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Zimone and Dina

Zimone and Dina

Legendary Creature — Human Dryad · {B}{G}{U} · Black/Green/Blue commander

Whenever you draw your second card each turn, target opponent loses 2 life and you gain 2 life. {T}, Sacrifice another creature: Draw a card. You may put a land card from your hand onto the battlefield tapped. If you control eight or more lands, repeat this process once.
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What Zimone and Dina actually does

Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.

What a Zimone and Dina deck wants

The plan the Forge derives for this commander: the roles it fills and how many of each.

Best cards for Zimone and Dina

Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.

Put haste on the commander the turn it resolves — a tap ability is unusable otherwise

  1. Thousand-Year Elixir3 mana
  2. Tyvar, Jubilant Brawler3 mana
  3. Lightning Greaves2 mana
  4. Swiftfoot Boots2 mana
  5. Runadi, Behemoth Caller3 mana
  6. Akroma's Memorial7 mana
  7. Super State7 mana
  8. Ulvenwald Oddity // Ulvenwald Behemoth4 mana

Untap the commander so the tap ability is an engine, not a one-shot

  1. Bear Umbra4 mana
  2. Sword of Feast and Famine3 mana
  3. Wilderness Reclamation4 mana
  4. Amulet of Vigor1 mana
  5. Beledros Witherbloom7 mana
  6. Freed from the Real3 mana
  7. Nature's Will4 mana
  8. Pemmin's Aura3 mana

Life loss that is not combat damage — each opponent loses life, repeatably

  1. Zulaport Cutthroat2 mana
  2. Deathrite Shaman1 mana
  3. Leechridden Swamp0 mana
  4. Marionette Apprentice2 mana
  5. The Meathook Massacre2 mana
  6. Mirkwood Bats4 mana
  7. Ayara, First of Locthwain3 mana
  8. Bastion of Remembrance3 mana

Creatures you are happy to sacrifice — a free sac outlet on the commander is worthless with nothing to feed it

  1. Hangarback Walker0 mana
  2. Old One Eye6 mana
  3. Skeleton Crew4 mana
  4. Sosuke's Summons3 mana
  5. Pest Infestation1 mana
  6. "Lifetime" Pass Holder1 mana
  7. Death Tyrant5 mana
  8. Reach of Branches5 mana

Refill your hand

  1. Mystic Remora1 mana
  2. Skullclamp1 mana
  3. Orcish Bowmasters2 mana
  4. Curiosity1 mana
  5. Wizard Class1 mana
  6. Black Market Connections3 mana
  7. Braids, Arisen Nightmare3 mana
  8. Garruk's Uprising3 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Assassin's Trophy2 mana
  2. Reality Shift2 mana
  3. Pongify1 mana
  4. Rapid Hybridization1 mana
  5. Resculpt2 mana
  6. Defile1 mana
  7. Tragic Slip1 mana
  8. Suspend1 mana

Answer a whole board at once

  1. Do or Die2 mana
  2. Force of Despair3 mana
  3. Displacement Wave2 mana
  4. Accursed Marauder2 mana
  5. Bontu's Last Reckoning3 mana
  6. Innocent Blood1 mana
  7. Coils of the Medusa2 mana
  8. Forced March3 mana

Answer a spell or ability before it resolves

  1. Pact of Negation0 mana
  2. Counterspell2 mana
  3. Three Steps Ahead1 mana
  4. Long River's Pull2 mana
  5. Force of Will5 mana
  6. Abjure1 mana
  7. Archmage's Charm3 mana
  8. Cancel3 mana

Find the exact card the plan needs

  1. Demonic Tutor2 mana
  2. Diabolic Intent2 mana
  3. Vampiric Tutor1 mana
  4. Green Sun's Zenith1 mana
  5. Imperial Seal1 mana
  6. Insatiable Avarice1 mana
  7. Diabolic Intent2 mana
  8. Nature's Rhythm2 mana

Build this deck in the Arcane Forge →

Arcane Foundry is free to join and every tool is included: the Arcane Forge deck builder, the ARCANE Analyzer that scores a deck by simulating games rather than counting staples, a card scanner, a collection vault, and live webcam Commander tables. Read the guide · Browse all commanders · Pricing