The Threefold Sun Incarnate

As you enter the territory of The Great Calamity, you hear a faint sound of drums off in the distance. You may choose to listen...or not. Your choice.

What is best in life? Crushing your enemies. See them driven before you, and to hear the lamentation of their women. You relish at the thought - and since you haven't already run away in fear...then clearly this is the deck and more importantly - Commander for you. Zacama can easily overrun and terrorize the battlefield all by herself, but there are times when you may need to employ a pack and it's tools to crush a wily foe. The design of this deck is as simple as nature: dominate and destroy all before you using the embodiment of pure savagery and might.

This deck's aim is to be a Dinosaur tribal Mid-range deck that can threaten to win between turns 6 - 8, fitting within the Focused category as defined in the video How to Power up your Commander deck by The Command Zone. The deck rarely builds a threatening board state early game, but can easily overwhelm and overrun the board given the right cards (ideally, Exploration or Burgeoning turn 1 usually create the best scenarios). In terms of strategy the deck appeals to a more Timmy focused mindset, as you definitely play the big stompies - with a few sprinklings of Johnny. The Zacama based combos will require the Quick Maths to prove to the table that you have infinite mana - and you must do this in a timely fashion to keep from ruining the fun at the table. All the key cards and game winning/momentum shifting combos are all discussed in the "Tooth and Nail" tab of the accordion.

tl;dr - Play big stompies - then fire off infinite combos (that require math) to destroy everything.

To get to victory, the deck requires a steady stream of cards while having enough big scary creatures to fend off other players who may wish to deny Zacama her due. Touching on that, the deck's primary weakness is that it's politically weak. For some reason having all the removal options attached to my commander makes it something of a target while just sitting (probably loudly) in the command zone, so making friends is important! Additionally, the mana base is very complicated - containing many different lands that provide multiple forms of utility. Ranging from direct damage to opponents, returning commander to hand, ramp, removal, and regeneration, knowing which lands to pursue at any given point of a game is difficult - requiring careful threat and resource assessment.

The positives of piloting a Giant 3-headed Tyrannosaurs Rex who absolutely does not give an iota of a care about whatever is in her way speaks for itself. But to have an obscene amount of utility stapled to a voluptuous 9/9 body with a buffet of keywords is simply too hard to pass up. I would say that the expensive converted mana cost would be a disadvantage, but since this commander is in Green, that issue can be somewhat mitigated. With the synergy of Enrage a simple gang of armored brutes can provide removal or even a soft lock "stax" utility to lock down the board and/or flood said board with an army of 5/5s with a bad case of multiplicity. But, for all this deck's complexity and utility simply turning right and winning fight is a perfectly viable option to smash your puny opponents.

Each combo in this deck has a special name or designation - for flavor

  • Temur Sabertooth + Zacama, Primal Calamity + *12 Lands (or 6 lands and a mana doubler) - Sabretooth, Herald of Calamity - Infinite floating Mana - With Temur Sabertooth and 12 lands in play I tap all my lands and play Zacama. With floating, I use Sabertooth's ability to return her to my hand. I net additional mana with all of my lands untapped. Rinse, wash, repeat and I have infinite (or an arbitrarily large amount of) , , and mana floating. With mana doublers such as Mana Reflection, Zendikar Resurgent or Mirari's Wake then the number of lands required for the combo drops to 6. That mana can be conveniently filtered into each of Zacama abilities, and Shivan Gorge. Which in conjunction with the infinite amount of untap all lands Enters the Battlefield (or ETB) triggers of Zacama would result in an infinite amount of direct damage to all opponents.
  • Cloudstone Curio + Kinjalli's Caller + Zacama, Primal Calamity - The Curio of Calamitous Intent - Infinite floating Mana - Note: Like the previous combo, this also requires a specific amount of lands in play in order to net the extra mana: CMC of Zacama + CMC of another creature + 1 = 11 Lands - (9 + 1 + 1 = 11) Note: Kinjalli's Caller does lower the CMC of Zacama by - therefore lowering the number of lands required by , but this combo does work for any creature as long as there are enough lands. Let's walk through this step by step: with 11 lands, Cloudstone Curio and Kinjalli's Caller in play, tap all lands to float to play Zacama for the first time - leaving floating. Zacama's trigger goes off and all lands untap, Curio triggers, and you bounce the Caller back to your hand. Use of the floating mana, play the Caller again leaving you with floating mana. Cloudstone Curio triggers, and you bounce Zacama back to your hand. Tap all lands for again, cast Zacama again - this time leaving you with floating mana. All lands untap, Curio triggers, and the Caller goes back to your hand again. Play the Caller using floating mana leaving you with , Curio triggers, tap all lands for again, return and cast Zacama, you now have floating. All lands untap, Curio triggers, return and cast Caller and you have floating, Curio triggers, return and cast Zacama, you have floating. After the 3rd demonstration you have proven that you have infinite mana.

  • Forerunner of the Empire + Polyraptor + Rite of Passage - P.O.U.S - Polyraptors of Unusual Size - Infinite* Polyraptors - To explain this combo, i will just quote the article Brewer's Minute: Rivals-Seven Modern Combos by SaffronOlive: "The basic idea of the combo is that we get Rite of Passage on the battlefield, use Forerunner of the Empire to find our Polyraptor, and then when Polyraptor enters the battlefield (perhaps with the help of something like Through the Breach or Dramatic Entrance), we make an infinite number of infinitely huge Polyraptors! Each time a Polyraptor enters the battlefield, Forerunner of the Empire does one damage to everything. Normally, this would kill off the Forerunner of the Empire after three pings, but with a Rite of Passage on the battlefield, every time Forerunner of the Empire pings our creatures, our team also gets a +1/+1 counter! The end result is we make as many Polyraptors as we want while also sweeping away all of our opponent's creatures and making all of our Dinosaurs huge with +1/+1 counters!"
  • Bear Umbra + Polyraptor + Pyrohemia - Polyraptors... - Infinite Polyraptors - Step 1. Cast Bear Umbra targeting Polyraptor with Pyrohemia in play. Step 2. Activate Pyrohemia up to 6 times - each time triggering Polyraptor(s) Enrage ability. On the first trigger 1 copy is made - (two raptors in total). Second trigger - 2 more raptor copies are made (four in total). Third trigger - 4 raptor copies(eight in total), Fourth - 8 (sixteen in total), Fifth - 16 (thirty one in total), Sixth - 32 (sixty three in total - note the 1st raptor copy died. The original raptor with Bear Umbra has 6 damage.). Step 3. Attack with the "original" Polyraptor with Bear Umbra untapping all of your lands, enabling you to repeat the process on the next opponent's turn. (Also, any creature your opponents control with toughness less than 6 is dead.)
  • Forerunner of the Empire + Marauding Raptor + Polyraptor - The Raptor Breeder - Infinite* Polyraptors - Note, this combo requires that Polyraptor be the last card cast. When Polyraptor enters the battlefield, it's Enrage trigger will be on the stack due to Marauding Raptor's passive first ability "when another creature you control enters the battlefield, Marauding deals 2 damage to it". A new Polyraptor will enter play, which will also have it's Enrage trigger activate - ad infinitum. To prevent the infinite Enrage triggers from stalling out the game (resulting in a draw), trigger Forerunner of the Empire's ability - "Whenever a Dinosaur enters the battlefield under your control, you may have Forerunner of the Empire deal 1 damage to each creature." 3 times. Note: Forerunner's ability is a "may" ability - so you can choose trigger it after you generate number of Polyraptors first. The 3 Forerunner ability activations will kill all creatures with toughness 3 or less - removing itself along with Marauding Raptor - ending an infinite trigger loop and leaving behind an army of Polyraptors.
  • Aggravated Assault + Nature's Will + (5 Lands in play, 1 creature) - Infinite Combat Steps with tiny Dinos - Infinite Combat Steps - (Note: Nature's Will can be swapped out with Bear Umbra) This combo is highly contingent on two factors - 1. If I have a creature in play with a power of at least 1 and 2. If I have 5 lands, with two being mountains. If all of the previously mentioned stipulations are in place, then I would have infinite combat steps. What happens is that when I attack with my creature, all of my lands will untap due to the Nature's Will/Bear Umbra trigger. Then i'll just pay the for Aggravated Assault, and continue well...assaulting.
  • Pyrohemia + Rite of Passage + Silverclad Ferocidons - Armored Monsters Cloaked in Fire - With all of the previously mentioned cards in play, activate Pyrohemia, each player and creature will take 1 point of damage - each creature on your side of the board will get a "This creature gains a +1/+1 counter" trigger and each opponent will get a "Sacrifice a permanent" trigger. After enough activations of Pyrohemia and the Ferocidons, your opponents will hardly have enough of a boardstate to oppose your angry dinosaurs with (ideally) many +1/+1 counters.
  • Marauding Raptor + Polyraptor + Zacama, Primal Calamity - Herald of Raptors - Infinite* Polyraptors - With 9 lands (and access to Naya), Marauding Raptor and Zacama in play - cast Polyraptor. Marauding Raptor's ability triggers off on each instance of Polyraptor entering the battlefield. After creating an arbitrarily large number of Polyraptors, end the infinite Polyraptor triggers with an activation of Zacama's first ability targeting Marauding Raptor. Note: the order in which these cards are played matters - make sure Polyraptor is the last card to be cast.
  • Sanctum of Eternity + Zacama, Primal Calamity + *13 Lands (or 7 lands and a mana doubler) - Sanctum of Infinite Calamity - Infinite floating Mana - With 13 lands (or 7 with a mana doubler) and Sanctum of Eternity - cast Zacama, (note: you are always tapping all lands except Sanctum of Eternity). Once Zacama's ETB effect triggers, you'll have floating. Use to activate Sanctum of Eternity, returning Zacama to hand. You will have floating. Recast Zacama and you'll have floating. Use to activate Sanctum returning Zacama to hand. You'll have floating, netting you mana. Recast Zacama, and you'll have floating, netting mana. Pay to activate Sanctum returning Zacama to hand - you'll have floating, and then after casting her - you'll then have mana, netting you . Upon proving you have infinite mana, you gain infinite life, infinite Artifact/Enchantment destruction, infinite damage to creatures and unlimited power!...except you don't end the game necessarily.

There is more than meets the eye when it comes to this deck, as there is an alternate commander (it is legal to swap commanders between games).However, the alternate commander of this deck is not actually legal- enter Grimlock, Dinobot Leader  . He is the epitome of what makes Dinosaurs cool - but turned to 11. If you disagree then I would like to officially inform you that you are wrong. Good day to you. At one point, silver-bordered cards were temporarily legal in commander from December 01 2017 until January 15th 2018. But I maintain that if your playgroup is cool with the use of silver-bordered cards, and that it isn't too disruptive (refer to the silver-bordered cards that were banned (or remained banned) during the Jan 15th legal period) then it's appropriate for play. With Grimlock   at the helm, the deck does lose a lot of it's ability to control the board - therefore it's definitely for a more casual game/meta (threatening to win between turns 8 and 10). But, the deck does gain a more streamlined approach: Play Dinos. Turn Right. Win Fight. - providing the ultimate Timmy experience.

Additionally, you get to live out the fantasy of the following episode of transformers:

If you were wondering about what transformer I use to pay for Grimlock  's activation cost I chose the MP-08 Grimlock Masterpiece, pictured below:

Grimlock @ Amazing Spiral Show

Suggestions

Updates Add

As the fanfare and hype surrounding New Capenna was unfolding I only paid a marginal amount of attention to the set. I was considering the inclusion of Jetmir's Garden, but unfortunately I think triomes just aren't competitive enough for the deck. But as I've looked further, I was genuinely surprised about Topiary Stomper and Smuggler's Share.

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While Stomper is a non-Enrage Dino it synergizes very well with the ETB trigger subtheme of the deck. If Zacama is not available for a Sword of Heath and Home or Cloudstone Curio trigger then having Stomper as a viable alternative that ramps on ETB seems viable as it gets us closer to the ultimate objective of casting Zacama and having her go in and wreck house. Also having that ability stapled on a 4/4 Vigilance Dino body is just an added bonus as it triggers Forerunner of the Empire, Herald's Horn, Marauding Raptor and more. Stomper was slotted in for Sylvan Scrying as I see the Dino as strictly better. Sure, it's nice to be able to tutor for any land to hand, but I like the idea of having ramp with recursion - and having it on a Dinosaur simply made it a must include.

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The big card (in my opinion) from New Capenna is Smuggler's Share. I think that this card is future Commander staple material alongside the likes of Rhystic Study or Smothering Tithe (which desperately needs a reprint). Within the metas I play, my opponents tend to draw multiple cards using spells like Phyrexian Arena, Sylvan Library or Frantic Search. I also cannot recall a game where an opponent didn't play and crack a Fetchland. Smuggler's Share seems like the perfect card to discourage - or capitalize on efficient plays by my opponents due to the card scaling with the meta. I pre-ordered a full art copy for 30EUR (I really wish there was a foil option - think It's being saved for a Secret Lair?) - and to be honest I'm on the fence about this. I really want to try this card out, but I'm afraid I might've overpaid as it's possible that I missed the mark in thinking about the kind of impact this card could make in an average game.

What do you think about Smuggler's Share? Is it a mono-white cousin to Rhystic Study? Or is it over hyped and will fall flat in the coming months of its use? I'm genuinely interested in seeing what you all think - will you be picking up a copy when the price drops in the next few days/weeks? Please comment, and thanks for reading

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23% Casual

77% Competitive

Top Ranked
Date added 4 years
Last updated 1 month
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

56 - 0 Rares

10 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.69
Tokens City's Blessing, Copy Clone, Dinosaur 3/3 G, Elephant 3-3 G, Monarch Emblem, Treasure
Folders Dinosaurs are the Best, im gonna build but its too much money, Deck ideas, Interesting Commander Decks, Future deck ideas, Decks to Reference, decks to try, Decks to Get, Decks to look at, Cool Concepts, See all 112
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Revision 111 See all

1 month ago)

+1 Forest main
-1 Mountain main
-1 Sylvan Scrying main
+1 Topiary Stomper main