Zendikar Resurgent

Zendikar Resurgent

Enchantment

Whenever you tap a land for mana, add one mana to your mana pool of any type that land produced. (The types of mana are white, blue, black, red, green and colourless.)

Whenever you cast a creature spell, draw a card.

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Have (2) gildan_bladeborn , metalmagic
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Printings View all

Set Rarity
Commander 2017 (C17) Rare
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Zendikar Resurgent occurrence in decks from the last year

Commander / EDH:

All decks: 0.09%

Green: 0.62%

Zendikar Resurgent Discussion

slashdotdash on 5 color no theme deck

1 week 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

seshiro_of_the_orochi on Double Masters

2 weeks ago

Weird timing to announce the set.

I guess Primal Vigor, Parallel Lives, Anointed Procession, Zendikar Resurgent, Mirari's Wake and Alhammarret's Archive seem pretty much set. Same goes for Consecrated Sphinx.

RiotRunner789 on X = Destruction

3 weeks ago

If your looking for cuts then here's my 8 recommendations:

Capricopian Flavor win but it often won't hit the opponent you want to hit.

Deepglow Skate One shot effect you don't need.

Gargos, Vicious Watcher Great card. However, you running 9 other hydras (excluding your commander who doesn't really benefit). Also, you don't have many self-targeting effects. Not enough support to keep.

Manascape Refractor If you have more land tutors to copy nykthos or coffers maybe keep but otherwise cut. It also comes in tapped which hurts.

Vorel of the Hull Clade If you have infinite mana or just a ton of mana then his affect is nice but not needed.

Biomass Mutation If you get infinite mana then this is great. Yet, if you have infinite mana you should also be able to win with something else or just start making infinitely large Hydras.

Winding Constrictor Incrementally helps. This seems like a harder cut but your hydra's should be big enough on their own without the 1 extra counter.

Boundless Realms Making cuts is the worst. At seven mana you probably want to have play your Zendikar Resurgent over this. Its not a bad card, just something to lower your cmc cost.

Hope that helps. I get it with the tutors. I personally don't like running a bunch of tutors in EDH and even more so dislike the idea of spending a ton of cash on them. But, they do make things more consistent and faster (which I thought was more of a goal due to description) so I recommended them.

Cutting sucks, especially when your down to the last few cards. I don't know your play style or play group so take the cuts recs with a grain of salt.

Best of luck. I like the how the deck looks so far and it should be fun to play no matter what ends up being cut.

Joe_Ken_ on My Saproling EDH deck

1 month ago

If you can splurge a little money on some mana doubling enchantments like Zendikar Resurgent or Mirari's Wake I would try to pick those up.

But a cheap one you could use is Dictate of Karametra or Heartbeat of Spring but be careful since your opponents get the benefit as well. Vernal Bloom can help double just forests though.

Hi_diddly_ho_neighbor on "X" Marks the Spot

1 month ago

Nice deck!

34 lands seems a bit low for a deck like this. This makes you rely heavily on your mana dorks which are very fragile. You might add at least two more lands (36 seems like a fair minimum) and a Nature's Lore or two style effects. Also, Zendikar Resurgent could be strong here.

If you do plan to run this many mana dorks, you might consider running Kinnan, Bonder Prodigy and Harvest Season.

How is Genesis Wave performing for you? It seems like it is a bit of a non-bo with all of your hydras. Maybe Finale of Devastation might be a more reliable finisher?

Since at some point you will inevitably dump your hand and create a ton of hydras, a haste enabler might be a solid inclusion. Akroma's Memorial and Concordant Crossroads might be robust.

Heh, I just realized that most of my suggestions are pretty expensive $$ wise. Sorry about that...

+1 from me

seshiro_of_the_orochi on Goreclaw Ramp

1 month ago

Ok, this is pretty close to optimal, great job. Cards you might still consider:

Nissa's Pilgrimage

Skyshroud Claim

Rhonas's Monument

Zendikar Resurgent

Vizier of the Menagerie

Eternal Witness

One-Shoe on First Deck Token/Landfall

1 month ago

For landfall get cards like Exploration, Oracle of Mul Daya, Burgeoning, and last but not least Storm Cauldron. Burgeoning in combination with Storm Cauldron is very nasty. Add some card draw with things like Regal Force, Harmonize, Zendikar Resurgent, The Great Henge, and possibly Recycle. Also throw in Purphoros, God of the Forge since you'll be making lots of tokens and playing a creature heavy deck. If you can afford them, Fetch lands are amazing in landfall.Craterhoof Behemoth is an excellent win con if you want to take out the table. Finally casting Genesis Wave for a ton of mana can be a win con as well. Especially in a landfall deck.

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