Zell Dincht

Zell Dincht

Color Identity

R mana

Details

Mana Value

3

Special Set

Universes Beyond

Popularity

#944

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Human Monk

You may play an additional land on each of your turns.

Zell Dincht gets +1/+0 for each land you control.

At the beginning of your end step, return a land you control to its owner's hand.

0/3

Playstyle

Aggro · Steady · Minimal interaction · Wins by combat

Aggression
4 of 5
Speed
2 of 5
Interaction
1 of 5
Combat
4 of 5
Engine
3 of 5
Complexity
4 of 5

Card Price

€0.34CardMarket
as of 2026-10-02

Strategy Guides

Landfall Strategy Guide

Landfall decks are for players who want every land drop to become a trigger, not just another mana source. This strategy wants to put lands onto the battlefield repeatedly, using fetch lands, extra land drops, land recursion, and landfall commanders, to win through tokens, counters, damage, cards, or other lands matter decks EDH payoffs. In the Ramp, Landfall, and Big Mana cluster, Ramp accelerates mana, Big Mana spends that mana on huge spells, and Landfall treats the land entering as the engine itself. The deck feels like turning the most reliable game action into a chain of visible rewards.

Learn more about landfall strategies

Voltron Strategy Guide

Voltron decks are for players who want the game to revolve around one protected attacker and the timing of each combat step. This strategy wants to build one creature, usually a commander, using equipment and auras for power, evasion, and protection, to win through 21 commander damage on each opponent. Unlike Tokens or Aggro, Voltron does not spread pressure across many bodies, and unlike broad Equipment decks the gear is focused on one threat rather than a wider artifact engine. The best Voltron commanders make commander damage decks feel like a resource puzzle: suit up, connect, protect the threat, then rebuild if the table answers it.

Learn more about voltron strategies

Ramp Strategy Guide

Ramp decks are for players who want to spend the early game accelerating so later turns happen ahead of schedule. This strategy wants to build more mana than the table, using mana ramp EDH staples, extra land drops, dorks, and rocks, to win through earlier threats, large spells, or a resource lead opponents must answer. Ramp is different from Landfall because acceleration is the point, and different from Big Mana because it is the engine rather than the payoff. The best ramp commanders reward extra mana sources while still giving you something meaningful to cast.

Learn more about ramp strategies

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