Zero wants a deck that plays small creatures that make life hard for opponents. It also suits a deck that throws away its own cards on purpose for a reward.
Mana cost
White, Black ()
Power / toughness2 / 2
RarityUncommon
Lifelink
When Zero enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Picked for what they do in Zero's deck. When two cards do the same job, the one with the lower comes first. All of them fit Zero'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
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 glossaryWBPlayers write colors as letters: W for white, B for black.HatebearsHatebears decks play cheap creatures that each carry a rule making life harder for opponents, such as spells costing more. Each one is small, but together they slow the whole table down while they attack.Open the Hatebears pageTargeted DiscardMakes a chosen opponent discard, often letting you see their hand and pick what goes. Precise, though in a four player game it only sets one person back. Grief, Nicol Bolas, Dragon-GodOpen the Targeted Discard pageCost TaxMakes spells, abilities or attacks cost MORE for your opponents, and sometimes for everyone including you. It never stops anything outright: a player with mana to spare pays and carries on. What it does is slow the table down and punish decks built on lots of cheap spells. Thalia, Guardian of Thraben, Sphere of Resistance, Grand Arbiter Augustin IVOpen the Cost Tax pageSpell TaxCharges opponents extra to cast their spells: either they pay up, or you get something out of it. Rhystic Study, Esper SentinelOpen the Spell Tax pageMadness/DiscardDiscard decks throw away their own cards on purpose and play cards that reward each discard. Cards with madness can even be cast for a different, usually cheaper, cost at the moment you discard them.Open the Madness/Discard pageOpponent DiscardMakes opponents discard cards from their hands. In a format where everyone starts with seven and refills slowly, stripping a hand can be harder to recover from than losing a creature. Windfall, Sword of Feast and FamineOpen the Opponent Discard pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageStaxStax decks slow the whole game down with cards that make spells cost more, stop lands from untapping, or limit what players can do each turn. The deck is built so those limits hurt it least. Many groups dislike playing against it, so check with your table first.Open the Stax pageCost ModificationChanges what a spell costs to cast: cheaper for you, or more expensive for everyone. It is the broad family; Cost Reducer and Spell Tax say which direction a given card goes. Herald's Horn, Foundry InspectorOpen the Cost Modification pageStax/TaxMakes the game more expensive or more restrictive for everyone: taxing spells and attacks, or stopping permanents from untapping. Propaganda, Ghostly Prison. Many groups dislike playing against it, so check what your table expects first.Open the Stax/Tax page
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