This card synergizes well with a strategy that involves equipping your creatures to enhance their abilities and create a powerful board presence
Because card designs usually treat sacrificing as a cost rather than a payoff in itself, they are far less likely to include additional limitations on how often an ability can be used, and youre more likely to get valuable resources (mana, cards, other permanents) out of the exchange
The Command and Companion zones are always available resources when starting a game, and while Zirda has two abilities, consistent access to the first will be key for getting where youre trying to go infinite
Collector's tip: If you are just getting started with vintage card collecting, learn to evaluate a card's condition before submitting it for grading
I could definitely see the value in running 1 to 2 mainly because of how much harder it makes it to remove a Sengir Vampire or deal with it in combat, but I chose to omit them because they are expensive, I dont own them, and they dont seem necessary