Home / Magic: The Gathering / March of the Machine / Zimone and Dina
Zimone and Dina
NM
LP
MP
HP

Viewing offers in Near Mint condition

mythic · Legendary Creature — Human Dryad

Zimone and Dina

mythic · Legendary Creature — Human Dryad · March of the Machine
$0.33
Low
$0.39
Market
$0.49
High

Oracle Text

Whenever you draw your second card each turn, target opponent loses 2 life and you gain 2 life.
{T}, Sacrifice another creature: Draw a card. You may put a land card from your hand onto the battlefield tapped. If you control eight or more lands, repeat this process once.

Card Details

3/4Power / Toughness
{B}{G}{U}Mana Cost
1Prints

Character Background

Zimone and Dina is a mythic-looking value engine that rewards a slow, resource-rich plan rather than pure aggression, making it especially strong in midrange-control or landfall-oriented builds. The first ability turns every second card draw each turn into a steady drain, so pairing them with extra-draw effects like cantrips, flashback, or end-step draw spells keeps the life swing flowing while stabilizing your own total. Their tap ability is the real engine: sacrificing expendable creatures to draw a card and cheat lands into play lets you convert token makers, recursive fodder, or creatures you’re ready to cash in into mana acceleration and card advantage. Once you reach eight lands, the repeat clause can snowball hard, so deckbuilding should prioritize ramp, sacrifice outlets, and ways to make cheap bodies. In play, protect them if possible; if they survive a turn cycle, they quickly take over a grindy game.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.33 - $0.49
At the current market price of $0.39.
Average Time to Sell
3 days
At the current market price of $0.39.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Zimone and Dina is a mythic-looking value engine that rewards a slow, resource-rich plan rather than pure aggression, making it especially strong in midrange-control or landfall-oriented builds. The first ability turns every second card draw each turn into a steady drain, so pairing them with extra-draw effects like cantrips, flashback, or end-step draw spells keeps the life swing flowing while stabilizing your own total. Their tap ability is the real engine: sacrificing expendable creatures to draw a card and cheat lands into play lets you convert token makers, recursive fodder, or creatures you’re ready to cash in into mana acceleration and card advantage. Once you reach eight lands, the repeat clause can snowball hard, so deckbuilding should prioritize ramp, sacrifice outlets, and ways to make cheap bodies. In play, protect them if possible; if they survive a turn cycle, they quickly take over a grindy game.

Generated using gpt-5.4-mini · Updated at 2026-08-21 18:40:45 UTC

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