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

Latest Decks as Commander

Zagoth Triome Discussion

psionictemplar on ESPER STONEBLADE

1 month ago

The manabase I had in mind was very b/w oriented with only 1 or 2 sources of blue that could be fetched. The blue sources would probably have come in the form of Zagoth Triome or Raugrin Triome to fetch on the 1st turn when you don't have to have untapped mana. Which one would depend on which color between black or white was the main one. I would cut a fetch or 2 in favor of basics and then try to add a couple more lands in addition. Most likely trimming a solitude and prismatic ending to make room for them. (for the record, I personally am not a fan of prismatic and would rather run more vindicates). If I have some free time in the next day or so, I will make of copy of this and you can see what changes I've made on my profile. I'll try to label it something obvious to spot like lujos deck copy or something...idk.

aszubat on Modifying a Rogue Mill Deck …

2 months ago

I wanted to combine the power of Mill with Tibalt, Cosmic Impostor ability to take over my enemy's graveyard. I found this Dimir Mill Deck Tibalt's Rogues and tried to figure out how I could edit it to make this combo work. I figured maybe I could use Replicating Ring to do the trick, but I'm new and unsure if that would be all I would have to modify to make a commander work (talking about protection here). Edit: I added Pathways and did some other modifications to the deck, which I believe would make it better (still missing cards to test it).

RambIe on

3 months ago

(w)hite: total (c)ards with white mans symbols is = 11, total white mana (s)ymbols = 18, (t)otal cmc of all cards that have white = 72, white (s)ymbol(a)verage = 1.63, white cards (t)otal(a)verage cost = 6.54, round up total demand is 2 in (7+7 cards in opening hand) so access to 2 white mana with in 14 cards drawn leaves a demand of 16, (w)=16
u: c=13, s=18, t=72, sa=1.38, ta=5.53, u=15
b: c=15, s=24, t=104, sa=1.60, ta=6.93, b=16
r: c=24, s=36, t=130, sa=1.50, ta=5.41, r=18
g: c=22, s=34, t=133, sa=1.54, ta=6.04, g=17

(m)ana demand: average cmc of deck total 5.00, (5in5 = 62.5), m=63

color demand: total amount of cards needed that can provide access to a specific color
white = 16, blue = 15, black = 16, red = 18, green = 17
keep in mind multi color lands, fetch, rocks, dorks, ramp lower the demand of any color it can provide
Wooded Foothills can fetch Zagoth Triome for example
so Wooded Foothills white= 00, blue= -01, black= -01, red= -01, green= -01
Golos, Tireless Pilgrim white= -01, blue= -01, black= -01, red= -01, green= -01

Mana demand: total amount of cards needed that give access to mana is 63 cards
any card that can give you mana reduces this number (lands,dorks,rocks,spells) the only catch to this is the card that supplies the mana has to cost less then your avgerage cmc

last note base color demand total is 82 and mana demand is 63
after utilizing color fixing if you get your color demand less then your mana demand you can then utilize colorless mana rocks to met your mana demand faster ie Sol Ring = mand demand - 2.

DanMcSharp on Its Chill - Sultai Snow

4 months ago


The deck looks pretty cool (pun intended), very thematic.

Personally I never saw Draugr Necromancer play a big role in any game so I'm not sure if it's really worth running 4, especially since it doesn't have an effect that stacks anyway.

If you struggle with your mana base, the first thing you could do is add more lands since 21 isn't much, you could easily remove a Draugr Necromancer and even a Sculptor of Winter for 2 extra land, pretty sure that would make things more consistent overall.

I'm glad to see you are already running 2 Binding the Old Gods but honestly, did you try running 4? I would be surprised if you found out that 4 is too many, it's such an amazing card. It can also fetch the triomes, so adding some Zagoth Triome to your mana base could help fix your mana quite a bit too.

Is there any reason you don't run any Frost Augur ? That card gives you so much card advantage over time it's crazy, certainly worth trying at least.


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