Zhur-Taa Ancient has a drawback in that, not only does he give your opponents the mana ramping ability, he usually gives it to them FIRST because you're tapped out. However, I think there is one benefit that you can capitalize on: you built a deck around capitalizing on his benefit whereas your opponent built their deck around their landbase.
Clan Defiance is sorcery speed X spell that can hit up to three targets. In the early game, you can use it to take our mana dorks and other humans while also punishing the player. Late game, especially if the ancient is out, you can use it to either finish or remove plus add pressure.
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Through a few play tests, I realize that Acidic Slime is actually quite good because he can remove their land, thereby reducing their benefit from ZTA as well as deter ground attacks.
Signal the Clans helps recruit mana dorks early game (doesn't matter who, but druid is best) and search for either ZTA or the singleton Thragtusk for life and a few meatshields.
The hydras benefit from the X and Worldspine Wurm is......just there cuz he's big.
I haven't tried to make a deck with Zhur-Taa Ancient, but I can think of a few things that might help.
Replace the druid with Farseek. You gotta ramp lands if you're playing ZTA.
Play at least a couple Yeva, Nature's Herald. It allows you to flash in ZTA at the end of your opponent's turn and untap and use the mana immediately. It's also pretty good on its own.
Consider splashing black for Rakdos's Return. It has very good synergy with ZTA- prevent opponent from benefitting from the extra mana by stripping their cards and it also uses the extra mana to do more damage.
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Two cards that I really want to make work are Zhur-Taa Ancient and Clan Defiance
Zhur-Taa Ancient has a drawback in that, not only does he give your opponents the mana ramping ability, he usually gives it to them FIRST because you're tapped out. However, I think there is one benefit that you can capitalize on: you built a deck around capitalizing on his benefit whereas your opponent built their deck around their landbase.
Clan Defiance is sorcery speed X spell that can hit up to three targets. In the early game, you can use it to take our mana dorks and other humans while also punishing the player. Late game, especially if the ancient is out, you can use it to either finish or remove plus add pressure.
----
Through a few play tests, I realize that Acidic Slime is actually quite good because he can remove their land, thereby reducing their benefit from ZTA as well as deter ground attacks.
Signal the Clans helps recruit mana dorks early game (doesn't matter who, but druid is best) and search for either ZTA or the singleton Thragtusk for life and a few meatshields.
The hydras benefit from the X and Worldspine Wurm is......just there cuz he's big.
Here is my prototype:
4 Zhur-Taa Ancient
4 Zhur-Taa Druid
4 Arbor Elf
3 Savageborn Hydra
1 Thragtusk
3 Primordial Hydra
2 Acidic Slime
1 Worldspine Wurm
2 Avacyn's Pilgrim
4 Signal the Clans
3 Devil's Play
3 Volcanic Geyser
2 Kessig Wolf Run
7 Forest
5 Mountain
4 Rootbound Crag
4 Stomping Ground
I'm looking for some more help on this. Is it not viable? Please let me know. Are there any cards I should add? Subtract?