Zell DinchtZell Dincht | Art by Kevin Sidharta
"My weapons are these fists of mine!" is amazing flavor text for a Magic card, and these words aren't far from the truth for Zell DinchtZell Dincht.
I know next to nothing about Final Fantasy, but when seeing this legendary creature relatively early on in spoiler season, I was immediately intrigued.
Was it the most powerful commander I've ever seen? No. Was it the most unique commander I've ever seen? Also no, but it's pretty close. Mono-red Landfall? There's got to be some way to break that, right?
I've covered Landfall and Lands Matter themes in my Bottom of the Barrel series before, so I'm no stranger to "off-color" Landfall decks. An "off-color" mono-color Landfall deck, however, seems like the perfect challenge.
On its face, this commander seems like it's trying to lead you in one specific direction, but I've decided to take this brew and sculpt it like my old "Power Throw" Juri, Master of the RevueJuri, Master of the Revue deck. With this in mind, we really only need a few lands on board for our commander to do ridiculous amounts of damage.
Allow me to explain...
Key Cards for Zell Dincht
Category #1: "Pump It Up"
As previously mentioned, I'll be basing this brew on a Juri, Master of the RevueJuri, Master of the Revue list that I loved dearly, largely inspired by my fellow EDHREC writer, Dana Roach. Dana's build of Juri focused specifically on Treasures as a way to make Juri as big as possible, as fast as possible.
I don't have the Treasure synergies here, but I do have the pump spells that made Juri sing. For example, Wine of Blood and IronWine of Blood and Iron is a repeatable way to double our commander's power, Fatal FrenzyFatal Frenzy doubles power and gives trample, and Temur Battle RageTemur Battle Rage grants double strike and trample.
These spells are only a small sample of what makes our deck really cook. A few more examples include: Granite GripGranite Grip to give our commander twice the boost from our lands, Downhill ChargeDownhill Charge to give our commander an instant-speed boost, and OverblazeOverblaze to double the damage our commander will deal no matter their power.
We can pump our commander all we want, but if we can't hit someone for damage, what do we do?
Category #2: Dealing Direct Damage
I like to describe the cards in this category as "Fling" and "Fling Adjacent" because they allow our pumped commander to deal direct damage. Hopefully, it'll be enough to kill an opponent in one shot.
The most obvious inclusion in this category is FlingFling, as it's a way for our big commander to be "thrown" at an opponent. Other great inclusions are: Soul's FireSoul's Fire as way to deal damage without sacrificing our commander, and Chandra's IgnitionChandra's Ignition as a way to kill everyone (hopefully).
Outside of direct damage, we need to include plenty of ways to give our commander evasion...
Category #3: Granting Evasion
Yes, getting a FlingFling kill would be amazing, but it's not always guaranteed.
There are few ways we can push damage in this deck, whether it be through granting flying with Ebony FlyEbony Fly, granting trample with Archetype of AggressionArchetype of Aggression and ShadowspearShadowspear, or making it unblockable with Brotherhood RegaliaBrotherhood Regalia and Rogue's PassageRogue's Passage.
Category #4: Burn
Outside of the Voltron plan, we have a small Burn package as our backup plan.
- SabotenderSabotender and Tunneling GeopedeTunneling Geopede both provide damage when our lands enter;
- Koth, Fire of ResistanceKoth, Fire of Resistance can ultimate and provide us with a game-ending emblem;
- ThemberchaudThemberchaud can act as a board wipe and great source of burn;
- And Valakut, the Molten PinnacleValakut, the Molten Pinnacle turns every Mountain we play into a Lightning BoltLightning Bolt.
Zell Dincht Commander Deck List
Check out my deck list below!
Zell Dincht
View on ArchidektCommander (1)
- 1 Zell DinchtZell Dincht
Enchantments (6)
- 1 Claws of ValakutClaws of Valakut
- 1 Glacial CrevassesGlacial Crevasses
- 1 Granite GripGranite Grip
- 1 Retreat to ValakutRetreat to Valakut
- 1 Tectonic ReformationTectonic Reformation
- 1 Valakut ExplorationValakut Exploration
Instants (13)
- 1 Chaos WarpChaos Warp
- 1 Downhill ChargeDownhill Charge
- 1 Fatal FrenzyFatal Frenzy
- 1 FlingFling
- 1 Kazuul's Fury // Kazuul's CliffsKazuul's Fury // Kazuul's Cliffs
- 1 OverblazeOverblaze
- 1 Rush of BloodRush of Blood
- 1 Siege SmashSiege Smash
- 1 Soul's FireSoul's Fire
- 1 Temur Battle RageTemur Battle Rage
- 1 Untimely MalfunctionUntimely Malfunction
- 1 Valakut Awakening // Valakut StoneforgeValakut Awakening // Valakut Stoneforge
- 1 Wild Magic SurgeWild Magic Surge
Creatures (11)
- 1 Archetype of AggressionArchetype of Aggression
- 1 Bonehoard DracosaurBonehoard Dracosaur
- 1 Brash TaunterBrash Taunter
- 1 Burnished HartBurnished Hart
- 1 Embodiment of FuryEmbodiment of Fury
- 1 PuPu UFOPuPu UFO
- 1 SabotenderSabotender
- 1 Solemn SimulacrumSolemn Simulacrum
- 1 ThemberchaudThemberchaud
- 1 Tunneling GeopedeTunneling Geopede
- 1 Walking AtlasWalking Atlas
Artifacts (23)
- 1 Adventuring GearAdventuring Gear
- 1 Arcane SignetArcane Signet
- 1 Bitterthorn, Nissa's AnimusBitterthorn, Nissa's Animus
- 1 Blackblade ReforgedBlackblade Reforged
- 1 Brotherhood RegaliaBrotherhood Regalia
- 1 Cursed MirrorCursed Mirror
- 1 Ebony FlyEbony Fly
- 1 Ghirapur OrreryGhirapur Orrery
- 1 Hithlain RopeHithlain Rope
- 1 Horn of GreedHorn of Greed
- 1 Mind StoneMind Stone
- 1 Mirage MirrorMirage Mirror
- 1 Realmbreaker, the Invasion TreeRealmbreaker, the Invasion Tree
- 1 ShadowspearShadowspear
- 1 Sol RingSol Ring
- 1 Sundial of the InfiniteSundial of the Infinite
- 1 Swiftfoot BootsSwiftfoot Boots
- 1 Sword of Forge and FrontierSword of Forge and Frontier
- 1 Sword of Hearth and HomeSword of Hearth and Home
- 1 Sword of the AnimistSword of the Animist
- 1 Thaumatic Compass // Spires of OrazcaThaumatic Compass // Spires of Orazca
- 1 Wayfarer's BaubleWayfarer's Bauble
- 1 Wine of Blood and IronWine of Blood and Iron
Planeswalkers (1)
- 1 Koth, Fire of ResistanceKoth, Fire of Resistance
Sorceries (7)
- 1 Chandra's IgnitionChandra's Ignition
- 1 Cleansing WildfireCleansing Wildfire
- 1 Crash ThroughCrash Through
- 1 Nahiri's LithoformingNahiri's Lithoforming
- 1 Shatterskull Smashing // Shatterskull, the Hammer PassShatterskull Smashing // Shatterskull, the Hammer Pass
- 1 Sundering Eruption // Volcanic FissureSundering Eruption // Volcanic Fissure
- 1 Wheel of MisfortuneWheel of Misfortune
Battles (1)
- 1 Invasion of Kaldheim // Pyre of the World TreeInvasion of Kaldheim // Pyre of the World Tree
Lands (37)
- 1 Arena of GloryArena of Glory
- 1 Diamond CityDiamond City
- 1 Fabled PassageFabled Passage
- 1 Field of the DeadField of the Dead
- 1 Forgotten CaveForgotten Cave
- 1 Glacial ChasmGlacial Chasm
- 1 Guildless CommonsGuildless Commons
- 1 Horizon of ProgressHorizon of Progress
- 1 Maze of IthMaze of Ith
- 1 Myriad LandscapeMyriad Landscape
- 1 Prismatic VistaPrismatic Vista
- 1 Rogue's PassageRogue's Passage
- 20 Snow-Covered MountainSnow-Covered Mountain
- 1 Thespian's StageThespian's Stage
- 1 Valakut, the Molten PinnacleValakut, the Molten Pinnacle
- 1 VesuvaVesuva
- 1 War RoomWar Room
- 1 Witch's ClinicWitch's Clinic
Closing Thoughts on Zell Dincht
That will do it for our deck tech on Zell Dincht. It was so cool to explore a Voltron space with a Landfall flavor, and I hope this inspires you to make your own brew around Zell Dincht!
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