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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Set Rarity
Ikoria: Lair of Behemoths (IKO) Rare

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Legality

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

Zagoth Triome Discussion

TriusMalarky on Primal Permutations

2 weeks ago

First, needs more 1 drops. I recommend going heavy into the 'ramp a stompy thing out t2' with a playset of Birds of Paradise. Not only ramps and fixes your mana very well, it also has flying and is therefore great to mutate onto.

Second, your manabase sucks. Zagoth Triome is mediocre at best. In Modern, you absolutely cannot be playing taplands anymore. It's too fast unless you're playing a more traditional control deck. Fortunately, there's a couple real cheap cards that will dig you out of this hole: Llanowar Wastes and Yavimaya Coast. $1-2 each, they should be a playset unless you're going with a higher quality manabase. Cut at least one Island and at least one Swamp to add these. There are also other better lands, but those should hold you over. You really should cut Triomes, though, and include either Fastlands(Botanical Sanctum and Blooming Marsh) or Checklands(Hinterland Harbor and Woodland Cemetery). Green t1 is going to be part of your gameplan.

Third, Parcelbeast and Migratory Greathorn are your absolute best t2 plays. Use them to start ramping, because in the end it's the mana you'll need.

Fourth, cut your enchantments and artifacts(except maybe Ozolith) for Sea-Dasher Octopus. Card draw is great, 2-mana mutate is great, it's all-around great.

Fifth, maybe try out Trumpeting Gnarr. Pretty fun card.

All-in-all, just needs an actual manabase and some curve tweaks, but the core of the deck looks at least functional(not super familiar with the modern meta atm, so I'm unsure if it'll actually do well). I like the idea of a lategame Starrix acting as a sort of Genesis Hydra. Going t1 Birds into t2 Greathorn, ramping into a t3 Gnarr and an easy t4 Starrix or Dirge Bat should be game over.

Oh, I forgot -- Starrix is good enough that you should go 4x. Archetype sucks.

Also, cut a couple cards for removal. While Starrix doesn't necessarily hit it, it skips it. Seriously, you can have any number of nonpermanent cards in your deck and it won't hurt starrix one bit. Most of our non-ramp non-land cards are large enough that hitting a handful of them should be worth it.

Sorry for long post, but I got exited over Starrix for a second. It's totally reasonable to play it t4 and get 3+ permanents off it. At least one of those should be a decent sized creature. Then, you'll likely have a couple extra cards in hand and mutating starrix a second time for 4+ permanents is back breaking for any strategy. You just need to make sure you have Parcelbeasts and Octopuses going so that you can keep your hand full -- because you'll have all the mana at that point.

multimedia on Otrimi Sultai Mutato Potato

3 weeks ago

Hey, nice budget upgrade of the precon.

You should avoid the mentality of thinking the manabase will come later. Sure, more expensive land upgrades could come later, but you still want to configure the manabase to reflect the rest of your deck. That's not something you can leave for later. The manabase is one of the worst parts of the precon and you haven't changed it to reflect the upgrades you've made.

The upgrades you've made are good, but they don't help much if you don't also change the precon manabase. Predator Ooze while a good card with Otrimi is not worth playing so many Forests. That's the reason for the high number of Forests compared to all other basic lands in the precon to satisfy one card which is not good deck building by Wizards. Ooze is the only card in the precon and in your upgrades therefore it's not worth hurting your ability to cast Otrimi who needs to cast turn four or sooner.

Priority should be to able to cast Otrimi since he's the Commander who can do Commander damage with and that's your best chance of winning. There's many other creatures than Ooze that have much easier mana costs to mutate too. I would cut Ooze until you can consistently cast it while also being able to consistently cast Otrimi. 11x Forest does not give you consistency of casting Otrimi which is more important than casting Ooze. Nightveil Predator is also not worth it while it may be a good creature to mutate too the casting cost is not realistic with the manabase.

You want a close to equal ratio of each color which comes from basic lands and from dual lands. Until you can upgrade the manabase with more expensive dual lands then use a closer to equal amount of basic lands. More Forests then the rest is fine since a Forest helps to cast early game mana dorks and land ramp spells which can then help to color fix for blue and black, but 11x Forest is way too much. Adding a Farseek and Zagoth Triome, Farseek can search for a Triome, would help with ramp and color fixing in one.


Some budget lands to consider adding:

Jarad's Orders lets you tutor for two creatures; put one into your hand and the other into your graveyard. It can tutor for a creature to mutate to and put a mutate creature into your graveyard to recur with Otrimi. Final Parting also does this except the two cards you get can be any cards. Neoform is sac a creature you control to tutor for a creature with one more CMC and put that creature onto the battlefield. It's powerful for a two drop and less than $1. Of course you don't want to sac a mutate creature because then all the creatures are put into your graveyard, but sacing a creature to upgrade the creature before you mutate could be a strong play.

Vivien, Champion of the Wilds lets you mutate at instant speed with flash. With vigilance she also makes the mutated creature able to attack and then also block on opponents turns. Her last ability can be repeatable way to potentially find a creature to cast. She interacts well with Vivien, Monsters' Advocate who've you've added since then you can cast the creature cards you see on top of your library at instant speed.

Crystal Shard is another repeatable bounce effect for the mutated creature. Having more of this effect is helpful to save the entire mutate pile from removal especially removal that exiles or lets you change the first creature that's mutated.

Good luck with your deck.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Rhadamanthus on Do triome lands have color ...

1 month ago

To be clear: rule 903.5d ("A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander's color identity") isn't only talking about basic lands. It's talking about any land with a basic type. The basic land types are Plains, Island, Swamp, Mountain, and Forest. Zagoth Triome has the Swamp, Forest, and Island types, meaning it can produce , , and , so it can't be included in a commander deck with a / color identity.

lullelukas on The Wolf of Maul Street [8]

1 month ago

Updated the landbase slightly. The tri-lands are out since it's too important for us to have our first three mana without any tapped lands.

Opulent Palace --> Gemstone Mine

Zagoth Triome --> Ancient Ziggurat

Thran Quarry was also a consideration of mine. But I think it might get us into too much trouble, so I'll hold back on that.

Cheers!

fmastrome2008 on Yarok Pod-EDH

1 month ago

Honestly, the only cards I see you missing (minus fetchlands) are Deathrite Shaman, Zagoth Triome, Sire of Stagnation, and Woodland Bellower. That's less than 1/3 the price of the cheapest fetchland.

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