Bellowing Aegisaur

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Bellowing Aegisaur

Creature — Dinosaur

Enrage - Whenever Bellowing Aegisaur is dealt damage, put a +1/+1 counter on each other creature you control.

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Bellowing Aegisaur Discussion

FancyLadies on Gishath's Dinos

6 days ago

I just thought of Walking Ballista for your mainboard since you wanna self inlict with Bellowing Aegisaur, those two make a good combo ;)

br_dude on Jeskai Bellowing/Ballista Combo

3 weeks ago

You could try to make the Bellowing Aegisaur indestructible with Renegade's Getaway, for example, and make any other creature have infinite +1/+1 counters, by making Walking Ballista deal infinite damage to Bellowing Aegisaur. If you give infinite +1/+1 to another Walking Ballista, for example, you could just cause infinite damage to your opponent. The challenge would be to survive long enough to make this happen Good luck!

clark1424 on Cradle of Carnage

3 weeks ago

What's the Ornithopter and Priest of the Wakening Sun for? I played a similar list before. The issue in this kind of deck is the ability to refil your hand after a blow out. Since you want to stick with this concept, i can at least say that this deck is somewhat good if you can do all your plan without dying to big creatures or being overrun by ramunap red decks.

Now here's my thing. If you want Drover of the Mighty and Priest of the Wakening Sun to be more efficient, I'd advice more dinos like Kinjalli's Sunwing, Deathgorge Scavenger and a copy of Bellowing Aegisaur since you got a Walking Ballista to make your creatures bigger.

This deck need cards that are good by itself and i can only see Carnage Tyrant as the only one that has that trait.

Also, 2 copies of Heroic Intervention seems good in the sideboard.

Love the idea of swarming. Just make them a bit beefy.

Argy on Dinosaur Tribal 2.0

4 weeks ago

This is too inconsistent at the moment for me to properly Comment on it.

You've set it up like a Commander deck, with almost one of every type of Creature.

For a start I would try this:

2x Bellowing Aegisaur
1x Drover of the Mighty
1x Gishath, Sun's Avatar
3x Kinjalli's Caller
1x Kinjalli's Sunwing
1x Otepec Huntmaster
1x Priest of the Wakening Sun
2x Ranging Raptors
1x Raptor Hatchling
1x Ravenous Daggertooth
3x Regisaur Alpha
4x Ripjaw Raptor
1x Snapping Sailback
1x Territorial Hammerskull
2x Thrash of Raptors
1x Tilonalli's Skinshifter

Your mana base should look more like this:

1x Field of Ruin
6x Forest
2x Mountain
2x Plains
4x Rootbound Crag
1x Scattered Groves
4x Sunpetal Grove
2x Unclaimed Territory

Gidgetimer on Let's Build: Aegisaur + Ballista ...

1 month ago

As a player that loves combo I am completely on board. I do have a few questions though. How do you propose keeping Bellowing Aegisaur from dying after 5 pumps without needing a second and making the combo much less consistent? Or are we just doing 4 pumps a turn for inevitability?

Uri on Let's Build: Aegisaur + Ballista ...

1 month ago

I like building weird combo's, and ever since Amonhket came out, I built a deck revolving around Approach the Second Sun without use of the Aetherworks Marvel. It worked brilliantly, an above 80% win-rate.

And right now, we're back at it prying for another weird, wicked win-con...:Bellowing Aegisaur + Walking Ballista. Shoot that Aegisaur, get a counter on all your creatures INCLUDING your own ballista again, refueling it as it shoots.

So, let's try build this deck then. Firstly, we need to decide what colors we're going to use! White will be mandatory, either as splash or base. Blue comes in next because blue is crucial if we want to stall long enough and dig deep enough.

Now comes the dilemma; two colors as it is now is NOT enough. We need a third. We have two options: Green, for some extra ramp and other dummies to let our Ballista beat up: Ripjaw Raptor and/or Ranging Raptors. Especially the latter is beautiful when it's being abused with a ballista, it lets us ramp incredibly much for no mana cost at all.

Red on the other hand will give us more consistency, and lets us play a very strong walker for this deck: Saheeli Rai. Nonetheless, if we play little creatures, we can sneak in that Indomitable Creativity because we have something amazing: TREASURE TOKENS! If we play the following five creatures: 2x Bellowing Aegisaur, 2x Walking Ballista, 1x Chief of the Foundry, we only need to munch our Spell Swindle on a 5-mana spell and our combo is live.

Decisions decisions...

One thing is for sure: Dovin Baan will return! He is just too good. He nerfs, he draws and gains life, delaying aggro. What I have also liked is one or two copies of Commit/Memory . Vastly underestimated, in my opinion. It's not a counterspell, so it affects Carnage Tyrant, and we can use it post-casting too, putting our opponent in a suspended time-warp effect.

But now, how do we stall time? We need answers. White/Blue/Red is the theme, and red is beautiful with removal.Lightning Strike - Shock - Farm/Market - Perilous Voyage - Depths of Desire - Cast Out - Harnessed Lightning - Sweltering Suns - Abrade.

How do we draw into our combo? For one, Perilous Voyage already does a great job scrying and removing at the same time. Chart A Course and Catharic Reunion lets us dig deep for cheap, but an all-classic is Glimmer of Genius. some Supreme Will and Censor gives us some versatility and takes out threats for us.

This at the moment are some cards I have in mind for this deck, but I'd love to hear from other players what they think of this. Know some cards I forgot, or know some other methods of digging into our combo? Go ahead, share!

Blo on First Dino Deck 3 color

1 month ago

Some feedback:
Heroic Intervention will stop most stuff hitting your permanents, be it boardwipes or targeted removal when you can't have that. I'd run 2-4 copies.
It seems like you're screwing your manabase by playing a lot of the white cards. Kinjalli's Caller does nothing in the deck that another ramper cannot do. Your deck wants to get out your 4/5drops at least 1 turn earlier. Channeler Initiate,Drover of the Mighty and Otepec Huntmaster seem better for that regard as they are better cards individually. I would cut the white dork and add a playset of each of the other, except maybe the Channeler. That gives you a steady 2drop that will get your 4drop out on turn 3.

Priest of the Wakening Sun and Goring Ceratops dont seem to contribute a lot in the deck I would cut both. Kinjalli's Sunwing seems more of a sideboard card than a maindeck card, unless your meta is very aggro based.You could consider splashing for a Bellowing Aegisaur as this seems to be the right deck. It should achieve the same idea as the Goring Ceratops but will be more resilient, and give permanent boosts to your team.

As mentioned above, try to run a playset of Raging Swordtooth and preferably Regisaur Alpha and Ripjaw Raptor as well. Raptor Hatchling doesn't seem to be at home in this deck, just as Verdant Sun's Avatar and Vanquisher's Banner or Ashes of the Abhorrent. You should consider running Dual Shot as well, to trigger enrage and kill of */1 dudes on the other side or trade up when needed.

Ranging Raptors is a solid card and Deathgorge Scavenger is great. Atzocan Archer or Ravenous Daggertooth could be options if you feel like you need more 3drops.

Okay, break over, I have to go back to work :D.

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