
Introduction/Personal Aside
Outlined below is a detailed introduction to Zendikar Rising limited. I will be covering the set’s mechanics, archetypes, how/what/when to splash, rules of thumb for land counts, and example builds. I’m Bryan “Veveil” Hohns btw, a competitive Magic player who has been playing this game consistently for about 7 years now. I consider myself a strong Limited player (judge for yourself here), and hope that this write-up is helpful for anyone looking to improve their Limited game/do well in this new set.
Mechanics
If you’d like to double check the rules/basics of each mechanic, the official introduction is here: https://magic.wizards.com/en/articles/archive/feature/zendikar-rising-mechanics-2020-09-01.
More detailed information is available as well on this page: https://magic.wizards.com/en/articles/archive/feature/zendikar-rising-release-notes-2020-09-10.
Double-Faced Spell/Land Cards

Zendikar Rising introduces spell/land front/back cards for the first time in Magic history. Although generally underpowered on either individual side (the spell sides are generally overcosted, the land sides are mono-colored and enter tapped), these double-faced cards are awesome for their flexibility. Most Limited decks would be happy to include a few tapland/spell hybrids to increase their relative land/spell count. Including many spell/land cards in your deck will vastly decrease the chances of encountering mana screw/flood. These cards also play well with the landfall/kicker mechanics, as both appreciate high land counts.
They appear completely evenly split between each color, with 4 uncommons/1 rare/1 mythic each (1 of the uncommons for each is a creature/land as well). The mythic rares of the cycle are unique compared to the others as they have the option to enter untapped for 3 life. Final point worth noting on these cards is that, like all double-faced cards before them, their card type is whatever is on the front side of the card. They cannot be tutored for or returned from the graveyard as lands, and you can be forced to discard them via “choose a nonland card” style effects. Full list of double-faced cards here.



Party

Party is the only new mechanic in Zendikar Rising. Party provides increasing rewards for assembling as much of a “party” (having one Warrior, one Rogue, one Wizard and one Cleric in play) as you can. There are a variety of payoffs for achieving party in this set, with 20/32 of them appearing on creatures (all of which have at least one party relevant tribe). Some of the payoffs are aggressive temporary pumps/anthems, while others generate life, +1/+1 counters, card advantage, ping creatures for X damage, or even create tokens.
Party is an interesting puzzle in that each color has different shares of Warriors, Rogues, Wizards and Clerics. Most of the cards in this set that play well with non-party mechanics (landfall, kicker) do not have any of the required tribes to form a party. There is also a tension in the set between party and various cards that instead ask you to focus on a specific tribe. The party mechanic tends to discourage trading and increases the power of cheap spot removal. It also subtly weakens cards like Bubble Snare and Nahiri’s Binding a bit, as both “kill” creatures but leave them in play to complete parties.
WU and RB are the two color pairs that seem built around assembling parties in this set, with WU being a midrange party archetype and RB being an aggressive one. At a glance, here is how each color contributes to forming parties. Full list of cards featuring the party mechanic here.
White
White has the most clerics, the second most Warriors, and has one Wizard at common. White does not have access to Rogues. White has a host of payoffs for achieving party, most of which are aggressively slanted.



Blue
Blue has the most Wizards, the second most Rogues, and has one Cleric at common. There are no Warriors in Blue. Blue has some payoffs for completing parties, but none of them reward you greatly for doing so.



Black
Black has the most Rogues, the second most Clerics, and has one Warrior at common. Wizards do not appear in black. WB and WU decks will struggle to fill parties due to the way types are distributed. Having Drana’s Silencer, Deadly Alliance, and Malakir Blood-Priest at common makes achieving party in black very rewarding.



Red
Red has the most Warriors, the second most Wizards, and a few Rogues as well (including one at common). RU decks will struggle to complete parties due to only having one Cleric available. Red’s payoffs for assembling a party are reasonable, but are a bit lackluster compared to white or black.



Green
Green is the true wildcard color for parties. It is the only color to be capable of fully fielding a party on its own, with 2 Warriors, 2 Rogues, 1 Cleric and 1 Wizard at common. It also has Veteran Adventurer and Tajuru Paragon, both of which count for all 4 tribes. However, green has almost no payoffs for completing parties on its own, and must rely on other colors to provide incentives to do so.



Landfall

Landfall is a classic Zendikar mechanic, returning for its third time in Zendikar Rising. Permanents with landfall generate some kind of value whenever a land enters the battlefield under your control. Most of the landfall cards in this set are creatures (21/25), with a few noncreature exceptions at higher rarities. Landfall is generally an aggressive mechanic, as most landfall triggers give +2/+2 to a creature until end of turn, permanent +1/+1 counters, pump the team, tap blockers, etc. The timing of landfall (generally your main phase before combat) also favors attacking, though Kazandu Nectarpot is an exception to this rule.
Every single color has cards with landfall, although blue and blacks common landfall cards are mostly just curve filler. White, red and green, on the other hand, have a solid amount of support for building around the mechanic. White landfall consists of 2 commons, 2 uncommons, and a (busted) rare. Red has 2 commons, 1 uncommon, 1 rare and 1 mythic with landfall. Green has the most landfall cards, with 3 commons, 1 uncommon, and 3 rares.
Landfall has multicolor support in the form of a handful of powerful rares and two signpost uncommons, Brushfire Elemental and Murasa Rootgrazer. Rootgrazer does not have landfall itself, but has obvious synergy with the mechanic. As such landfall appears to be the build around mechanic for most RG or GW draft decks, which will be discussed in greater detail below. Lastly, keep in mind that cards such as Roiling Regrowth and Vastwood Surge have synergy with landfall as well. Roiling Regrowth in particular is interesting, in that it is the only way in the entire set to get landfall triggers on your opponent’s turn (example line: block with a +2/+2 landfall creature, then cast Roiling Regrowth for +4/+4 until end of turn). Full list of landfall cards here.



Kicker

Kicker is a classic Magic mechanic that let’s you get more out of certain spells, if are willing to pay extra mana to do so. Every color in the set has cards with kicker; white is by far the least kicker friendly color with only 2 cards total (1 common/1 uncommon), both of which are rather aggressive. Blue is the best supported kicker color, with a whopping 6(!) commons featuring the mechanic. Black, red and green have a 2-3 commons with kicker each as well as varying numbers of cards at higher rarities. There are also colorless cards with kicker as well, although Skyclave Sentinel is the only non-rare one.
When evaluating kicker cards, treat them as split cards with option 1 (the base rate) and option 2 (the kicked rate). Kicker is the key focus of UG in this set, as headlined by Lullmage’s Familiar, a very solid mana dork, blocker, and source of lifegain rolled into one adorable package. There are two cards that care about kicker specifically in blue (Roost of Drakes and Coralhelm Chronicler) and two in green (Vine Gecko and Murasa Sproutling). BG is the second most kicker friendly color pair in the set, and makes a good secondary home for the two green uncommons mentioned. For most decks though, kicker will be a nice bonus on certain cards, but not something specifically built around. Full list of kicker cards here.



Archetypes
RW Warriors
Red and white have the most Warriors and have various payoffs for focusing on Warriors, rather than building a balanced party. RW Warriors is easily one of the most aggressive archetypes in the set. There are 5 uncommon payoffs for this archetype and 2 common payoffs in the form of Expedition Champion and Resolute Strike. Many cards in this archetype also reward you for playing equipment, such as Kor Blademaster and Akiri, Fearless Voyager. As such, RW Warriors is the best home for various pieces of common equipment (Utility Knife, Cliffhaven Kitesail, Scavenged Blade) that other decks may not even want. RW party is a viable fallback plan, assuming you are stuck in RW yet cannot assemble critical mass of Warriors/payoffs. Expected land count: 16-17.



UB Rogues
Blue and black is another tribal archetype, this time focusing on Rogues. Rogues in this set are interesting in that many of them care about filling your opponent’s graveyard to 8 cards or more for various bonuses. This can be accomplished with mill, removal spells, combat, and discard spells. UB Rogues can be built as a tempo deck, a control deck, or a mill deck. It is also the best home for powerful mill cards such as Relic Golem, Ruin Crab, and Maddening Cacophony, although these cards may not make every Rogue build. UB is also the obvious best home for cards like Anticognition and Mind Carver, which are underpowered without mill. Expected land count: 16-19.



BG Counters/Kicker
BG is likely the most flexible of the two color pairs in this set. It’s signpost uncommon is in my opinion the weakest of the cycle, though not a weak card in a vacuum. It also has features a nice pairing between the best party payoffs (black) and the best party assembling (green). Thus, BG can be built as a +1/+1 counter focused deck with a kicker subtheme, or as a midrange deck focused on green party members and black party rewards. The BG counters archetype is best entered via the uncommon/rare payoffs, with BG party being a nice alternative for when such cards are not available. BG counters is the best home for various cards like Hagra Constrictor, Oblivion’s Hunger, and Gruul Draz Mucklord. Expected landcount: 17-20.



RG Landfall
RG landfall is an aggressive/midrange deck that focuses on, you guessed it, landfall triggers. Most landfall triggers in RG are very aggressive, as exemplified by the RG signpost uncommon, which hits hard and fast for 2 mana but is useless on defense. Double-faced cards are particularly excellent in RG for keeping land counts high without giving up spell counts. This is the best home for hyper aggressive cards like Akoum Hellhound. Bigger, more midrangey versions of RG landfall are possible as well. Finding what pace/card composition suits your card pool will be the key to this archetype. Don’t forget that cards such as Scale the Heights and Roiling Regrowth play great with Landfall! Expected land count: 18-21.



WB Clerics
WB Clerics is a midrange tribal deck built around amassing Clerics and various lifegain synergies. There is also a sacrifice subtheme in WB Clerics, though only on a pair of uncommons (Demon’s Disciple/Relic Vial). Relic Vial in particular is interesting here, as it is an all but useless card anywhere else. Much of the lifegain here will simply come up incidentally, through various Clerics you would want to play anyways. This is one of the better homes for Blood Beckoning, Blood Price, and similar grindy effects. BW Clerics is also the single best archetype for Feed the Swarm, as the drawback can be offset with BW’s quality life gain. Expected land count: 16-18.



GU Kicker
GU Kicker probably has the best natural endgame of any archetype, as you’ll have the most big mana payoffs relative to other two color combinations. GU kicker is not a particularly aggressive deck, and will usually fall somewhere between midrange/control. This is the best home for the “kicker matters” uncommons, 2 of which appear in blue and green. UG’s strategy will generally to draw games out and win with card advantage/big effects. Bubble Snare, Into the Roil, and Field Research are some of its best commons, although having good blockers seems important as well. Expected land count: 17-20.



GW Landfall
When compared to RG Landfall, GW Landfall seems to be the less aggressive deck of the two. You won’t have enough card advantage here to be truly durdly, but you’ll be more towards the midrange end of the spectrum than the average RG deck. GW decks that succeed in pulling off the landfall theme will not be concerned with assembling parties. As with other archetypes, focusing more on party synergies (white payoffs, green assembles) is a good backup plan/way to fill slots if the landfall plan dries up. Even the best GW landfall decks will likely have some party creatures regardless. Expected land count: 17-20.



BR Party
BR is the more aggressive party focused deck, although it has plenty of decent cards for longer games as well. Black and red complement each other well in terms of creature types (black rogues/clerics, red warriors/wizards) though you may want to take wizards here a bit higher than normal. Blood Beckoning is an appealing card in BR, as it can let you pick up multiple fallen party members. Many creatures in this archetype also tend to trade easily as well. If you are in BR, you should definitely be pursuing party synergies; there doesn’t seem to be anything else the color pair does particularly well together. Expected land count: 17-19.



WU Party
WU is the more value oriented party deck, which Spoils of Adventure does a great job in showing off. Despite this, most WU decks should expect to be outvalued by an archetype like UG kicker in a very long game. White and blue complement each other well for assembling parties, although you should take Rogues a bit higher than other creature types if possible. Assembling a nice mix of party creatures/types, interaction, card advantage, and party payoffs is essential for building strong WU decks. As with BR, try to focus on the party mechanic when you are in this color pair. Expected land count: 17-19.



UR Wizards
UR Wizards is the final tribal archetype. Wizard payoff cards are unique in that they reward you not just for playing other Wizards, but for playing instant and sorceries as well. As such, most UR Wizard decks will want to run a comfortable mix of Wizards and spells. UR Wizards usually will play out like a controlling tempo deck, and is easily the most controlling color pair for red in this set. If Wizards doesn’t seem open at all, you can try to build a generic control deck or exit into a different color pair. The fact that UR payoffs care about instant/sorceries as well makes staying in this archetype a bit easier than others. This is the best home for Tormenting Voice, Deliberate, and other mediocre cantrips/spells. Expected land count: 16-18.



Deckbuilding Considerations
Number of Lands to Play
Thanks to spell/land cards, just about every deck should be playing more lands than normal, so long as you are counting said cards as lands. 16 minimum for aggro decks, with landfall decks potentially playing 20+ lands if enough of them are double faced. Ironically, it is more than possible for aggressive decks in this format to have very high land counts, thanks to landfall. The golden rule for Limited mana is to have at least 8 sources of each of your primary colors.
Splashing Bombs
Fixing
Stonework Packbeast, Base Camp, Cleansing Wildfire, Lithomancer’s Blight and the six rare dual-lands are all of the available non-green fixing. Stonework Packbeast is an upgrade to Prismite, but is too fragile and underpowered to splash rares with. Base Camp can help splash party bombs (generally Zagras, Tazri, or Zareth San) if needed, but entering tapped makes it rather unimpressive, given how narrow it is. Cleansing Wildfire/Lithomancer’s Blight are cantrips that also double as janky, awkward fixing, though neither card is particularly amazing at the role. All of the duals are exceptional in any deck with both colors, but should not be picked super highly in draft. They can certainly be picked over late pack filler though.
Green has fixing in the form of Reclaim the Wastes, Vastwood Surge, Roiling Growth, and Lotus Cobra (at rare). If you aren’t playing Green, you should almost never be splashing in this set. The only possible exception would be if you can achieve a high enough land count through DFCs to justify splashing (say, a UB Sealed deck with 19 lands splashing Zagras off of 3 Mountains, with mandatory 8 Swamps/Islands minimum for color requirements).



Cards Worth Splashing (not exhaustive)

When to Splash?
You should splash when you are in green/have enough fixing, when you have a powerful card, and when it is convenient to do so. As always, a rule of thumb for splashing is to have 3+ sources for 1-2 cards. Count cards like Reclaim the Wastes as a colored source. Splashes will slow down your deck but increase its power level; boarding out of a splash when against a very aggressive opponent is always an option. Splashing is also generally more common/effective in Sealed, where it is harder to assemble archetype synergies and individual card power matters more.
A Word on Omnath, Locus of Creation
Omnath looks daunting to splash, but it is possible. The easiest way to do so is to use Roiling Regrowth, Vastwood Surge, or kicked Reclaim the Wastes to go and grab 2 offcolor basics. You will need to be base UG, GW, or GR to consider splashing it; don’t bother in GB. Your mana base should include at least 8 or so of each of your base colors, plus one basic of each of your offcolors for Omnath. Having 3+ effects that tutor 2 basics will give you a realistic shot at casting Omnath on time. Prioritize them highly once you have Omnath!
Removal Spells
White



Blue



Black



Red



Green



Example Decks (using Draftsim)
BW Clerics (18 lands, 3 DFC)

UR Wizards (17 lands, 3 DFC)

UW Party (17 lands, 2 DFC)

Conclusion
Thank you for reading! Hopefully you enjoyed this article/found it helpful. If you did please leave a comment and/or follow me on Twitter here. I’d be happy to answer any questions you have about the set. I have a YouTube channel as well; hopefully I’ll be uploading some draft videos soon after the set goes live. And lastly here is my Twitch, though I have few plans to stream consistently at the moment.