This spell costs less to cast for each creature in your party.
Flying, deathtouch, haste
Other creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a planeswalker, destroy that planeswalker.
Flood the board with creatures that all gain deathtouch from Zagras, turning every blocker and attacker into a lethal trade machine while you push damage. Cheat Zagras out early via party reduction, then leverage deathtouch with pingers, fight effects, and trample/menace beaters to dismantle defenses and grind out the table.
Gives your whole team deathtouch, making attacks and blocks extremely punishing and pillow-fort-like defensively
Cheap, recastable haste body with evasion (flying) that pressures life totals immediately
Cost reduction lets you deploy him on turn 3-4 in a creature-heavy build
Deathtouch synergizes brutally with pingers, fight spells, and trample for free removal
No card advantage engine of its own; can run out of gas in grindy games
Board wipes are devastating since the strategy is creature-density dependent
Deathtouch is symmetrical in combat—savvy opponents just won't attack/block into you
Vulnerable to flying-fliers and evasion since deathtouch doesn't stop unblocked damage
Sacrifice deathtouch creatures or just turn them into removal-on-demand with pingers.
Add efficient deathtouch payoffs like Quietus Spike and Gorgon Flail, and pingers such as Heartless Hidetsugu or Spikeshot Goblin to convert deathtouch into repeatable removal. Improve mana with rituals, low-curve party creatures, and fast rocks to consistently land Zagras turn 3, and include recursion (Feldon, Phyrexian Reclamation) and protection from board wipes to fight grind. For higher power, lean into infinite damage shells like Walking Ballista plus Heartstone/Mikaeus or sacrifice-aristocrat loops.