How to build Zagorka, Mother of Sanctum
Zagorka hands a free land to everybody at the table every single turn, including the three people trying to kill you. Take the trigger anyway. You are the only player collecting a landfall trigger for it.

The core list: 100 cards, 37 lands (22 basic), 27 creatures, average mana value 3.61. Mana sources: 21 blue, 21 red, 27 green. No Game Changers and no mass land denial, so the deck sets no bracket floor. How brackets work →
What the deck is doing. Zagorka is a 4/2 with vigilance and trample for
whose end step offers every player at the table a tapped land that taps for one
mana of any colour. Say yes on your own trigger and you have made a second land drop without
spending a card, so your natural drop plus hers is two landfall triggers per turn cycle for as
long as she is alive. That floor never moves and it never asks you to draw a land. The ninety
nine are therefore built around payoffs that count triggers rather than permanents. Zendikar's
Roil and Scute Swarm and Avenger of Zendikar count bodies, Tunneling Geopede counts damage,
Tatyova, Benthic Druid and Tireless Tracker count cards, and the remaining slots are the
cheapest ways Temur has of turning one land drop into two.
Three numbers on this page are dated, and this is which way each one moves. Zagorka cannot be your commander today. That changes on 9 November 2026 when Mystery Booster Commander Edition is released, and nothing else across the three lists is waiting on that date, because legality is recorded per card and the reprints in this set already read as legal. Money next. Every card here is priced at its cheapest paper printing, which is the number you would actually hand over, and ninety nine of the hundred have one, so each total below is a floor rather than a figure. Zagorka is the exception, with no listing at all until she is out, and the first one to appear will be a preorder, which is the reading that comes down after release rather than up. The bracket sits on a floor too. Nothing in this set can carry the Game Changer tag yet, because that list gets revised on the bracket schedule rather than the release schedule, and a commander who guarantees a land drop every turn is a fair candidate for it. Every one of those numbers gets rechecked here the week the set lands.
The land is a turn late as mana and exactly on time as a trigger
Read where the trigger sits before you read what it makes. It happens at the beginning of your end step and the token arrives tapped, so as acceleration it does nothing until your next untap step. Anybody who casts Zagorka expecting to ramp will be disappointed on the turn they cast her. The landfall half has no such delay. A trigger fires the instant a land enters the battlefield, so the Sanctum pays out immediately and the mana pays out later, and every card in this list is chosen to collect the half that arrives on time.
There is a wrinkle in the seating that nobody will tell you at the table. Your opponents untap before you do, so the player on your left spends their Sanctum a full turn before you spend yours. That is the drawback in its sharpest form, and it is the one thing about this commander that changes depending on where you sit.
Every removal spell aimed at Zagorka costs its caster a land a turn
Four mana and two toughness is an awkward pair for a commander whose entire job is to keep triggering. She dies to a stray ping, to any sweeper, to a 2/2 that got through last turn. Lightning Greaves is in the list for that and it is not enough on its own.
What is unusual here is who wants her dead. Every opponent who has been accepting Sanctums is collecting a free land a turn out of your commander, and killing her switches that off for them at the same time as for you. It does not make her safe. It does mean the table has a reason to leave her alone that it would never have against an ordinary value engine, and that reason holds for exactly as long as your board looks harmless. Resolve Rampaging Baloths and it stops holding.
Both uses of the word may are information
The ability says each player may create the token, and each opponent makes that choice out loud on your end step, every turn. The choice is a tell. An opponent who takes the land cannot attack you on their next turn. An opponent who declines has just announced that they were going to.
That is a free read on three players once a turn and it is worth more than the mana it costs you. Play around the refusal rather than the acceptance, because the player who says no is the one to keep Beast Within for. Your own may has exactly one use and it is narrow: declining your token gives up a landfall trigger to save one nonbasic land, which is only ever the right call on the turn you intend to cast Price of Progress.
Two cards in this list read the lands across the table
Fellwar Stone taps for any colour a land an opponent controls could produce, and Exotic Orchard does the same thing on a land. Both are usually the first cards cut from a three colour deck, because they depend on what other people happened to draw and they can quite easily produce nothing at all.
Zagorka removes the guesswork. A Sanctum taps for one mana of any colour, so the first opponent who accepts one turns both of those cards into perfect fixing, and they stay that way for as long as anybody keeps saying yes. Two slots that are normally a gamble become the two most reliable nonbasic sources in the deck, and they get there because you are the person supplying the lands they are reading.
Twenty two basics is a decision about one card
Thirty seven lands, twenty two of them basic, in a three colour deck that would obviously rather have duals. That is Price of Progress and nothing else.
A Sanctum has no land types printed on it, so every one is a nonbasic land, and a table that keeps accepting them is holding three or four each by turn eight that they never had to draw. Price of Progress deals two damage per nonbasic land to every player, and it gets larger every turn you keep the trigger running.
The symmetry is real and worth stating rather than hiding. You take a Sanctum too, and fifteen of your own lands are nonbasic, so this is not the one sided card it is in a mono coloured deck. Three things make it work anyway. You pick the turn, you can refuse your own token on the turn before, and you are the only player at the table who has been counting.
Green is six sources short on turn four and stops being short on turn five
The mana wants saying plainly. Twenty seven green sources, twenty one red, twenty one blue. One pip of any colour by turn two is comfortable. Two green by turn four is not, because fourteen spells in the list want it, a ninety percent hit rate would need thirty three sources, and twenty seven gets to about eighty two.
No three colour deck reaches thirty three of anything, so the answer is not in the mana base. It is the commander. From the turn after Zagorka resolves you are adding a land that taps for any colour every turn, and nine spells in the list fetch a basic out of the library, which is what those twenty two basics are actually for. It also matters which cards are doing the demanding. The double green spells are Rampaging Baloths and Avenger of Zendikar and Craterhoof Behemoth, and none of those were being cast on turn four in the first place.
Moraug is the trap and the end step is the reason
Moraug, Fury of Akoum grants an extra combat phase whenever a land enters during your main phase. Zagorka's land enters during your end step, which is not a main phase, so the one guaranteed trigger this entire deck is built on does nothing for him. He is still fine off a natural land drop. He is not the payoff the commander appears to be advertising, and six mana for half a card is what happens when two abilities are read separately and assumed to meet.
Horn of Greed fails on a different word. It draws when a player plays a land, and a Sanctum is created rather than played, so nobody draws anything. Ankh of Mishra and Zo-Zu the Punisher both trigger on every land that enters, basics included, and you are the player putting two lands onto the battlefield a turn. You would take more damage than any of your opponents.
Blood Moon is the one I kept coming back to, because turning every Sanctum into a Mountain really does delete the fixing, which is the larger half of what you are giving away. It also turns your own shock lands and Exotic Orchard into Mountains, in a deck that needs three colours to function. The cure is worse than the disease here, and it stays out.
The core list
Hover any card name to see the card. This is the bracket 3 build and there is not a single Game Changer in it.
“Load into the deck builder” opens this list in your account, ready to edit or save. “Copy decklist” gives you plain text for Moxfield, Archidekt or Arena — no account needed.
Commander 1
- Zagorka, Mother of Sanctum
Creatures 26
- Aesi, Tyrant of Gyre Strait
- Ancient Greenwarden
- Avenger of Zendikar
- Azusa, Lost but Seeking
- Beast Whisperer
- Birds of Paradise
- Craterhoof Behemoth
- Cultivator Colossus
- Dryad of the Ilysian Grove
- Kodama of the East Tree
- Lotus Cobra
- Multani, Yavimaya's Avatar
- Nesting Dragon
- Omnath, Locus of Rage
- Oracle of Mul Daya
- Rampaging Baloths
- Ramunap Excavator
- Roil Elemental
- Sakura-Tribe Elder
- Scute Swarm
- Tatyova, Benthic Druid
- Tireless Provisioner
- Tireless Tracker
- Titania, Protector of Argoth
- Tunneling Geopede
- Wayward Swordtooth
Planeswalkers 1
- Nissa, Who Shakes the World
Instants 13
- An Offer You Can't Refuse
- Beast Within
- Chaos Warp
- Growth Spiral
- Harrow
- Heroic Intervention
- Krosan Grip
- Nature's Claim
- Pongify
- Price of Progress
- Return of the Wildspeaker
- Roiling Regrowth
- Swan Song
Sorceries 10
- Blasphemous Act
- Cultivate
- Farseek
- Kodama's Reach
- Nature's Lore
- Rishkar's Expertise
- Skyshroud Claim
- Splendid Reclamation
- Three Visits
- Vandalblast
Artifacts 6
- Arcane Signet
- Chromatic Lantern
- Fellwar Stone
- Lightning Greaves
- Sol Ring
- The Great Henge
Enchantments 6
- Burgeoning
- Exploration
- Garruk's Uprising
- Guardian Project
- Rhythm of the Wild
- Zendikar's Roil
Lands 37
- Breeding Pool
- Command Tower
- Evolving Wilds
- Exotic Orchard
- Fabled Passage
- 10× Forest
- 6× Island
- Karplusan Forest
- Misty Rainforest
- 6× Mountain
- Prismatic Vista
- Reflecting Pool
- Scalding Tarn
- Spirebluff Canal
- Steam Vents
- Stomping Ground
- Wooded Foothills
- Yavimaya Coast
What a rung changes about the turn you hand out lands
The engine is the commander, so neither rung touches it. What moves is how much the rest of the deck does around her and how quickly it does it.
The budget rung takes about seven tenths of the price out and keeps every landfall payoff intact. What it sells is the fast mana base and the expensive redundancy. The fetch lands and shock lands become karoo lands and basics, and The Great Henge and Craterhoof Behemoth become Elemental Bond and End-Raze Forerunners. The karoos are not a compromise in this deck. Simic Growth Chamber returns a land to your hand as it enters, and replaying that land is another trigger, which is the one currency this list converts better than any other. What you genuinely give up is speed, because four of the lands it swaps in enter tapped.
The upgraded rung is not a faster version of the same deck. It buys interaction the core list does not run at all, and it changes who you are afraid of rather than how you win. Five Game Changers is what puts that floor at bracket 4 on its own. Vorinclex, Voice of Hunger is the one to read twice against this commander, because every land an opponent taps for mana stays tapped through their next untap step, and the Sanctums you have been handing out for six turns are included. The gift stops being mana the moment they spend it.
Budget / bracket 2 18 swaps
- The Great Henge becomes Elemental Bond−$59.32
- Burgeoning becomes Khalni Heart Expedition−$30.62
- Exploration becomes Explore−$29.50
- Craterhoof Behemoth becomes End-Raze Forerunners−$21.12
- Ancient Greenwarden becomes Boundless Realms−$8.79
- Azusa, Lost but Seeking becomes Explosive Vegetation−$11.31
- Aesi, Tyrant of Gyre Strait becomes Nissa, Vastwood Seer−$6.62
- Guardian Project becomes Shamanic Revelation−$12.00
- Roil Elemental becomes Baloth Woodcrasher−$12.96
- Birds of Paradise becomes Sylvan Ranger−$9.24
- Swan Song becomes Negate−$10.09
- Scalding Tarn becomes Izzet Boilerworks−$39.05
- Misty Rainforest becomes Simic Growth Chamber−$36.41
- Prismatic Vista becomes Gruul Turf−$27.37
- Wooded Foothills becomes Terramorphic Expanse−$17.73
- Reflecting Pool becomes Ash Barrens−$14.69
- Steam Vents becomes Shivan Reef−$11.44
- Breeding Pool becomes Thornwood Falls−$9.74
This rung: 100 cards, 37 lands, average mana value 3.58, no bracket floor (no Game Changers, no mass land denial). Whole deck at least $141.96 (99 of 100 copies priced, so a floor). How brackets work →
Up to bracket 4 9 swaps
- Nesting Dragon becomes Cyclonic Rift+$28.54
- Blasphemous Act becomes Rhystic Study+$62.85
- Tunneling Geopede becomes Vorinclex, Voice of Hunger+$4.53
- Nature's Claim becomes Fierce Guardianship+$57.73
- Pongify becomes Mana Drain+$53.48
- Sakura-Tribe Elder becomes Wrenn and Six+$7.25
- Chromatic Lantern becomes Seedborn Muse+$13.67
- Farseek becomes Scapeshift+$47.32
- Forest becomes Ancient Tomb+$126.66
This rung: 100 cards, 37 lands, average mana value 3.66, bracket floor 4 (Optimized). Whole deck at least $911.99 (99 of 100 copies priced, so a floor). How brackets work →
FAQ
Does Zagorka, Mother of Sanctum give your opponents free lands?
Yes, and each opponent chooses for themselves every turn. Any opponent who takes the Sanctum cannot attack you on their next turn, so the land is the price you pay for a turn of safety from that player. The asymmetry is that you get the same land and a landfall trigger with it, while they get one mana.
When can I play Zagorka, Mother of Sanctum in Commander?
From 9 November 2026, when Mystery Booster Commander Edition is released. She reads as not legal right now because the set is unreleased, not because of any restriction on the card. Every other card in all three lists on this page is legal today.
Can an opponent take the Sanctum and still attack me?
No. The clause is not optional once they have taken the token, and it lasts through their whole next turn. It only covers attacks on you though, so they are free to attack anybody else, which is why the card tends to point the table's aggression sideways rather than switching it off.
How much does this Zagorka deck cost?
The core list comes to at least $509 at the cheapest paper printing of each card, the budget rung to at least $141, and the upgraded rung to at least $911. Every figure is a floor rather than a total, because Zagorka herself has no price until the set is out.
What bracket is this Zagorka deck?
The core list holds no Game Changers and no early two card combo, which puts its floor at bracket 1, and it is built and priced to sit comfortably at bracket 3 in play. The budget rung is a bracket 2 deck. The upgraded rung runs five Game Changers, which puts its floor at bracket 4. Nothing from this set can be flagged as a Game Changer yet, so treat every one of those numbers as a floor that can move up.
Is Zagorka a ramp commander?
Not really. The trigger happens at the beginning of your end step and the token enters tapped, so the mana is not available until your next turn. What arrives on time is the landfall trigger, which fires the moment the land enters. Build for the trigger and treat the mana as a bonus.