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Rules guide · Legendary Creature

Zeriam, Golden WindHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Dominaria United Commander· September 9, 2022
Carte Magic Zeriam, Golden Wind

Zeriam, Golden Wind is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Flying Whenever a Griffin you control deals combat damage to a player, create a 2/2 white Griffin creature token with flying.

Complete guide

Zeriam, Golden Wind is a powerful legendary Griffin that acts as a catalyst for a high-flying army. By rewarding you with more creatures for every successful aerial strike, Zeriam ensures that your board presence grows exponentially. Mastering this card requires understanding how combat damage triggers can snowball into a lethal swarm.

The Power of the Flock

Zeriam, Golden Wind possesses a triggered ability that looks for combat damage dealt by any creature with the Griffin subtype you control. When Zeriam or another Griffin successfully hits a player, you immediately create a 2/2 white Griffin creature token with flying. Since these tokens are also Griffins, they will trigger Zeriam's ability themselves in future turns, leading to an ever-increasing population of flying threats.

Resolution Step-by-Step

First, you must declare your Griffins as attackers and ensure they are not blocked, or have trample to deal damage to the player. During the combat damage step, if a Griffin deals at least 1 damage to a player, Zeriam's ability triggers. The trigger is put on the stack and, once it resolves, a 2/2 Griffin token is placed onto the battlefield. Note that because combat damage happens simultaneously, all attacking Griffins that hit a player will trigger Zeriam at once, but the new tokens are created after damage has already been dealt, meaning they cannot attack in the same combat phase.

Common Pitfalls

A common mistake is assuming that non-combat damage, such as damage from a spell or an ability, will trigger Zeriam. The ability specifically specifies 'combat damage,' which only occurs during the combat damage step as a result of attacking. Additionally, remember that Zeriam must be on the battlefield to see other Griffins deal damage; if Zeriam is destroyed before the combat damage step, no tokens will be created.

Strategic Deployment

Zeriam is best played when you already have a board presence or ways to protect it. Since it needs to survive until the combat damage step to generate value, giving it haste or using protection spells is vital. Once you have a few Griffin tokens, your opponent will be forced to find a board wipe, as blocking multiple flying creatures becomes increasingly difficult every turn.

Interaction examples

Initial Contact

If Zeriam, Golden Wind attacks alone and is not blocked, it deals 2 combat damage to the opponent. This triggers its own ability, and you create one 2/2 white Griffin creature token with flying.

Doubling the Output

With Roaming Throne on the battlefield naming 'Griffin', Zeriam's triggered ability will trigger an additional time. When Zeriam deals combat damage to a player, you will create two 2/2 white Griffin creature tokens instead of one.

Mixed Attacking Force

If you attack with both Zeriam, Golden Wind and Solemn Simulacrum and both deal damage to the player, only Zeriam triggers the ability. Because Solemn Simulacrum is a Golem and not a Griffin, it does not contribute to the creation of tokens via Zeriam's effect.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Zeriam, Golden Wind

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

Related cards and tokens

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Legal formats

legacyvintagecommanderoathbreakerduel
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