Effect-o-pedia
Zendikar Rising
Limited formats will generally involve the same common gameplay effects which show up again and again. Use this guide to find out what common effects are in - and not in! - this format.
Board Wipes Bounce Counterspells Discard Disenchant Falter Fog Haste Life Gain Mana Fixing Mana Ramp Mass Pump Ping Mill Mind Control Threaten
Zendikar Rising Mechanics/Themes
Board Wipes
Effects that can kill all creatures on the battlefield.
Not many available boardwipes in ZNR.
Bounce
Effects that return cards to their owners hand.
There are quite good bounce cards, so watch out for your tokens!
Counterspells
Effects that can counter your spells.
Not many counterspells, but watch out for Jwari Disruption!
Discard
Effects that can force you discard cards from your hand.
The mind rot effects seem a litle better than usual, so beware!
Disenchant
Effects that destroy artifacts or enchantments.
Hey look, its literal disenchant!
Falter
Effects that make it so multiple creatures temporarily cannot block.
A total absense of usual Falter type effects, only somewhat similar cards are listed here.
Fog
Effects that prevent combat damage for multiple or all creatures.
No cards in this format have this effect!
Haste
Effects that can grant haste to creatures, or creatures that have haste.
That's a lot of haste! Green and red in particular have a lot of hastey threats, so watch out for big attacks.
Life Gain
Gaining life!
Angel of Destiny
Attended Healer
Kor Celebrant
Shepherd of Heroes
Skyclave Cleric // Skyclave Basilica
Malakir Blood-Priest
Mind Drain
Zof Consumption // Zof Bloodbog
Inscription of Abundance
Kazandu Nectarpot
Scale the Heights
Turntimber Ascetic
Cleric of Life's Bond
Lullmage's Familiar
Spoils of Adventure
Forsaken Monument
Relic Vial
Life gain is a theme of White-Black, so there's a ton of lifegain effects.
Mana Fixing
Effects that fix for colors.
Suprisingly for a land-focused format, there is a huge lack of effective mana fixing in ZNR.
Mana Ramp
Effects that ramp mana.
Still surprising for a land-focused format - there is not much ramp!
Mass Pump
Effects that pump all of a player's creatures.
Go wide seems to be a viable strategy in ZNR, so beware the mass pump strategies.
Ping
Effects that can kill creatures with 1 toughness.
Subtle Strike will deal with many X/1s in the format, the other cards are somewhat playable so be careful!
Mill
Effects that can mill your opponent's deck.
Mill is a strategy for Blue-Black, so there are a fair number of bonus mill effects in the format.
Mind Control
Effects that steal your permanents, permanently.
Lullmage's Domination is a bomb - watch out!
Threaten
Effects that steal your creatures temporarily and grant them haste.
A threaten effect attached to a land is an omnipresent threat, so watch out for Song-Mad Treachery!
Zendikar Rising Mechanics/Themes
Mechanic: Landfall
Landfall Enablers
Cleansing Wildfire
Nahiri's Lithoforming
Ancient Greenwarden
Roiling Regrowth
Scale the Heights
Vastwood Surge
Murasa Rootgrazer
Landfall Triggers
Canyon Jerboa
Fearless Fledgling
Felidar Retreat
Makindi Ox
Prowling Felidar
Ruin Crab
Skyclave Squid
Dreadwurm
Skyclave Shade
Akoum Hellhound
Moraug, Fury of Akoum
Skyclave Geopede
Spitfire Lagac
Valakut Exploration
Kazandu Mammoth // Kazandu Valley
Kazandu Nectarpot
Lotus Cobra
Scute Swarm
Skyclave Pick-Axe
Territorial Scythecat
Brushfire Elemental
Nissa of Shadowed Boughs
Omnath, Locus of Creation
Phylath, World Sculptor
Landfall simply triggers whenever a land enters the battlefield under your control. As such, Landfall is inherently supported simply by playing normal Magic!
The Modal Double-Faced Cards also help ensure your landfall triggers more often, and there are several other enablers for multiple triggers per turn.
Mechanic: Modal Double-Faced Cards
Synergy Cards
All MDFCs
Emeria's Call // Emeria, Shattered Skyclave
Kabira Takedown // Kabira Plateau
Makindi Stampede // Makindi Mesas
Ondu Inversion // Ondu Skyruins
Sejiri Shelter // Sejiri Glacier
Skyclave Cleric // Skyclave Basilica
Beyeen Veil // Beyeen Coast
Glasspool Mimic // Glasspool Shore
Jwari Disruption // Jwari Ruins
Sea Gate Restoration // Sea Gate, Reborn
Silundi Vision // Silundi Isle
Umara Wizard // Umara Skyfalls
Agadeem's Awakening // Agadeem, the Undercrypt
Blackbloom Rogue // Blackbloom Bog
Hagra Mauling // Hagra Broodpit
Malakir Rebirth // Malakir Mire
Pelakka Predation // Pelakka Caverns
Zof Consumption // Zof Bloodbog
Akoum Warrior // Akoum Teeth
Kazuul's Fury // Kazuul's Cliffs
Shatterskull Smashing // Shatterskull, the Hammer Pass
Song-Mad Treachery // Song-Mad Ruins
Spikefield Hazard // Spikefield Cave
Valakut Awakening // Valakut Stoneforge
Bala Ged Recovery // Bala Ged Sanctuary
Kazandu Mammoth // Kazandu Valley
Khalni Ambush // Khalni Territory
Tangled Florahedron // Tangled Vale
Turntimber Symbiosis // Turntimber, Serpentine Wood
Vastwood Fortification // Vastwood Thicket
Branchloft Pathway // Boulderloft Pathway
Brightclimb Pathway // Grimclimb Pathway
Clearwater Pathway // Murkwater Pathway
Cragcrown Pathway // Timbercrown Pathway
Needleverge Pathway // Pillarverge Pathway
Riverglide Pathway // Lavaglide Pathway
Modal Double-Faced Cards have two sides, one of which is a land, and the other a spell. You choose which mode to use when you play the card.
These cards are all excellent and contribute to Zendikar being a very land-heavy set... because your lands can also be spells!
The synergy cards allow you to return lands to your hand, so you can return your spell-lands later in the game to play the spell side.
Mechanic: Kicker
Kicker Payoffs
Merfolk Falconer
Risen Riptide
Roost of Drakes
Murasa Sproutling
Vine Gecko
Lullmage's Familiar
Verazol, the Split Current
Throne of Makindi
All Kicker Cards
Dauntless Unity
Kitesail Cleric
Bubble Snare
Coralhelm Chronicler
Cunning Geysermage
Field Research
Inscription of Insight
Into the Roil
Jace, Mirror Mage
Maddening Cacophony
Roost of Drakes
Sea Gate Stormcaller
Shell Shield
Tazeem Roilmage
Thieving Skydiver
Blood Beckoning
Bloodchief's Thirst
Ghastly Gloomhunter
Inscription of Ruin
Nullpriest of Oblivion
Scourge of the Skyclaves
Skyclave Shade
Cinderclasm
Roil Eruption
Scorch Rider
Shatterskull Charger
Cragplate Baloth
Gnarlid Colony
Inscription of Abundance
Might of Murasa
Murasa Sproutling
Reclaim the Wastes
Tajuru Paragon
Taunting Arbormage
Vastwood Surge
Moss-Pit Skeleton
Myriad Construct
Skyclave Relic
Skyclave Sentinel
Kicker is an additional cost you can pay to get more effects from your cards.
Kicker has several payoff synergies, mostly in Blue and Green.
Theme: +1/+1 Counters
+1/+1 Counter Payoffs
Hagra Constrictor
Oblivion's Hunger
Skyclave Shadowcat
Gnarlid Colony
Iridescent Hornbeetle
Oran-Rief Ooze
Grakmaw, Skyclave Ravager
Moss-Pit Skeleton
+1/+1 Counter Enablers
Drana, the Last Bloodchief
Ghastly Gloomhunter
Guul Draz Mucklord
Hagra Constrictor
Scion of the Swarm
Skyclave Shade
Skyclave Shadowcat
Subtle Strike
Taborax, Hope's Demise
Shatterskull Charger
Cragplate Baloth
Dauntless Survivor
Gnarlid Colony
Inscription of Abundance
Oran-Rief Ooze
Territorial Scythecat
Turntimber Symbiosis // Turntimber, Serpentine Wood
Vastwood Fortification // Vastwood Thicket
Vastwood Surge
Vine Gecko
Cleric of Life's Bond
Grakmaw, Skyclave Ravager
Moss-Pit Skeleton
Nissa of Shadowed Boughs
Phylath, World Sculptor
Verazol, the Split Current
Myriad Construct
Skyclave Sentinel
Crawling Barrens
The +1/+1 counter theme is primarily paid off for in green and black, but also shows up in all colors.
Mechanic: Party
Party Enablers
Party Payoffs
Allied Assault
Archpriest of Iona
Emeria Captain
Journey to Oblivion
Kabira Outrider
Practiced Tactics
Shepherd of Heroes
Squad Commander
Tazri, Beacon of Unity
Cascade Seer
Concerted Defense
Nimble Trapfinder
Seafloor Stalker
Skyclave Plunder
Acquisitions Expert
Coveted Prize
Deadly Alliance
Drana's Silencer
Malakir Blood-Priest
Thwart the Grave
Ardent Electromancer
Grotag Bug-Catcher
Shatterskull Minotaur
Synchronized Spellcraft
Thundering Sparkmage
Strength of Solidarity
Veteran Adventurer
Linvala, Shield of Sea Gate
Ravager's Mace
Spoils of Adventure
Zagras, Thief of Heartbeats
Sea Gate Colossus
Party refers to four creature types: Cleric, Rogue, Warrior and Wizard - in ZNR there are payoffs to having more creatures on the battlefield to fill up your party.
This list does not show all creatures in the four groups - see below for specific guides on each tribal group.
Theme: Clerics
Cleric Payoffs
Attended Healer
Expedition Healer
Taborax, Hope's Demise
Cleric of Life's Bond
Orah, Skyclave Hierophant
Relic Vial
All Clerics
Angel of Destiny
Angelheart Protector
Archpriest of Iona
Attended Healer
Expedition Healer
Kitesail Cleric
Kor Celebrant
Luminarch Aspirant
Shepherd of Heroes
Skyclave Cleric // Skyclave Basilica
Cleric of Chill Depths
Demon's Disciple
Drana, the Last Bloodchief
Malakir Blood-Priest
Marauding Blight-Priest
Nullpriest of Oblivion
Scion of the Swarm
Taborax, Hope's Demise
Springmantle Cleric
Tajuru Paragon
Turntimber Ascetic
Veteran Adventurer
Cleric of Life's Bond
Orah, Skyclave Hierophant
Stonework Packbeast
Cleric tribal is highly related to the following section - Life Gain, with synergy payoffs entwined between creature types and life gain.
Clerics are primarily white in black, but also found in blue and green.
Theme: Life Gain
Lifegain Payoffs
Lifegain Enablers
Angel of Destiny
Attended Healer
Kor Celebrant
Shepherd of Heroes
Skyclave Cleric // Skyclave Basilica
Malakir Blood-Priest
Mind Drain
Zof Consumption // Zof Bloodbog
Inscription of Abundance
Kazandu Nectarpot
Scale the Heights
Turntimber Ascetic
Cleric of Life's Bond
Cleric of Life's Bond
Lullmage's Familiar
Spoils of Adventure
Forsaken Monument
Relic Vial
Life Gain is entwined with Cleric tribal, but enablers can also be found in other colors.
Theme: Rogues
Rogue Payoffs
Sure-Footed Infiltrator
Expedition Skulker
Shadow Stinger
Soaring Thought-Thief
Zareth San, the Trickster
All Rogues
Glasspool Mimic // Glasspool Shore
Merfolk Windrobber
Nimble Trapfinder
Seafloor Stalker
Sure-Footed Infiltrator
Thieving Skydiver
Zulaport Duelist
Acquisitions Expert
Blackbloom Rogue // Blackbloom Bog
Drana's Silencer
Expedition Skulker
Nighthawk Scavenger
Nimana Skitter-Sneak
Nimana Skydancer
Shadow Stinger
Grotag Night-Runner
Relic Robber
Sneaking Guide
Tajuru Blightblade
Tajuru Paragon
Tajuru Snarecaster
Veteran Adventurer
Soaring Thought-Thief
Zagras, Thief of Heartbeats
Zareth San, the Trickster
Stonework Packbeast
Rogue tribal is highly related to the following section - Mill - but has some tribal payoffs as well.
Rogues are primarily blue and black, but also found in red and green.
Theme: Mill (8 Cards)
Mill (8 Card) Payoffs
Anticognition
Lullmage's Domination
Merfolk Windrobber
Blackbloom Rogue // Blackbloom Bog
Mind Carver
Nimana Skitter-Sneak
Soaring Thought-Thief
Relic Golem
Mill Enablers
Mill is entwined with Rogue tribal, but also has some payoffs and enablers outside of the Rogues Tribal.
Rather than being the primary win strategy, Mill in ZNR pays off once your opponent has eight cards in graveyard.
Theme: Warriors
Warrior Payoffs
Kor Blademaster
Paired Tactician
Resolute Strike
Expedition Champion
Goma Fada Vanguard
Kargan Intimidator
Kargan Warleader
Relic Axe
All Warriors
Cliffhaven Sell-Sword
Emeria Captain
Emeria's Call // Emeria, Shattered Skyclave
Kabira Outrider
Kor Blademaster
Legion Angel
Paired Tactician
Sea Gate Banneret
Squad Commander
Tazri, Beacon of Unity
Highborn Vampire
Akoum Warrior // Akoum Teeth
Expedition Champion
Fireblade Charger
Goma Fada Vanguard
Grotag Bug-Catcher
Kargan Intimidator
Moraug, Fury of Akoum
Scorch Rider
Shatterskull Charger
Shatterskull Minotaur
Dauntless Survivor
Murasa Brute
Tajuru Paragon
Veteran Adventurer
Akiri, Fearless Voyager
Kargan Warleader
Sea Gate Colossus
Stonework Packbeast
Warriors are somewhat entwined with the Equipment theme, and are primarily white and red, with some in black and green.
Theme: Equipment
Equipment Payoffs
Kor Blademaster
Resolute Strike
Fireblade Charger
Akiri, Fearless Voyager
Nahiri, Heir of the Ancients
All Equipment
The Equipment theme is primarily found in White Red.
Theme: Wizards
Wizard Payoffs
All Wizards
Farsight Adept
Cascade Seer
Coralhelm Chronicler
Cunning Geysermage
Expedition Diviner
Master of Winds
Merfolk Falconer
Sea Gate Stormcaller
Tazeem Roilmage
Umara Wizard // Umara Skyfalls
Windrider Wizard
Ardent Electromancer
Fissure Wizard
Magmatic Channeler
Rockslide Sorcerer
Thundering Sparkmage
Joraga Visionary
Tajuru Paragon
Taunting Arbormage
Veteran Adventurer
Kaza, Roil Chaser
Linvala, Shield of Sea Gate
Umara Mystic
Stonework Packbeast
Wizards are entwined with Instants/Sorceries, and are primarily blue and red, with some in white and green.