
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
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: Target creature can't block this turn.
Zirda turns activated abilities into a value engine by knocking off every non-mana activation, then chains those discounts into card advantage, recursion, or an outright combo. You deploy cheap permanents with strong tap/activate abilities and grind incremental advantage until you assemble an infinite loop or simply out-activate the table. Many builds use Zirda purely as a combo piece while playing a different RW commander, but as commander she anchors an abilities-matter midrange deck.
Tighten the combo package: add Rings of Brighthearth, Basalt Monolith, Grim Monolith, and a payoff like Walking Ballista or Staff of Domination so any one piece plus Zirda closes the game. Improve mana with fast rocks and consistency with tutors like Enlightened Tutor and Gamble, and add protection (Lightning Greaves, Deflecting Swat) to keep Zirda alive through removal. Trim purely incremental abilities that cost one mana, since Zirda's discount whiffs on them.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite colorless mana
→ Infinite colorless mana
→ Infinite card draw for all players, Infinite draw triggers for all players, Near-infinite colored mana
→ Infinite ETB, Infinite LTB, Infinite sacrifice triggers
→ Infinite death triggers, Infinite ETB, Infinite LTB
Combos via Commander Spellbook.
Same color identity (RW), by popularity.