Viewing offers in Near Mint condition
Zimone and Dina
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
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
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Zimone and Dina
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
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
