+Zealot (22)
When Alaborn Zealot blocks a creature, destroy that creature and Alaborn Zealot.
First strike, haste
Whenever a player casts a spell from a graveyard, Ash Zealot deals 3 damage to that player.
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever Blind Zealot deals combat damage to a player, you may sacrifice it. If you do, destroy target creature that player controls.
When Dusk Legion Zealot enters, you draw a card and you lose 1 life.
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn.
When Flame-Kin Zealot enters, creatures you control get +1/+1 and gain haste until end of turn.
Reach
Delirium — Whenever Gouged Zealot attacks, if there are four or more card types among cards in your graveyard, Gouged Zealot deals 1 damage to each creature defending player controls.
Whenever you attack, you may sacrifice another creature or an artifact. If you do, create a 4/1 black Skeleton creature token with menace that's tapped and attacking. (It can't be blocked except by two or more creatures.)
Choose a Background (You can have a Background as a second commander.)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is dealt to target creature instead.
When Kithkin Zealot enters, you gain 1 life for each black and/or red permanent target opponent controls.
Threshold — As long as seven or more cards are in your graveyard, Mystic Zealot gets +1/+1 and has flying.
Dragon spells you cast cost less to cast.
Whenever Nogi, Draco-Zealot attacks, if you control three or more Dragons, until end of turn, Nogi becomes a Dragon with base power and toughness 5/5 and gains flying.
: Add one mana of any color.
: Add two mana of any one color. Spend this mana only to turn permanents face up.
At the beginning of combat on your turn, target creature you control gets +1/+1 until end of turn. If that creature has toxic, instead it gets +2/+2 until end of turn.
First strike
At the beginning of combat on your turn, choose any number of creatures with different powers. Each of them gets +X/+X and gains vigilance until end of turn, where X is Sigardian Zealot's power.
When Solstice Zealot enters, you get (two energy counters).
, Pay : Tap target creature.
, Sacrifice Viridian Zealot: Destroy target artifact or enchantment.
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever Zealot il-Vec attacks and isn't blocked, you may have it deal 1 damage to target creature. If you do, prevent all combat damage Zealot il-Vec would deal this turn.
: Zealot of the God-Pharaoh deals 2 damage to target opponent or planeswalker.
Flash
Enchant creature
Enchanted creature gets +1/+1.
Corrupted — As long as an opponent has three or more poison counters, enchanted creature gets an additional +1/+0 and has first strike.
At the beginning of your upkeep, if all nonland permanents you control are white, you gain 1 life.
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