Arcane Foundry › Commanders › 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.
Build a Zimone and Dina deck →
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.
- Triggered ability · otherWhenever you draw your second card each turn, target opponent loses 2 life and you gain 2 life.
- Activated ability{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.
What a Zimone and Dina deck needs
Plays as aristocrats. What the commander asks of the other 99 — read from the card and checked by hand.
- expendable creatures and tokens to sacrifice (the commander is a sacrifice outlet)
- cantrips and one extra draw every turn (its trigger fires on your second card each turn)
- drain and life-loss payoffs (the damage is not combat damage)
- land ramp, extra land drops and landfall payoffs (its text counts or triggers on lands)
- haste and untap effects that reach the commander (a tap ability is unusable the turn it lands)
The Zimone and Dina deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 16× Put a land onto the battlefield — for a landfall commander this triggers where a normal land drop does not
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 12× Life loss that is not combat damage — each opponent loses life, repeatably
- 5× Untap the commander so the tap ability is an engine, not a one-shot
- 16× Creatures you are happy to sacrifice — a free sac outlet on the commander is worthless with nothing to feed it
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
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 a land onto the battlefield — for a landfall commander this triggers where a normal land drop does not
- Exploration1 mana
- Explore2 mana
- Dryad of the Ilysian Grove3 mana
- Exploration Broodship1 mana
- Azusa, Lost but Seeking3 mana
- Loot, Exuberant Explorer3 mana
- Wayward Swordtooth3 mana
- Druid Class2 mana
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Tyvar, Jubilant Brawler3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
- Shang-Chi, Master of Kung Fu2 mana
Life loss that is not combat damage — each opponent loses life, repeatably
- Zulaport Cutthroat2 mana
- Deathrite Shaman1 mana
- Leechridden Swamp0 mana
- Marionette Apprentice2 mana
- The Meathook Massacre2 mana
- Mirkwood Bats4 mana
- Ayara, First of Locthwain3 mana
- Bastion of Remembrance3 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Bear Umbra4 mana
- Freed from the Real3 mana
- Pemmin's Aura3 mana
- Sting, the Glinting Dagger2 mana
- Umbral Mantle3 mana
- Unstoppable Plan3 mana
- Genji Glove5 mana
- Copperhorn Scout1 mana
Creatures you are happy to sacrifice — a free sac outlet on the commander is worthless with nothing to feed it
- Nurgle's Rot1 mana
- Aclazotz, Deepest Betrayal // Temple of the Dead5 mana
- Phyrexian Triniform9 mana
- The Scarab God5 mana
- Endless Evil3 mana
- Old-Growth Troll3 mana
- Exquisite Huntmaster4 mana
- Grixis Slavedriver6 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Assassin's Trophy2 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Green Sun's Zenith1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Nature's Rhythm2 mana
- Neoform2 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Bontu's Last Reckoning3 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
- Extinction Event4 mana
- Vicious Rivalry4 mana
- Endemic Plague4 mana
Combos with Zimone and Dina
Known combos from Commander Spellbook that Zimone and Dina is a piece of, and how many decks list them.
- Zimone and Dina + Bloodghast + Retreat To Coralhelm + Simic Growth Chamber3,101 decks
- Zimone and Dina + Bloodghast + Retreat To Coralhelm + Golgari Rot Farm3,054 decks
- Zimone and Dina + Bloodghast + Retreat To Coralhelm + Dimir Aqueduct2,898 decks
- Zimone and Dina + Bloodghast + Intruder Alarm + Simic Growth Chamber1,306 decks
- Zimone and Dina + Bloodghast + Intruder Alarm + Golgari Rot Farm1,278 decks
- Zimone and Dina + Bloodghast + Intruder Alarm + Dimir Aqueduct1,242 decks