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! That's why Yavimaya Hollow is very useful as it can target opponent's creatures, additionally Pir's Whim can punish those who have been less than friendly early on as well. To help keep my grip full, I took a suggestion from the Professor of TolarianCommunityCollege and included some good green draw options, as well as the mono green draw engine of Abundance + Sylvan Library.

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


Updates Add

When I started to pilot this deck (Realizing Dinosaurs embody my inner Timmy) i've always intended to acquire a special high-end deck box for it in the same fashion as my Sliver Deck The Queen's Egg. The problem however was that I had a very specific vision (a common problem that plagues me with my decks as well) - I wanted to get a deck box that resembles a Tyrannosaurus Rex's fossilized skull. Currently, there is no such product available - but luckily for me I found an artist who works with metals and cast resins who is willing to take up the task of building me my dream T-Rex Skull deck box - albeit at a pretty penny. Everything is in the early stages at the moment, but what's really awesome is the fact that I at least have a concept image to share:

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47% Casual

53% Competitive

Top Ranked
Date added 3 years
Last updated 1 month
Key combos

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

52 - 0 Rares

12 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.65
Tokens 3/3 G Token Creature Elephant, 3/3 G Token Creature Dinosaur, Copy Clone, C Emblem Monarch, Treasure, C Emblem City's Blessing
Folders Mine, 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, See all 95
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