Creature — Dinosaur
Carnage Tyrant can't be countered.
|Have (2)||Eldritch_Morningstar , metalmagic|
Printings View all
|Ixalan (XLN)||Mythic Rare|
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|Commander / EDH||Legal|
Carnage Tyrant occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
All decks: 0.02%
All decks: 0.43%
Carnage Tyrant Discussion
4 hours ago
Massacar and AT23, although these are all good suggestions, I don't think they are the best for the deck. Scence this deck generates so much mana, I feel that Steelbane Hydra is a better removal card. It is unlikely that my opponent will play anything that desperately needs to be removed in the first 3-4 turns, ant by then I am tapping for about 7 mana. Even if I play Steelbane Hydra for only 4, My opponents will hesitate to play any enchantments. As an added bonus, I can pump it up with Leyline of Abundance for basically infinite removal. As for Carnage Tyrant, I am not sure how much better it is with how I currently use the deck. Gigantosaurus is mainly used for either it's devotion to green and sacing for card draw, and I usually attack with a pumped up hydra with a Declare Dominance. Carnage Tyrant will definitely go in the sideboard though, for if gigantosaurus keeps getting removed or countered.
7 hours ago
1 week ago
- Alright so the hardest thing in these decks is the ramp to pay off ratio. You want a lot of 1 mana accelerates. I recommend arbor elf and utopia sprawl its low cmc and ramps well. It even goes infinate with Freed from the Real.
- cut: Nature's Will Rhythm of the Wild Warstorm Surge you dont need them. probably put in the other enchantments i talked about.
- Lets aim for 8 ramp creatures like Arbor Elf Llanowar Elves and Elvish Mystic. Probably combed with the enchantment. Sakura-Tribe Elder is also good. Dont count on it deck thinning as its not really that helpful mathematically speaking. Id cut your artifacts you don't need them. In terms of pay off i recommend as many Hydroid Krasis as you can afford.
- Carnage Tyrant is a good hit. So is Mistcutter Hydra espically with the combo i talked about.
- Thats a fair amount to work with right now. Ill provide more once we see how the deck changes.
- Rememeber you can have up to 4 copies of a card.
1 week ago
A few things to start off with. you have a lot of 1 ofs. you want to maximize your consistency, which means 4 ofs for your important cards. you can have a bunch of 1 ofs, but only if you have some way of searching for them. Fierce Empath does that, but you only have 1 of those.
next lets talk about a game plan. a deck usually wants 1 main plan to focus on, with some decks going for a back up plan if they have a strategy that tends to get some frequent hate. now the plan can be fairly broad and you can have multiple types of cards that help your plan but there should be a very clear plan. I think there is a plan in your deck, but you have lots of cards in it that do not fit the plan very well.
so lets talk about what things we see in the deck and where you can go from here. I see a lot of big creatures and ways to get them out quicker. this is generally called 'stompy' and tends to fit in GR/GRx lists as it allows for ramp and aggressive beaters. cards like Goreclaw, Terror of Qal Sisma are great for this. blue is sometimes added to stall opponents out until you unleash your monsters.
when looking at your cards, you'll want to think "how does this help my plan?". for example, what does Elvish Reclaimer do for the deck? it doesn't ramp the deck unless you're grabbing bounce lands like Izzet Boilerworks but is vulnerable to your opponents removal unlike cards like Farseek. it can become a 3/4 but your goal isn't to play a few 3/4s and win via value cards, it's to get big scary things into play that end the game.
Since this is a deck revolving around winning with some big scary things, lets talk about big scary things. you have a lot of options. but you don't need that many. what you need is 1 or two very good ones and multiples of them to make sure that you get them when you need them. right now i'm not a huge fan of top end of your deck. mainly they are cards that are very expensive and either don't do much, or do it too slowly. Verdant Sun's Avatar is 7 mana 5/5 that gains a little bit of life. Roil Elemental requires triple blue which isn't always as easy, only has 3 power which is abysmal for a 6 mana card and you still need to play more land in order to get use out of it. Simic Sky Swallower at least can't be removed easily by an opponent where as most everything else in your deck loses to Terminate. you might want to consider cards like Carnage Tyrant, Terror of the Peaks, or Inferno Titan. these cards are harder/painful to remove or get some value when they come in so it's not a total loss if they are removed.
you have ramp in your deck which is good. that's something you want. the problem is that most of the ramp in your deck is too slow/expensive. Frontier Guide wont be able to ramp you unless you already have 4 mana. and if you have 4 mana Explosive Vegetation or goreclaw are better bets. the point of ramp is that you do it early, so that your big things come out faster than they normally would. so you want cheaper ramp cards. Sakura-Tribe Elder is a great card for this as it can be used as early as turn 2 and can provide a blocker if your opponent is being really aggressive against you in the early game.
counter spells can also help the plan. the reason people want to get big things out fast is mostly to get them out before your opponent has a chance to do something. so in a way, counter spells are almost like a form of ramp. so long as you play a land and counter your opponents spell for the turn, you've essentially just said that both players play a land. the problem with the counterspells you picked is that they are expensive. you need to be able to stop your opponents plays early on in order for the previous statement to work. and ideally you want to be able to do stuff on your turn besides just hold up mana to counterspells. for both these reasons you want less 4 mana counterspells and more 2 mana counterspells such as Mana Leak, or Remand.
you mention that you are playing burn. burn generally means using cards that deal damage directly to your opponent in order to get their life to 0. you play pretty much zero of those cards. i do see several cards that deal damage to creatures which is what i believe you were getting at.
theres a lot of work this deck needs in order to be ok. the ideas are there, but most of these cards would need to be switched out. i can try to put together a sample list of what i think you'd want this deck to look like but i'll have to do that tomorrow as it's 1:30AM here and i need sleep.
1 month ago
Akroma, Angel of Wrath nets you flying, first strike, vigilance, trample and haste.
Vampire Nighthawk nets you flying, deathtouch and lifelink.
Carnage Tyrant is a great threat and gets you trample and hexproof back.
1 month ago
1 month ago
RNR_Gaming: the power creep is actually even more reason to keep him banned. rofellos alone ramps you to a turn 3 Elder Gargaroth or Carnage Tyrant. but even without power creep he'd never be unbanned unless "banned as a commander" was added. rofellos would still be good in 99, but idk about "insane". adding more colors makes him weaker because you'll have less forests.
1 month ago
A 7/6 trampler for 6 is nothing new.
Having hexproof makes it a pain in the ass but it has to resolve.
Oh wait. It can't be countered.
The only way to stop a CT is a wrath or throwing enough blockers under it, which destroys most boardstates.
It's over powered in the sense that it's so horrendously difficult to stop. It completely throws the current game out the window, in most cases.
In other words, it's a bomb. And most bombs are over powered. That's exactly why they are bombs to begin with.