Sideboard


Maybeboard


This is a list I'm using to keep track of upgrades I want to make to my Zada deck. Suggestions welcome, but I don't expect any attention here.

Main is current deck. Side is a pool of cards I'm considering. Maybe is my planned deck. Acquire is need to acquire.

Some obvious upgrades and inclusions will not be present because I don't want to pay $70 for a land that won't change the outcome of a game 99/100 games, or other similar situations I'm priced out of. This list was a VERY budget deck 7 years ago, and now some cards have jumped in price significantly for unknown reasons. (Some of the 0 cost creatures being worth so much now honestly amazes me). I don't plan on dumping loads of cash into this, despite the price estimate on this deck.

Generic early strategy:

Early on in the game we want to find ways to ramp and get creatures onto the board. Mana dorks like Iron Myr accomplish both goals, but are more easily removed than artifact ramp like Sol Ring and Ruby Medallion. Similarly, token creators like Hordeling Outburst do a better job than the mana dorks at swarming the board with creatures but fail to advance our mana situation.

Why do we want so many creatures? Zada, Hedron Grinder works by going wide and profiting off of single-target instants and sorceries like Crimson Wisps and Expedite to draw cards. There are enough of these cheap card draw combos with Zada that we can find most of what we would want very quickly assuming we have a board and a handful of creatures.

Why do we want mana? Well....we're playing Magic. But other than that, our card drawing potential should allow us to cast as many spells as we have mana for. Better to do all of that in one turn as opposed to over the course of 5 or 6.

Basically, our card draw is limited by how wide our board is and our ability to use those cards is limited by our mana.

Generic pop-off strategy:

Once we have a board and enough mana to cast several spells in a row, we begin to churn the deck with the engine we've built. Crimson Wisps and other cantrips draw excessive amounts of cards after dumping our hand full of early drops. We can continue to dump our hand and fill it back up this way until we find some special cards that allow us to do more. Battle Hymn, Inner Fire, Mana Geyser, Brightstone Ritual, Treasonous Ogre, Storm-Kiln Artist and so on give us plenty of mana to draw through a large portion of our deck with our card drawing cantrips and search for ways to win the game.

Note: Decks often have several 0-cost creatures so that they can drop extra bodies as they draw, further increasing the value Zada, Hedron Grinder can generate with a wide board. I don't know how much I want to pursue this, if at all.

Winning the game:

Here are a few ways Zada, Hedron Grinder decks can win:

Dualcaster Mage + Twinflame OR Heat Shimmer = Infinite hasty 2/2s to attack with

Firestorm + enough cards in hand = Deal lethal damage to opponents

Fists of Flame + attackers = Lots of damage. This can be made even better by giving all of your creatures trample via Zada plus any "give target creature trample" instant or sorcery.

Enough mana, creatures, and pump spells like Reckless Charge and Balduvian Rage to outright kill your opponents. Again, trample helps.

Infinite combos:

Dualcaster Mage + Twinflame OR Heat Shimmer = Infinite hasty 2/2s to attack with

Reiterate + any mana ramping instant or sorcery that gives you at least 4 net mana when cast = Infinite mana

Making good things better:

Strionic Resonator

Dualcaster Mage

Krark, the Thumbless

Reverberate

Deflecting Swat

and so on

Suggestions

Updates Add

Card Draw Cantrips Out: Flare Zap Aleatory Apparently this one doesn't even work with [Zada, Hedron Grinder] because it has multiple targets.

Card Draw Cantrips In: Expedite Ancestral Anger Fists of Flame Renegade Tactics

I have yet to decide how many of these I want in the deck, so I'm fine with the uneven number for now. The three undesirables are simply bad the majority of the time, and the additions are fantastic examples of this card type. Fists of Flame even has game-winning potential.

There is also some potential for Spark of Creativity, but I'll only use that if I want more of this type of card. It works perfectly on your winning turn, but you pretty much have to win that turn. It isn't a great one for just regular card advantage/digging.

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