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Zilortha, Strength Incarnate — Commander Hub · Mythicwyrm
Legendary Creature — Dinosaur Mana value 5 EDHREC #8,692
Core Cards The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
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Win Conditions ▸ Trampling over the table with oversized creatures ▸ Doubling a creature's power (Xenagos, Berserk ) for a one-shot kill ▸ Pathbreaker Ibex or Craterhoof-style alpha strikes▸ Repeated unblockable/evasive beats from durable glass cannons Archetypes Big Creature Beatdown — High-power fatties become durable and trample over for huge chunks of damage. Glass Cannon Aggro — Power-heavy, toughness-light creatures like Dreadnought and Ball Lightning play like indestructible threats. Stompy Ramp — Gruul ramp accelerates into the kind of giant bodies Zilortha protects and rewards. +1/+0 Voltron — Pumping power both protects the creature and increases combat damage simultaneously. Combos No combos found for this commander on Commander Spellbook.
Related Commanders Same color identity (GR), by popularity.
Etali, Primal Conqueror // Etali, Primal Sickness EDHREC #752
Omnath, Locus of Rage EDHREC #941
Xenagos, God of Revels EDHREC #1,200
Atarka, World Render EDHREC #1,291
Halana and Alena, Partners EDHREC #1,961
Mina and Denn, Wildborn EDHREC #2,011
Tannuk, Memorial Ensign EDHREC #2,051
Ruby, Daring Tracker EDHREC #2,178
Klauth, Unrivaled Ancient EDHREC #2,204
Kogla and Yidaro EDHREC #2,402
Thrakkus the Butcher EDHREC #2,544
Anzrag, the Quake-Mole EDHREC #2,707
Trample
Lethal damage dealt to creatures you control is determined by their power rather than their toughness.
Zilortha turns your creatures into combat monsters: they only die to damage equal to or greater than their power, so a 10/1 effectively has 10 'toughness' against damage. Deploy big high-power creatures, swing with trample, and race the table while shrugging off chip damage and most damage-based blocks/sweepers. You ramp aggressively, drop fatties, and overrun the table by turns 5-7.
High-power creatures become absurdly durable against combat and damage-based removal
Trample on the commander and built-in beatdown lets you push through chump blockers
Cheap glass-cannon creatures (huge power, tiny toughness) suddenly become reliable threats
Gruul ramp gets you to the big payoffs fast
Does nothing against -X/-X effects, sacrifice, exile, or edicts
Reliant on attacking, so removal of Zilortha or your key beaters stalls you
Light on card advantage and interaction typical of Gruul
Vulnerable to flyers and pillow-fort/fog strategies that blank your ground assault
Toughness-zero tricks and Toxic Deluge ignore the ability entirely A 12/12 for one mana that, under Zilortha, only dies to 12 damage—an early unkillable beater.
Cheap, enormous power with trample that becomes hard to block down and hits like a truck.
Doubles a creature's power and grants haste, leaning hard into the high-power durability plan.
A near-free board wipe that kills opposing creatures while your high-power army largely survives.
Doubles power and grants trample for a single mana, lethal swings that your own creature easily survives thanks to Zilortha.
Anthems your whole team by your biggest creature's power for a one-shot alpha strike.