Quote from Morloch »What about Kessig Wolf Run as an alternate win con? If you have protection set up already it'll kill one opponent for each creature you can swing, and it's the same cost as Shivan Gorge.
Quote from Morloch »Makes sense. Any advice on building this on a budget, especially the mana base? Would you include more basics because of all the search cards or buddy, scry, etc because we want so much green?
Quote from ClutchCrit »So I've still been testing the deck along side your developments. I've gone a slightly different direction with many more mana dorks to speed the deck up a turn. This also enables me to keep the Survival of the Fittest and Fauna Shaman package, as well as making Sunforger a slightly more reliable equipment to use.
Here's the list: http://tappedout.net/mtg-decks/zacama-naya-flare-1/?cache=2018-01-28%2014:31:49.934924
I've added Heroic Intervention to the list of protection spells. It's pretty good even though it can't be tutored by Sunforger. I've replaced the Pyroblast type cards since I don't have as many blue decks to worry about. Those spells will obciously always be meta dependant. I'll have to try the clunkier card draw options like the Sandstone Oracle and Reforge the Soul, but so far I'm pretty happy with the 99 in it's current iteration. I will probably try to find a spot for Regal Force since I need a green creature card draw spell to tutor for, I just hate it's high cmc. Still looking for better options.
A hurdle that I've run into and lost multiple times is against a hatebears deck. Linvala, Keeper of Silence is an extremely hard card to fight through. I often can't beat that card coupled with Spirit of the Labyrinth or Gaddock Teeg. If either of those combos hit the board, my only out is Sunforger for Oblation. Any other ideas for beating this style of deck without diluting the game plan too much? The deck can power through counter spells and interaction pretty well, but the stax/hatebears style decks have been interesting and fun to play against.
Quote from XyZiron »Saw the deck in action, it seemed sweet! Thinking about building it for FMN 1v1 commander, but we use the MTGO 1v1 ban list, so I'll need to make some changes. Any suggestions?
Quote from Tartaras »While I'm probably going to stick with the traditional combo route, I have to say the Oath of Druids plan is incredible. Never in a million years would I have thought of that. Personally, I've been slowly lowering the CMC of my spells, and focusing more on stuff like Pyroblast, Guttural Response and Orim's Chant to protect the combo turn a little better. I'm loving the refinements that are happening with Zacama, and I hope one day he can be considered a possible legitimate combo general instead of just a big, dumb Naya Dinosaur.
Here is my Zacama list if you want to have a look. C&C is always appreciated.
Quote from Morloch »Great thread and deck! Thanks for keeping us posted on new ideas.
Vedalken Orrery - lets us play any of the mana doublers on an opponents turn so we can untap and go off without giving anyone else extra mana.
Slayers' Stronghold - alternative win con especially for creature-light playgroups, with enough draw to dig for creatures this could kill the board. Maybe include Kessig Wolf Run to get through blockers and act as a win con if you have a creature without summoning sickness. Obviously this doesn't go in the Oath of Druids version.
I also wonder whether running more combo pieces, either additional bouncers or the graveyard recursion package, is worth it for a budget version since you have fewer tutors. Have you had trouble digging for an actual win con?
Quote from Jusstice »Nice approach to this general. Any reason you excluded Dust Elemental? It's like Stormfront Riders in that it's self-contained (No need for Flameshadow Conjuring et al), but also has flash. You need 14 mana from lands, and infinite mana right there. I find that an even mana count is an easier breakpoint to achieve with the doublers, although with 2x of them 15 mana with 5 lands is nice.
Quote from Tartaras »Talking with my friends last night, they suggested I try a Grapeshot as a win condition, since part of my particular game plan is to bounce and replay Zacama to generate infinite mana. I don't really feel like playing a Storm card, since it doesn't really do anything until that turn, and I have better ways of killing the table than that. Perhaps it would fit your build better?