Zacama wants a deck that deals one damage at a time, again and again. It also suits a deck that plays sturdy creatures that also deal with opponents' cards.
Mana cost
White, Red, Green ()
Power / toughness9 / 9
RarityMythic
Reach, vigilance, trample
When Zacama enters, if you cast it, untap all lands you control.
Picked for what they do in Zacama's deck. When two cards do the same job, the one with the lower comes first. All of them fit Zacama's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
explain how Zacama works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Wizards of the Coast19 Jan 2018
Zacama's triggered ability triggers if you cast it from any zone. It doesn't trigger if you put Zacama onto the battlefield without casting it.
Wizards of the Coast28 Jul 2023
Zacama's damage-dealing ability can be activated during combat, perhaps targeting a creature blocking it. If all creatures blocking Zacama are destroyed, its combat damage is assigned to the player, planeswalker, or battle it's attacking because of trample. If the blocking creatures are dealt nonlethal damage, that damage is considered when assigning trample damage.
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWRGPlayers write colors as letters: W for white, R for red, G for green.PingersPinger decks deal one damage at a time, again and again, to pick off small creatures and wear opponents down. The damage usually comes from creatures you tap to deal 1 damage, or from cards that deal damage whenever something happens.Open the Pingers pageRepeatable DamageDeals damage again and again rather than once. It comes from an activated ability you can use every turn, or a trigger that fires whenever something happens. Walking Ballista, Impact TremorsOpen the Repeatable Damage pageUntapperUntaps permanents. Untapping a land or a mana-producing artifact effectively lets you spend that mana twice in a turn, which is why untap effects turn up in so many infinite combos. Seedborn MuseOpen the Untapper pageMidrangeMidrange decks play solid creatures that also deal with opponents' cards, attacking when it is safe and defending when it is not. They sit in the middle: slower than an all-out attacking deck, sturdier than a deck built to answer everything.Open the Midrange pageValue CreatureA creature that does two jobs: it deals with an opponent's card when it arrives, then stays as a real attacker. Its enter the battlefield ability destroys, damages, counters or bounces something, and it has 3 or more power or an ability like flying that makes it hard to block. Answering your opponent and pressuring them with the same card is what a Midrange deck is built on. Shriekmaw, Meteor GolemOpen the Value Creature pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal pageLifegainLifegain decks gain life over and over and use cards that reward each gain with extra cards, creatures or damage to opponents. Everyone starts at 40 life in Commander, so the extra life also keeps you safe while you set up.Open the Lifegain pageLifegain EngineGains you life again and again, on a trigger that keeps happening, rather than once. You start at 40 life in Commander, so life is something to spend as well as a cushion, and a card like this sets off every card that rewards you for gaining it. Soul Warden, Trostani, Selesnya's VoiceOpen the Lifegain Engine pageTap / Untap LoopsCards that untap your permanents, so a creature or land can be used twice in one turn. Some untap effects create endless loops that win the game.Open the Tap / Untap Loops page
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