So the whole deck was originally inspired from Onerionaut's Prime Speaker edh deck(source). The ability to play multiple lands per turn was fun and ramp into big maros worked, but the deck gradually changed. I began to use cards like foil, commandeer, and misdirection in the deck and really enjoyed the idea of a control deck that didn't need mana open. Eventually I came across Dream Halls and the deck sorta just revolved around it and mind over matter. Now the deck is a force to be reckoned with in my more competitive, local game stores meta and works great.
Now when playing this deck the number 1 thing to remember is that even if you think you don't have an answer for something to answer a card you actually might. Now this may seem easy thinking about the situation, but it really inst when you have 20-30 cards in hand. I have made mistakes that have lost me the games all because I forgot about 1 card I could play by discarding some unneeded blue cards. Another thing to expect is that you will be targeted a lot due to this being more or less a combo deck around zegana, to combat this and to survive aggro decks, I run 5 mass bounce spells. These bounce spells arent just a counter measure against waves of aggression it is also a win condition with dream halls. these allow you to reuse zegana multiple times in a turn, thus digging into a win.
Now any draw commander could very well work with a card like Dream Halls, but then you will lose access to Zegana's mass draws and the color green. Green is very important in this deck because it allows you to untap on every other players turn. This allows you to play what you want on your turn and always have counter mana up. Green also has very good removal in the form of Beast Within and Krosan Grip.
If you don't want to be playing Zegana other generals that could work are:
Learn to play Zegana was probably the most challenging experience about the deck(second being making cuts), the deck always has ran a little slower and kinda waits on the sidelines like a combo deck should. To play the deck I've separated the decklist into 12 Sections and here id like to talk about each one and its importance in the deck.
The Goods are the cards that usually lead to winning the game, these cards are the cards that usually need to be answered or lead to you winning the game. Dream Halls/Omniscience/Mind Over Matter let you avoid using your mana base to pay for spells these allow you to effectively play your deck and keep drawing cards. Prophet of Kruphix, or Seedborn/Teferi allow you to play creatures on other peoples turns and always have counter mana open if someone tries to mess with your board. Deadeye essentially says pay 1U draw 6 with Zegana on the field and with mind over matter added it becomes draw deck.
In a deck like this drawing is everything and the more ways to draw the better. The early game is all about 2 things ramp, and gaining card advantage. One of the best positions you can be in is with a Rhystic Study out this allows you to draw into your dream halls early and effectively lock out the game, if your play group doesn't know the power of Rhystic Study and allow you to draw the cards you can effectively win the game of it.
This deck does not need these combos to win a game but it makes it easier if you can assemble one, the deck can usually draw into some loop with Zegana or the Azami + MOM combo. Combos in the deck include:
Just like most decks Zegana has some Kryptonite, the bane of any Zegana decks existence is Nekusar, the Mindrazer. This guy just stops Zegana in her tracks, if you have a Nekusar in your play group I strongly suggest running more removal and healing cards cards such as:
Now some cards that would work well in this deck are just over my university student budget but if you have the cards or budget isn't a problem, here is a list of cards that would be great inclusions:
My suggestions:
Peregrine Drake. Since you dont run any cards that double your mana, Palnchron will end up costing 2 mana more for zero upside.
Opal Palace- If you plan on recasting Zegana a lot, the counters will add up for lots of draws
Food Chain- with Zegana and a creature of at least 5 power you can chain through almost your entire deck in one turn. It also is an enabler for getting Zegana in the Command Zone for free while adding a boatload of mana
Wolfir Silverheart- if you stack your triggers correctly, you can draw 13 cards.
Ghostly Flicker, Conjurer's Closet- blink engines
Yeah if i add the deadeye combo i might just add peregrin the only problem i see is hes a 2/3 so he doesnt draw cards with zegana well and kinda would be a dead draw without deadeye. Also I think ur confused on how Food Chain works with the command zone the additional mana you have to pay isnt your cmc so zegana wouldnt be free and just would become more expensive.
Introduction
1x Prime Speaker Zegana
The Goods(7)
1x Dream Halls
1x Prophet of Kruphix
1x Seedborn Muse
1x Teferi, Mage of Zhalfir
1x Mind Over Matter
1x Deadeye Navigator
1x Omniscience
Draw Engines(6)
1x Rhystic Study
1x Thassa, God of the Sea (sorta)
1x Greater Good
1x Azami, Lady of Scrolls
1x Consecrated Sphinx
1x Jin-Gitaxias, Core Augur
Ramp(7)
1x Sol Ring
1x Coiling Oracle
1x Cultivate
1x Kodama's Reach
1x Wood Elves
1x Explosive Vegetation
1x Skyshroud Claim
Control Magic(11)
1x Pact of Negation
1x Counterspell
1x Hinder
1x Spell Crumple
1x Forbid
1x Cryptic Command
1x Mystic Snake
1x Venser, Shaper Savant
1x Foil
1x Misdirection
1x Commandeer
1x Rapid Hybridization
1x Krosan Grip
1x Beast Within
1x Acidic Slime
Tutor Effects(5)
1x Crop Rotation
1x Green Sun's Zenith
1x Fauna Shaman
1x Long-Term Plans
1x Trinket Mage
Recursion(3)
1x Snapcaster Mage
1x Eternal Witness
1x Praetor's Counsel
Board Control/Mass Bounce(6)
1x Cyclonic Rift
1x Whelming Wave
1x Ætherize
1x Wash Out
1x Evacuation
1x Ixidron
Big Fat Creatures(4)
1x Lorescale Coatl
1x Masumaro, First to Live
1x Multani, Maro-Sorcerer
1x Kozilek, Butcher of Truth
The Walkers(4)
1x Jace, the Mind Sculptor
1x Kiora, the Crashing Wave
1x Garruk, Primal Hunter
1x Tezzeret the Seeker
1x Spellbook
1x Ivory Tower
1x Kruphix, God of Horizons
Win Conditions(2)
1x Laboratory Maniac
1x Psychosis Crawler
Lands(37)
1x Alchemist's Refuge
1x Halimar Depths
1x Reliquary Tower
1x Riptide Laboratory
1x Breeding Pool
1x Command Tower
1x Evolving Wilds
1x Flooded Grove
1x Hinterland Harbor
1x Temple of Mystery
1x Yavimaya Coast
1x Dryad Arbor
1x Darksteel Citadel
1x Seat of the Synod
1x Tree of Tales
11x Island
11x Forest
Peregrine Drake. Since you dont run any cards that double your mana, Palnchron will end up costing 2 mana more for zero upside.
Opal Palace- If you plan on recasting Zegana a lot, the counters will add up for lots of draws
Food Chain- with Zegana and a creature of at least 5 power you can chain through almost your entire deck in one turn. It also is an enabler for getting Zegana in the Command Zone for free while adding a boatload of mana
Wolfir Silverheart- if you stack your triggers correctly, you can draw 13 cards.
Ghostly Flicker, Conjurer's Closet- blink engines
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam