will often miss the big threats that you might encounter. It's great against wide boards, but even then they may have anthem effects in play that make it useless. I suggest putting in Exotic Orchard.

Brainstorm is one of the best cantrips, but cantrips aren't card advantage. We will replace it with Zagoth Triome.

Harrow was the hardest one for me to pick. It is great ramp and might still be worthwhile in the deck; however, you need to cut something and I can see situations where you wouldn't have any basic lands. In those cases, it is harder to justify sacrificing a land. I also suggest replacing this with a land, but the other ideas I have are a bit pricy. The best one would be to put in Mana Confluence but it is a bit pricy (you can get it for around $20). Reflecting Pool and Prismatic Vista are also pricy but not as good as Mana Confluence. Any of the three shocklands you don't have (Overgrown Tomb, Temple Garden, or Watery Grave) would be good too. At the end of the day just putting in a basic land would be fine and help the deck a lot.

Reliquary Tower is one of the best utility lands but it doesn't generate colored mana like you need. I also don't see enough card advantage to justify having it in the deck. Replacing it with any of the lands I mentioned in the previous paragraph would do.

Malsorn on The Wizard of Ooze [PRIME SLIME PRIMER]

1 month ago

Thought on manabase, Path of Ancestry and Zagoth Triome are both strictly better than Opulent Palace, as the former allows you to scry whenever you cast your commander (or one of the two other oozes in the deck) while the latter can be cycled late game when not needed or fetched when you don't need that mana immediately. They're very slight strictly-betters, but every little edge counts!

Destroyerbirb on Sakashima rough draft (Please Help)

1 month ago

Very nice. Just before I start talking about cuts and edits, I want to say that your land count is WAY too low. I usually play 35-36 lands, with about 5-10 other mana producers. Only CEDH decks run such a low land count, because they need to play fast with cards like Mana Crypt and such. Add more lands to the deck.

I will start with talking about cuts, because there are a few cards that I feel shouldn't be in the deck.

Jace, Wielder of Mysteries is known for being a wincon in CEDH and strategies that want to mill themselves out. However, it's not right here. There is no real upside to adding it to the deck, so this is an obvious cut.

Thirst for Knowledge: I'm not sure why you put this one here. It doesn't work well due to you having such a low artifact count. Also, it's only a one time card draw, which isn't too good in commander. I guess Chemister's Insight goes in this section as well.

Finale of Revelation can be a good card, but it's mainly used as an infinite mana sink. I would not recommend this in a deck that doesn't go infinite and focuses on creatures.

Nyx Weaver is getting worse and worse. It has gotten to the point where it's nigh unplayable. Cut.

Echo Storm has great potential in an artifact based storm deck, but not here. Same argument as with Thirst for Knowledge.

Clone, despite being the original clone, is considered to be one of the worst. I would definitely cut this one out.

I know Nascent Metamorph is a fun card, but people overestimate what this card can do. Don't play it in any non-chaos build.

Expedition Map: Only good if you are running some amazing land cards or land combos, such as Cabal Coffers + Urborg, Tomb of Yawgmoth.

Mirror Shield? Just don't run it.

Ok, so those are the 10 cards I would cut. Now, adding cards is a bit harder. In my suggestions for the forum for this deck, I suggested a reanimator theme, but it looked like you didn't take it, so I won't add too many cards from reanimator strategies. Also, it looks like you are working on a "budget", so I won't suggest anything over ~$20.

Just a quick note; When people are making these clone strategies, they often forget to put enough creatures to copy. This is a common deck building mistake, but something that will cost you games.

Grave Titan is an all-star. It is an army in a can, and when copied, it gets out of hand. I would also like to suggest Sheoldred, the Whispering One because one copy alone can take over games.

Cackling Counterpart is one of the best copy spells ever, right behind Rite of Replication.

As Jimmy showed in the latest "Game Knights" episode, Solemn Simulacrum is crazy in clone decks, and seconds as ramp and card draw.

Finally, speaking about ramp, Rampant Growth is still one of the best ramp cards in the game.

Now, you may have noticed I only suggested 5 cards when I cut 10, and that's because you need to raise your land count. Below are some budget but good lands you should work with. Also, try not to work with too many tap lands, as they slow your game down.

Lumbering Falls and Hissing Quagmire: You already have one man land, so why not work with some more? Cloning these lands is essentially ramp.

Rejuvenating Springs, Morphic Pool and Undergrowth Stadium: If you have the budget for these, they are essentially dual lands.

Temple of Mystery and Temple of Malady: I'm not sure what is with the deck and incomplete cycles, but if you run one temple you should run all three.

Zagoth Triome: A bit pricy but it's fetchable or can be used to dig through your deck.

Hinterland Harbor, Drowned Catacomb and Woodland Cemetery: Check lands are really good, but get them soon because they are slowly rising in price.

Fabled Passage, Evolving Wilds and Terramorphic Expanse: Basic fetchlands. (Did you get my pun?)

The filter lands from Lorwyn, (Flooded Grove, Twilight Mire and Sunken Ruins) are pretty good if you can get them.

Finally, I will recommend my favorite cycle of lands, the pain lands. Llanowar Wastes, Yavimaya Coast, and their more expensive sibling Underground River enter untapped and add any of the two mana you need.

Just cut some basics to add these lands in. But don't cut too many basics! You need about 12 basics at minimum in a casual deck!

If you want to look any further into the clones strategy, take a look at EDHREC's page for clone strategies. (https://edhrec.com/themes/clones)

I like how you chose some interesting cards I have never seen before, and this deck looks fun to play. I hope these suggestions were of some help to you.

CommandOmega on Scars

1 month ago

I'm sorry to say that your combo might not work. Illness in the Ranks seems to provide an anthem effect that doesn't actually put counters on creatures. It only reduces their power and toughness, which just hurts your own efforts. I think that you might want to take out some other cards as well so you can put some better ones in. Here are my suggestions:

Dusk Urchins and Castle Locthwain draws you more cards, and you can cast Unearth on it to bring it back as well as a bunch of other things. Devoted Druid is good for getting you more mana, and Utopia Sprawl is more efficient than Weirding Wood. Ammit Eternal is pretty good as well, as it gets you tons of value from your Hapatra, Vizier of Poisons and Nest of Scarabs. I recommend putting Scarscale Ritual into your sideboard since you don't have one right now. I get the feeling that you're trying to go for a budget build, but you might want to try to put in 4 copies of Overgrown Tomb in place of 2 Swamps and 2 Forests. If you don't want to spend the money on those, I suggest that you put in 4 Zagoth Triomes instead. You might also want to take a look at on Scryfall to check out other possibilities.

orionwinterfire on Those Pesky Dimir Rogues

2 months ago

Blackbloom Rogue  Flip sucks. Glasspool Mimic  Flip rocks.

Also, I suggest ditching the temples and the blue castle. I've had much better performance with Zagoth Triome, which allows Castle Locthwain to come in untapped early and can be cycled late.

Since you're going creature heavy, Opt seems out of place, but maybe that's just me.

If you're counting on getting Zareth to hit, you might consider Unsummon and/or Stern Dismissal.

TheOneDemon on Here there be DRAGONS!

3 months ago

Alrighty, changed a few things with the land base!

Removed -

Cinder Glade

Drowned Catacomb

Mountain

Prairie Stream

Sunken Hollow

Sunpetal Grove

Zagoth Triome

Added -

Blood Crypt

Breeding Pool

Mana Confluence

Overgrown Tomb

Prismatic Vista

Stomping Ground

Temple Garden

Also added these to the maybe board I'd like to put into use, just trying to work out what to replace for them lol -

Bladewing the Risen

Door to Nothingness (For fun ;))

Golos, Tireless Pilgrim

Urza's Incubator

As always, Feiryn, your help is much appreciated! Have more of the land base on the way, but probably won't have them for a few weeks still. (Also have Hunting Grounds coming... Can't wait to use that lol.

Titus7007 on Lurrus Kicker

3 months ago

honestly, there is plenty of room in the mana base to accommodate green. I'll toss in a couple Zagoth Triome and maybe now I can run Heroic Intervention or that green spell that pumps up creatures and makes them fight, hmmm

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