This is version 1 of my take on Zacama mega ramp. The primary goal of the deck is to play cards that fetch me more lands as much as possible early on and cast zacama ASAP, then use his abilities to deal with threats that may have accumulated while I was ramping. His untap trigger is exceptional with cards that make your lands more powerful, such as Mirari's Wake or Zendikar Resurgent. Using one of these effects and Temur Sabertooth, it's relatively easy to generate infinite mana, letting you Naturalize, Lightning Bolt or Healing Salve infinite times.

The deck sports a number of landfall creatures, such as Omnath, Locus of Rage and Emeria Angel to make my ramp spells relevant in the late game. The other threats are just large-mana-cost creatures that make the table shake a little when they hit the board.

Since Zacama untaps lands, that frees them up to use their special abilities on the turn you cast him. Slayers' Stronhold, Flamekin Village and Hall of the Bandit Lord are all great ways to give him haste. I'll look into adding more utility lands in the future.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

49 - 0 Rares

9 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 4.40
Tokens Beast 3/3 G, Beast 4/4 G, Bird 1/1 W, Clue, Elemental 5/5 RG, Emblem Elspeth, Sun's Champion, Emblem Nissa, Vital Force, Plant 0/1 G, Soldier 1/1 W, Wurm 6/6 G
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