Elder Dinosaur Highlander
Masters 25 is here and Dominaria is around the corner, but we can't leave Ixalan just yet. We've discussed some of Ixalan's Vampiric offerings, as well as its slippery underwater inhabitants, but we can't say we've properly explored Ixalan until we do a proper Dino Showdown. This block gave us two enormous Naya monstrosities that would make John Hammond proud: Zacama, Primal CalamityZacama, Primal Calamity and Gishath, Sun's AvatarGishath, Sun's Avatar.
"Tyrannosaurus Rex" translates to "Tyrant Lizard King," and that name couldn't be more apropos. These legends, for lack of a better word, totally rule. However, while studying these Dinosaurs, I've come across some bizarre anomalies in the data and analysis of their respective EDHREC pages. Let's excavate some of our findings and see if we can find the most optimal builds for each of these Paleozoic powerhouses. It's Commander Showdown: Dino Edition.
Jurassixalan Park
Let's begin with Gishath, Sun's AvatarGishath, Sun's Avatar. This big baddie boasts a hefty cost of eight mana for a 7/6 with a smattering of respectable abilities: trample, vigilance, and haste. These are decent stats, but Gishath gets better. Whenever he strikes a player, he lets out an enormous bellow to signal other Dinosaurs in the area, letting you play them from the top of your library for free.
I'll be honest, I didn't think much of Gishath when I first saw him. I didn't think there were enough Dinos out there to make his ability worthwhile. Then a buddy of mine slammed their Gishath on the table, gave it double strike, swung in for 14 commander damage, and dropped no less than eight Dinos into play, including a Verdant Sun's AvatarVerdant Sun's Avatar, which gained him approximately 28 life, and a Raging SwordtoothRaging Swordtooth, which triggered the Enrage abilities of his Bellowing AegisaurBellowing Aegisaur and Ranging RaptorsRanging Raptors, buffing his new army and giving him more resources. "Oh," I said meekly. "I get it now."
Gishath is not what I'd call a 'clever' commander, which is perhaps why I initially dismissed him. My preferred strategies often involve commanders such as Kynaios and Tiro of MeletisKynaios and Tiro of Meletis, which requires an awareness of table politics, or Kruphix, God of HorizonsKruphix, God of Horizons, which must collect resources while simultaneously stymieing aggression from the rest of the table. However, being 'clever' is not what Gishath, Sun's AvatarGishath, Sun's Avatar ever promised to be. He promised to bite people, and he promised to do so powerfully. This isn't my type of commander, but I've certainly learned to respect it because if I don't, I get hurt. A lot.
The Tyrannosaur Paddock
One of the most difficult facets of brewing a Gishath deck is, in a word, proportion. To best utilize Gishath's ability, you want to pack the deck full of Dinosaurs. The higher the number of Dinos, the greater your chances of flipping them for free with your commander. Plus, since you get them for free, you want to make them all very expensive Dinosaurs. As long as you have that discount, you should take full advantage of it!
Unfortunately, this can really skew your deck's proportions. Too many creatures leaves little room for other spells. Too high a mana curve and you won't be able to cast the Dinos that wind up in your hand. How do we get around this problem? What methods have others used to solve it? I suggest taking a peek at the Average Gishath Deck for ideas.
Average Gishath Deck
View on Archidekt- 1 [Commander]Gishath, Sun's Avatar[/Commander][Commander]Gishath, Sun's Avatar[/Commander]
Creatures (32)
- 1 Atzocan SeerAtzocan Seer
- 1 Bellowing AegisaurBellowing Aegisaur
- 1 Burning Sun's AvatarBurning Sun's Avatar
- 1 Carnage TyrantCarnage Tyrant
- 1 Charging MonstrosaurCharging Monstrosaur
- 1 Deathgorge ScavengerDeathgorge Scavenger
- 1 Drover of the MightyDrover of the Mighty
- 1 Etali, Primal StormEtali, Primal Storm
- 1 Forerunner of the EmpireForerunner of the Empire
- 1 Ghalta, Primal HungerGhalta, Primal Hunger
- 1 Goring CeratopsGoring Ceratops
- 1 Kinjalli's CallerKinjalli's Caller
- 1 Kinjalli's SunwingKinjalli's Sunwing
- 1 Otepec HuntmasterOtepec Huntmaster
- 1 PolyraptorPolyraptor
- 1 Raging RegisaurRaging Regisaur
- 1 Raging SwordtoothRaging Swordtooth
- 1 Ranging RaptorsRanging Raptors
- 1 Raptor HatchlingRaptor Hatchling
- 1 Regisaur AlphaRegisaur Alpha
- 1 Ripjaw RaptorRipjaw Raptor
- 1 Silverclad FerocidonsSilverclad Ferocidons
- 1 Snapping SailbackSnapping Sailback
- 1 Temple AltisaurTemple Altisaur
- 1 Thrashing BrontodonThrashing Brontodon
- 1 Thundering SpinebackThundering Spineback
- 1 Trapjaw TyrantTrapjaw Tyrant
- 1 Verdant Sun's AvatarVerdant Sun's Avatar
- 1 Wakening Sun's AvatarWakening Sun's Avatar
- 1 Wayward SwordtoothWayward Swordtooth
- 1 Zacama, Primal CalamityZacama, Primal Calamity
- 1 Zetalpa, Primal Dawn[/Creatures]Zetalpa, Primal Dawn[/Creatures]
Instants (5)
- 1 Boros CharmBoros Charm
- 1 Dinosaur StampedeDinosaur Stampede
- 1 Naya CharmNaya Charm
- 1 Path to ExilePath to Exile
- 1 Swords to Plowshares[/Instants]Swords to Plowshares[/Instants]
Sorceries (8)
- 1 Commune with DinosaursCommune with Dinosaurs
- 1 CultivateCultivate
- 1 Explosive VegetationExplosive Vegetation
- 1 FarseekFarseek
- 1 Kodama's ReachKodama's Reach
- 1 Rishkar's ExpertiseRishkar's Expertise
- 1 Savage StompSavage Stomp
- 1 Thunderherd Migration[/Sorceries]Thunderherd Migration[/Sorceries]
Artifacts (8)
- 1 Boros SignetBoros Signet
- 1 Gruul SignetGruul Signet
- 1 Herald's HornHerald's Horn
- 1 Pillar of OriginsPillar of Origins
- 1 Selesnya SignetSelesnya Signet
- 1 Sol RingSol Ring
- 1 Urza's IncubatorUrza's Incubator
- 1 Vanquisher's Banner[/Artifacts]Vanquisher's Banner[/Artifacts]
Enchantments (6)
- 1 Growing Rites of ItlimocGrowing Rites of Itlimoc
- 1 Kindred BoonKindred Boon
- 1 Mirari's WakeMirari's Wake
- 1 PyrohemiaPyrohemia
- 1 Sunbird's InvocationSunbird's Invocation
- 1 Zendikar Resurgent[/Enchantments]Zendikar Resurgent[/Enchantments]
Planeswalkers (2)
- 1 Huatli, Dinosaur KnightHuatli, Dinosaur Knight
- 1 Huatli, Warrior Poet[/Planeswalkers]Huatli, Warrior Poet[/Planeswalkers]
Lands (38)
- 1 Boros GarrisonBoros Garrison
- 1 Canopy VistaCanopy Vista
- 1 Cinder GladeCinder Glade
- 1 Clifftop RetreatClifftop Retreat
- 1 Command TowerCommand Tower
- 1 Evolving WildsEvolving Wilds
- 1 Jungle ShrineJungle Shrine
- 1 Path of AncestryPath of Ancestry
- 1 Rootbound CragRootbound Crag
- 1 Sacred FoundrySacred Foundry
- 1 Stomping GroundStomping Ground
- 1 Sunpetal GroveSunpetal Grove
- 1 Temple GardenTemple Garden
- 1 Temple of AbandonTemple of Abandon
- 1 Temple of the False GodTemple of the False God
- 1 Unclaimed TerritoryUnclaimed Territory
- 6 PlainsPlains
- 6 MountainMountain
- 10 Forest[/Lands]Forest[/Lands]
I really, really like the creature setup we find in this Average Deck. The Dinosaurs are predictably expensive; PolyraptorPolyraptor, Goring CeratopsGoring Ceratops, and Thundering SpinebackThundering Spineback are about as expensive as the commander itself! These mana costs are no joke. Thankfully, there are a handful of smaller creatures to fill out the curve, and they all serve one fantastic purpose: to help you cast those enormous terra-stomping scalelords.
From Otepec HuntmasterOtepec Huntmaster to Drover of the MightyDrover of the Mighty, the non-Dinosaur creatures all provide you with fuel. They can't be cast off a Gishath trigger, but they help you power out your Gishath long before turn eight. That's the type of speed you need for a deck like this; if you want to make sure that Kruphix, God of HorizonsKruphix, God of Horizons doesn't get to 1,000 mana, you have to tear it down before it gets a chance to stabilize and control the board.
The noncreature cards also largely fit into the theme of ramping mana. We have the full set of Signets, not to mention the now-expensive Urza's IncubatorUrza's Incubator and Herald's HornHerald's Horn. Classic green spells like CultivateCultivate and Explosive VegetationExplosive Vegetation put in a well-deserved appearance.
However, there are a few cards in this mana-ramping theme that I desperately need to challenge.
Stop playing these cards at once. Thunderherd MigrationThunderherd Migration is a worse Rampant GrowthRampant Growth, which doesn't show up in the Average Deck at all. Why play a Rampant GrowthRampant Growth that might sometimes cost three mana when you could just play the actual Rampant GrowthRampant Growth? We also have Pillar of OriginsPillar of Origins, which is a Bad Card with a capital B and a capital C. This rock will only produce mana for your Dinosaur spells; going by the Average Deck, that means there are only 28 spells in the entire deck that Pillar will help you cast. That's less than half of your spells! Instead of Pillar, you could play a Mind StoneMind Stone or a Fellwar StoneFellwar Stone, or even a Commander's SphereCommander's Sphere, which would help you cast all the spells in your deck, not just the Dinos.
In fairness, that same criticism applies to the aforementioned Urza's IncubatorUrza's Incubator and Herald's HornHerald's Horn. These artifacts also only reduce the cost of the 28 Dinosaur cards in the deck. They could be replaced with other green ramp spells, which would then give you mana for all your spells, not just a discount on your Dinos. However, I still like Incubator and Horn a lot here. Their abilities are simply more significant than the one measly mana Pillar of OriginsPillar of Origins occasionally provides.
Moving away from ramp cards, Dinosaur StampedeDinosaur Stampede is unfortunately also underwhelming. This card could be Overwhelming StampedeOverwhelming Stampede, which has the power to end games outright. Savage StompSavage Stomp is another Dino-tastic removal spell, and while it can be powerful, it can also be very limited, requiring you to have a large enough creature in play to destroy someone else's small creature, and all at sorcery speed. This slot could be used instead for Chaos WarpChaos Warp or Beast WithinBeast Within, which are exceptionally flexible removal spells, and arguably staples in every deck that can run them. That should be a priority.
The main takeaway is this: tribal strategies are powerful precisely because of their synergy. On their own, tribal-based cards tend to be weaker than typical 'goodstuff' cards, but when combined with other tribal-based cards, they become more than the sum of their parts. The problem is that the cards I've mentioned above, when operating at peak efficiency, still don't exceed or even meet the same standards as some of those 'typical' staple cards. Don't be distracted by cards just because they mention the tribe you're playing; that doesn't guarantee they're good enough. To make a truly stellar tribal deck, you have to strike a balance between synergy and efficacy.
The Venn Diagram
Normally this is where I'd move onto the other commander in today's Showdown, but before I can, I have to quickly pull out the Venn Diagram. It's been a while since I've used this comparative tool to analyze a pair of commanders, and I'm happy to get the chance to reuse it. What I've done is assemble the Top and Signature cards for both Zacama, Primal CalamityZacama, Primal Calamity and Gishath, Sun's AvatarGishath, Sun's Avatar, to see which cards overlap and appear prominently in both decks. Check out the results:
Zacama | Both | Gishath |
---|---|---|
Zendikar ResurgentZendikar Resurgent | Zetalpa, Primal DawnZetalpa, Primal Dawn | Silverclad FerocidonSilverclad Ferocidon |
Rampant GrowthRampant Growth | Ghalta, Primal HungerGhalta, Primal Hunger | PyrohemiaPyrohemia |
Gishath, Sun's AvatarGishath, Sun's Avatar | Etali, Primal StormEtali, Primal Storm | Zacama, Primal CalamityZacama, Primal Calamity |
Explosive VegetationExplosive Vegetation | PolyraptorPolyraptor | Urza's IncubatorUrza's Incubator |
Regal BehemothRegal Behemoth | Wayward SwordtoothWayward Swordtooth | Goring CeratopsGoring Ceratops |
Mirari's WakeMirari's Wake | Trapjaw TyrantTrapjaw Tyrant | Raging SwordtoothRaging Swordtooth |
Kodama's ReachKodama's Reach | CultivateCultivate | Atzocan SeerAtzocan Seer |
FarseekFarseek | Kinjalli's SunwingKinjalli's Sunwing | Thundering SpinebackThundering Spineback |
Sakura-Tribe ElderSakura-Tribe Elder | Ranging RaptorRanging Raptor | Burning Sun's AvatarBurning Sun's Avatar |
Rishkar's ExpertiseRishkar's Expertise | Regisaur AlphaRegisaur Alpha | Forerunner of the EmpireForerunner of the Empire |
Swords to PlowsharesSwords to Plowshares | Ripjaw RaptorRipjaw Raptor | Temple AltisaurTemple Altisaur |
Nature's LoreNature's Lore | Wakening Sun's AvatarWakening Sun's Avatar | Bellowing AegisaurBellowing Aegisaur |
Verdant Sun's AvatarVerdant Sun's Avatar | Deathgorge ScavengerDeathgorge Scavenger | |
Otepec HuntmasterOtepec Huntmaster | Kinjalli's CallerKinjalli's Caller | |
Snapping SailbackSnapping Sailback | ||
Carnage TyrantCarnage Tyrant | ||
Drover of the MightyDrover of the Mighty | ||
Thrashing BrontodonThrashing Brontodon | ||
Charging MonstrosaurCharging Monstrosaur | ||
Raging RegisaurRaging Regisaur |
There are some problems here. Namely, the Both column. What are all those Dinosaurs doing in a Zacama deck?
This has been a bit of a recurring theme in the decks for Ixalan commanders, and it's truly the biggest takeaway for this Showdown. Because this block has such a tribal theme, several commanders are being built as tribal decks, even though they don't possess any tribal synergies. Tishana, Voice of ThunderTishana, Voice of Thunder is a blue-green commander that has little to do with Merfolk aside from the fact that she happens to be one, but if you glance at her EDHREC page, it's littered with Merfolk tribal cards, even though Kumena, Tyrant of OrazcaKumena, Tyrant of Orazca is a much better fit for that strategy. Vona, Butcher of MaganVona, Butcher of Magan is similarly bogged down with Vampire tribal cards but has nothing to do with Vampires.
The same is now true of Zacama, Primal CalamityZacama, Primal Calamity. Aside from being a Dinosaur, Zacama doesn't have much to do with Dinos. Despite this, many of her most popular cards are Dino tribal. To put it bluntly, this is wrong. Zacama is a fantastic commander whose potential lies far outside the confines of tribal synergies. Take a closer look at the cards in the Zacama column. There's one overwhelming theme there: mana. That's what we should build around.
Zac Attack
Let's do a quick overview of Zacama, Primal CalamityZacama, Primal Calamity. She's a 9/9 for nine mana, which immediately sets off alarm bells. That's The Ur-DragonThe Ur-Dragon levels of expensive. Most commanders start at three or four mana; Meren of Clan Nel TothMeren of Clan Nel Toth would have to be cast three times before you even approach Zacama's starting price. Thankfully, Zacama rewards your mana investment right away. When she enters the battlefield, if you cast her honestly (as opposed to FlickerFlickering her or cheating her into play with Elvish PiperElvish Piper, for example), she immediately untaps all lands you control. All of them.
Even if you have to recast Zacama from the command zone four times, she'll give you back all your mana which effectively negates, not only her mana cost, but also Commander Tax. To top it all off, she comes with vigilance, reach, trample, and a set of activated abilities for each of her colors. For three mana, you can either gain life, deal damage to a creature, or destroy an artifact or enchantment. Plus, since your lands are untapped, you can start using these abilities right away!
When I said Zacama shouldn't be tribal, I meant it. However, there is a specific group of cards whose synergy she should build toward, and just for kicks, I think I'll call it "Mana ReflectionMana Reflection tribal."
Mana ReflectionMana Reflection, Mirari's WakeMirari's Wake, Zendikar ResurgentZendikar Resurgent, all of these cards double your mana output and make Zacama an utterly terrifying force to reckon with. They're powerful in their own right, but Zacama makes them extra-special. Tap your six lands to put twelve mana into your mana pool, pay nine of that floating mana to cast Zacama, then untap your lands. By casting your commander, you've actually gained mana!
Clever Girl
There's an even better trick you can pull off here, one that gives Zacama access to some extraordinary interactions. I've brewed up a sample Zacama list below, which ditches the Dino tribal and embraces a mana-doubling strategy. Some of the card choices might look a little bizarre at first, but look closely. When played correctly, they take Zacama from 'Awesome' status to 'Total Beast Mode.'
Zacama the Mana Doubler
View on ArchidektCommander (1)
- 1 Zacama, Primal CalamityZacama, Primal Calamity
Creatures (19)
- 1 * Ancestral Statue* Ancestral Statue
- 1 * Aviary Mechanic* Aviary Mechanic
- 1 * Dosan the Falling Leaf* Dosan the Falling Leaf
- 1 * Emancipation Angel* Emancipation Angel
- 1 * Eternal Witness* Eternal Witness
- 1 * Fleetfoot Panther* Fleetfoot Panther
- 1 * Grand Abolisher* Grand Abolisher
- 1 * Keeper of Progenitus* Keeper of Progenitus
- 1 * Kor Skyfisher* Kor Skyfisher
- 1 * Oracle of Mul Daya* Oracle of Mul Daya
- 1 * Primordial Sage* Primordial Sage
- 1 * Regal Behemoth* Regal Behemoth
- 1 * Sakura-Tribe Elder* Sakura-Tribe Elder
- 1 * Soul of the Harvest* Soul of the Harvest
- 1 * Stonecloaker* Stonecloaker
- 1 * Stuffy Doll* Stuffy Doll
- 1 * Temur Sabertooth* Temur Sabertooth
- 1 * Vorinclex, Voice of Hunger* Vorinclex, Voice of Hunger
- 1 * Whitemane Lion[/Creatures]* Whitemane Lion[/Creatures]
Sorceries (17)
- 1 * Austere Command* Austere Command
- 1 * Blasphemous Act* Blasphemous Act
- 1 * Boundless Realms* Boundless Realms
- 1 * Cultivate* Cultivate
- 1 * Explosive Vegetation* Explosive Vegetation
- 1 * Farseek* Farseek
- 1 * Fumigate* Fumigate
- 1 * Harmonize* Harmonize
- 1 * Kodama's Reach* Kodama's Reach
- 1 * Life's Legacy* Life's Legacy
- 1 * Nature's Lore* Nature's Lore
- 1 * Nissa's Renewal* Nissa's Renewal
- 1 * Rampant Growth* Rampant Growth
- 1 * Rishkar's Expertise* Rishkar's Expertise
- 1 * Rude Awakening* Rude Awakening
- 1 * Skyshroud Claim* Skyshroud Claim
- 1 * Verdant Confluence* Verdant Confluence
Instants (9)
- 1 * Beast Within* Beast Within
- 1 * Chaos Warp* Chaos Warp
- 1 * Comet Storm* Comet Storm
- 1 * Heroic Intervention* Heroic Intervention
- 1 * Leave // Chance* Leave // Chance
- 1 * Momentous Fall* Momentous Fall
- 1 * Naya Charm* Naya Charm
- 1 * Path to Exile* Path to Exile
- 1 * Swords to Plowshares* Swords to Plowshares
Artifacts (8)
- 1 * Aetherflux Reservoir* Aetherflux Reservoir
- 1 * Cloudstone Curio* Cloudstone Curio
- 1 * Erratic Portal* Erratic Portal
- 1 * Lifecrafter's Bestiary* Lifecrafter's Bestiary
- 1 * Mirage Mirror* Mirage Mirror
- 1 * Mycosynth Lattice* Mycosynth Lattice
- 1 * Panharmonicon* Panharmonicon
- 1 * Sol Ring* Sol Ring
Enchantments (9)
- 1 * Dictate of Karametra* Dictate of Karametra
- 1 * Greater Good* Greater Good
- 1 * Heartbeat of Spring* Heartbeat of Spring
- 1 * Mana Flare* Mana Flare
- 1 * Mana Reflection* Mana Reflection
- 1 * Mirari's Wake* Mirari's Wake
- 1 * Sylvan Library* Sylvan Library
- 1 * Warstorm Surge* Warstorm Surge
- 1 * Zendikar Resurgent* Zendikar Resurgent
Lands (37)
- 1 * Arid Mesa* Arid Mesa
- 1 * Boros Garrison* Boros Garrison
- 1 * Canopy Vista* Canopy Vista
- 1 * Cinder Glade* Cinder Glade
- 1 * Command Tower* Command Tower
- 9 ForestForest
- 1 * Gruul Turf* Gruul Turf
- 1 * Jungle Shrine* Jungle Shrine
- 1 * Kessig Wolf Run* Kessig Wolf Run
- 5 MountainMountain
- 6 PlainsPlains
- 1 * Sacred Foundry* Sacred Foundry
- 1 * Scattered Groves* Scattered Groves
- 1 * Selesnya Sanctuary* Selesnya Sanctuary
- 1 * Sheltered Thicket* Sheltered Thicket
- 1 * Stomping Ground* Stomping Ground
- 1 * Temple Garden* Temple Garden
- 1 * Temple of the False God* Temple of the False God
- 1 * Windswept Heath* Windswept Heath
- 1 * Wooded Foothills* Wooded Foothills
This deck doesn't look like Gishath's at all. This list is about one thing: mana. Our commander is a mana sink, and we want to take advantage of it. How? By going infinite, of course.
There's really no way around it---this is a combo-tastic deck. Zacama doesn't have to use combos, but she slips so easily into that territory that it would be a shame not to explore it. Our commander's new best friend may look familiar to those of you who bought the Feline Ferocity preconstructed deck: Temur SabertoothTemur Sabertooth.
With this and a mana-doubling enchantment in play, we can tap our lands for a boatload of mana, then cast Zacama. Zacama will untap our lands. Pay two mana with Temur SabertoothTemur Sabertooth's ability to return Zacama to our hand, then tap our lands once again for a boatload of mana. Cast Zacama from our hand (getting around Commander Tax) and once again untap our lands. Lather, rinse, and repeat. We now have an engine that produces more mana than it spends, floating more and more mana and easily going infinite. (Anyone familiar with High TideHigh Tide decks in Eternal formats will easily recognize this strategy!)
What do we do with all that mana? Unfortunately, Zacama's activated ability doesn't deal damage to players, so we can't simply deal infinite damage to the rest of the table. Still, we have a couple options. First, Zacama can grant us infinite life. That won't win the game on its own, but it will certainly make it much harder to lose. Second, we can enlist the help of some handy artifacts.
Stuffy DollStuffy Doll is bizarre in all the right ways. This little voodoo trickster converts any damage dealt to it to an opponent of your choice. We can channel our infinite pool of mana into the Stuffy DollStuffy Doll, which will take out one of our enemies. Then we can use Temur SabertoothTemur Sabertooth to bounce the Doll back to our hand, recast it, and name a new opponent. You'll lay waste to your opposition in a matter of seconds.
Alternatively, we can convert all our extra life into damage via the Aetherflux ReservoirAetherflux Reservoir. Simply casting and recasting Zacama several times will cause Aetherflux ReservoirAetherflux Reservoir to give us a lot of life, and on top of that, we can gain a ton with Zacama's ability. Fifty life is usually a high price to pay, but not for this Elder Dinosaur.
Frankly, we don't even need to go infinite to make such good use of Zacama. Many cards such as Whitemane LionWhitemane Lion and Ancestral StatueAncestral Statue litter this decklist. These don't go infinite like the Sabertooth, but they do still return Zacama to our hand, to be cast again to net even more mana. Even if we don't make infinite mana, we can still guarantee that no one else has any creatures, artifacts, or enchantments.
This probably isn't what most folks expected when they saw Zacama, but it's easily the thing that makes her a unique commander. Don't let all those Dinos in her Top Cards distract you; she's far closer in strategy to Proshh, Skyraider of KherProshh, Skyraider of Kher than she is to Gishath. Etali, Primal StormEtali, Primal Storm may be the "Primal Storm," but this is the true Storm deck, casting an obnoxious number of spells in one turn and finishing the game in spectacular fashion.
Cards to Consider
I'll finish up by listing a few cards that I think could stand to see more play in each of these decks. I've spent some time babbling on about cards that Gishath and Zacama shouldn't play, but here are some obscure cards they should consider.
Gishath
- Regal BehemothRegal Behemoth: This card has actually received errata to now be a Dinosaur instead of a Lizard! You can check out the full Oracle updates here and here.
- Lurking PredatorsLurking Predators: This is the green Rhystic StudyRhystic Study. Any deck with a lot of creatures---and expensive creatures, at that---should come prepared with this fantastic enchantment.
- Chameleon ColossusChameleon Colossus: Changeling creatures are Dinosaurs too. This one offers amazing utility against black decks, and can easily become lethal by simply activating its ability a few times. Keep your eye on this one. It's more dangerous than it looks.
- Selvala's StampedeSelvala's Stampede: Remember all those huge dinosaurs that might get trapped in your hand? Gishath can't help you get them into play for free, but this card can!
- Congregation at DawnCongregation at Dawn: Possibly the best Gishath card I've seen so far. Any three Dinosaurs, right on top of your deck? Three guaranteed flips from Gishath? Sign me up.
Zacama
- Dosan the Falling LeafDosan the Falling Leaf: If this deck is planning on busting out game-ending synergies all in one turn, then we need to be sure none of it will get interrupted. Dosan, Grand AbolisherGrand Abolisher, or perhaps even Dragonlord DromokaDragonlord Dromoka will ensure that no one messes with you.
- Mycosynth LatticeMycosynth Lattice: Why yes, I would love to change the text of Zacama's activated ability to "
: Destroy target permanent."
- Lifecrafter's BestiaryLifecrafter's Bestiary: Zacama's main weakness will be card draw. Casting her over and over again for a bunch of mana won't get us far if we're not drawing the cards we need to turn all that mana into a win condition. Every time you cast and recast Zacama, Lifecrafter's BestiaryLifecrafter's Bestiary can draw you a card, which makes sure you'll find whatever you need to close out the game. (Since we're casting Zacama from our hand so much, Sunbird's InvocationSunbird's Invocation can be just as effective!)
- Comet StormComet Storm: I'm kind of embarrassed at how long it took me to think of this one. If we're getting infinite mana with Zacama, we don't always need a convoluted Stuffy DollStuffy Doll trick to turn that mana into damage. A good old-fashioned FireballFireball can do it too. Heck, if we're casting Zacama a million times, even GrapeshotGrapeshot is a great finisher!
- PanharmoniconPanharmonicon: Zacama has peculiar wording. She's not an on-cast trigger, like Kozilek, Butcher of TruthKozilek, Butcher of Truth. Hers is an enter-the-battlefield ability, just one that checks whether you paid honest mana. It, therefore, counts as an ETB ability, which PanharmoniconPanharmonicon will double. Two "untap all lands you control" triggers will go on the stack, allowing you to untap your lands once, tap them for mana, then untap them again, and get even more mana. Plus, if you have PanharmoniconPanharmonicon in play, those Whitemane LionWhitemane Lion cards do go infinite, because they can bounce not only Zacama, but themselves, allowing you to recast your commander and the Lion, netting more mana every time! Long story short: play PanharmoniconPanharmonicon.
- Cloudstone CurioCloudstone Curio: Bonus recommendation! This card is just as unfair as Temur SabertoothTemur Sabertooth and it should be handled with care. This card has almost never helped people do fair things.
Spared No Expense
These Dinos are excruciatingly powerful but in vastly different ways. This makes it all the more shocking that many players appear to be running a lot of the same cards in both of these decks, despite their entirely dissimilar strategies. If you're after honest-to-goodness Dinosaur tribal, Gishath is your guy. If you'd like to generate enough mana to make Omnath, Locus of ManaOmnath, Locus of Mana jealous, I'd suggest Zacama. In either case, just remember not to play Pillar of OriginsPillar of Origins.
That's it for this week's Showdown! Which of these commanders would you build? Better yet, which commanders would you like to see in the next Commander Showdown?
- Marath, Will of the WildMarath, Will of the Wild vs Ghave, Guru of SporesGhave, Guru of Spores: These token-making, +1/+1 counter-carrying combo machines have the most votes so far!
- Teferi, Mage of ZhalfirTeferi, Mage of Zhalfir vs Teferi, Temporal ArchmageTeferi, Temporal Archmage: Dominaria is just around the corner, and Teferi is returning to the scene! We may need to brush up on his prior printings!
- Elenda, the Dusk RoseElenda, the Dusk Rose vs Edgar MarkovEdgar Markov: Who can make more vampire tokens?
- Sharuum the HegemonSharuum the Hegemon vs Breya, Etherium ShaperBreya, Etherium Shaper: The ultimate artifact Showdown.
Cast your votes!
Til next time!
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