









Overview:
This Zada, Hedron Grinder deck focuses on explosive token generation and spell-copying synergy. The commander enables mass duplication of targeted cantrips and pump spells, turning a board of goblins or elementals into lethal threats. The strategy revolves around flooding the board with tokens (via Krenko's Command, Dragon Fodder, and Young Pyromancer), then casting low-cost spells like Infuriate or Uncaged Fury on Zada to buff the entire army. Secondary elements include temporary creature theft (Act of Treason effects) and graveyard recursion (Finale of Promise). Zada is mission-critical – her removal often resets the deck’s momentum.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-3):
- Prioritize token generators (Young Pyromancer, Krenko's Command) and mana rocks (Sol Ring, Arcane Signet).
- Deploy Zada on turn 4 if possible, protecting her with instant-speed buffs like Heightened Reflexes if removal is anticipated.
Engine Activation (Turns 4-6):
- Cast Zada and immediately target her with cantrips (Warlord's Fury for mass first strike + card draw) or pump spells (Brute Strength for trample).
- Use Storm-Kiln Artist to generate Treasure tokens from spell copies, fueling larger turns.
Win Conditions:
- Combat Overkill: Use mass-pump spells like Uncaged Fury (double strike) or Antagonize (+4/+3) for lethal swings.
- Value Loops: Recur spells with Finale of Promise or Goblin Dark-Dwellers to maintain pressure.
- Theft Tempo: Steal key blockers with Claim the Firstborn/Awaken the Sleeper to clear paths.
Mulligan Priorities:
- Keep hands with at least 2 lands and 1-2 token generators or mana accelerants.
- Prioritize hands containing Zada-enablers: a token producer + a cantrip (e.g., Dragon Fodder + Warlord's Fury).
- Avoid hands with only high-CMC cards (e.g., Goblin Negotiation, Seize the Storm).
Key Tips:
- Sequence Wisely: Cast token-generating sorceries before Zada to maximize spell-copy value.
- Protect Zada: Use Free from Flesh (grants +2/+2 + oil counters) or Hearts on Fire preemptively to make her harder to remove.
- Leverage Cycling: Cards like Go for Blood and Fuel the Flames provide flexibility when stuck.
Weaknesses:
Critical
- Commander Dependency: Losing Zada repeatedly cripples the deck’s primary engine. No boots/greaves for protection.
- Board Wipe Vulnerability: Blasphemous Act or Damnation resets the board with minimal recovery tools.
Moderate
- Limited Card Advantage: Relies on one-time draw effects (Thrill of Possibility, Seize the Spoils) without sustained engines.
- Artifact/Enchantment Weakness: Struggles against Cursed Totem or Eidolon of Rhetoric effects.
Minor
- Mana Constraints: Limited ramp beyond 1-2 rocks; high reliance on red pip symbols.
- Flyer Weakness: Minimal reach/flying blockers outside stolen creatures.
Most Important Cards:
- Young Pyromancer (Token generation engine)
- Storm-Kiln Artist (Mana acceleration via spell copies)
- Finale of Promise (Graveyard recursion powerhouse)
- Uncaged Fury (Mass double strike finisher)
- Krenko's Command (Key token generator)
- Goblin Dark-Dwellers (Spell recursion from grave)
- Faithless Looting (Card filtering + flashback)
- Sol Ring (Critical early ramp)
- Warlord's Fury (Mass first strike + card draw)
- Dragon Fodder (Instant-speed token setup)
Attribute Ratings:
Speed: 5/10
- Can threaten wins via buffed tokens by turn 6-7, but lacks fast mana or tutors to consistently accelerate.
Resilience: 3/10
- Heavily reliant on Zada staying alive. Minimal protection/recursion for key pieces.
Consistency: 5/10
- Numerous token generators and cantrips provide baseline synergy, but limited tutors for critical spells.
Interaction: 2/10
- Mostly combat-focused removal (Fall of the Hammer). No answers to enchantments/planeswalkers beyond combat.
Rating Justification:
This deck operates as a glass cannon with explosive but fragile turns, typically threatening wins around T7-9 through combat. While synergistic, its commander dependency and vulnerability to interaction place it below optimized casual tiers.
Power level: 4.0 - 4.5
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