Hidden in the wing beats of Tarkir: Dragonstorm spoilers, the MTG community got a sneak preview of a new Final Fantasy legendary. Zell Dincht is one of the main party members of Final Fantasy VIII. He is the energetic opposite to the straight faced Squall Leonhart, the games protagonist. Throughout the game Zell acts in the monk role, using his fists and feet to solve the problems his mouth can't. His short stature, high energy and combat effectiveness is represented perfectly in his new card.
Zell Dincht is a 0/3 legendary for two Generic and one Red mana. His most innocuous ability is the fact that he gets +1/+0 for each mountain you control. So, let it be known that a very viable, bracket zero, commander deck is Zell plus 99 mountains. Zell's other two abilities are things that we don't typically see on non-gold Red cards. Zell's primary ability allows us to play an additional land during our turn. The drawback comes from his third ability, returning a land we control to our hand at the beginning of our end step. This may seem like we're not accelerating our mana in the end, but returning a land will let us take advantage of Landfall abilities that we wouldn't be able to use consistently. Let's take a look at 10 cards that synergize with Zell that will either benefit from his abilities or turn that downfall into an advantage.
1. Wrenn's Resolve
Nothing is as unfortunate as flipping a land to an impulse draw effect after you've already played your land for turn. Spells like Wrenn's Resolve, Rob the Archives and Light Up the Stage provide consistent card advantage and with Zell's ability to play an additional land on our turns, we won't be so flustered by flipping lands. Sure, we have to return one at the end of turn, but that just keeps us in a position to take advantage of the rest of the cards on the list.
2. Valakut Exploration
Valakut Exploration will be the first Landfall card on our list. Whenever a land enters the battlefield under our control, we get to exile the top card of our library to play this turn. Just like Wrenn's Resolve, it absolutely stinks when we flip another land to the Exploration's trigger. With Zell, we can play that second land and get another Landfall trigger. At its best, we can go land, land, spell to get maximum value from the Exploration. Worst case, we whiff on the two triggers and blast our opponents for two damage at the end of our turn.
3. Brotherhood Regalia
Cards like Brotherhood Regalia or Whispersilk Cloak are easily included in our deck. Zell doesn't come with any kind of evasion and he has low toughness so he's relatively easy to remove. Other cards to consider in this spot are Swiftfoot Boots, Lightning Greaves, and Commander's Plate.
4. Seer's Sundial
Seer's Sundial is very reasonable given our mono color deck. Even though we've gotten some great card draw in Red over the past few years, it's always nice to have some consistent draw available to us regularly. Because we have the capacity to play two lands a turn, we can potentially turn that into additional draw along with our other landfall effects.
5. Spitfire Lagac
Spitfire Lagac and Tunneling Geopede are great ways to deal incremental damage throughout the game. We can even equip them with something like Basilisk Collar to buff our life total as the game progresses. Zapping our opponents for a potential 2 every turn may seem inconsequential but if our opponents aren't playing life gain strategies, the damage will add up.
6. Nesting Dragon
Nesting Dragon is an easy way for us to fill our board. In most pods we are going to be the aggressor, wanting to attack every turn. Leaving the eggs from the Dragon behind will give us blockers and then the fire breathing effect on the baby dragons will give us a great way to funnel all of our extra mana into burning down our opponents.
7. Geode Rager
As stated before, we want to be the aggressor in our pod. Geode Rager will force combat on our opponents while protecting us from being attacked. Being able to drop two lands and goad two of our opponents every turn will reduce life totals and put us in range for a knockout!
8. Downhill Charge
Downhill Charge is a nice and efficient card for us to run so we can potentially blow out an opponent. We'll be dealing considerable combat damage with Zell which means we can go for a Commander damage kill on an unsuspecting player.
9. Moraug, Fury of Akoum
Zell's downside of having to return a land to our hand on the end step is completely blanked by the fact that every turn we'll have a land to get a second combat with Moraug, Fury of Akoum. As long as we drop these lands during one of our main phases we'll be able to take up to three combat steps a turn. It's important to remember that while Moraug gives us extra combat steps, he does not give us extra main phases so we need to make sure we play our lands efficiently.
10. Arena of Glory
Arena of Glory is one of the coolest cards we get to play in our deck. It's almost always likely to enter the battlefield untapped because most of our lands will be Mountains. When we exert the arena and use its mana, the creature we're casting gets haste. Exerted cards don't untap during our next untap step, but with Zell's ability to return a land to our hand at the end of turn, we can consistently take advantage of the arena over and over again with no downside.
Up front, Zell looks like he's a relatively low power card, but he has potential. Will he have a home in your Landfall or lands matter decks? Will you suit him up for a Voltron style victory? There are countless ways to build him and I hope this mini primer has given you a few ideas!

















