Carnage Tyrant


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Mythic Rare

Combos Browse all

Carnage Tyrant

Creature — Dinosaur

Carnage Tyrant can't be countered.

Trample, hexproof

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Recent Decks

EDH 1 / 3
STD 0 / 0
STD 2 / 2
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Carnage Tyrant Discussion

austinbromine97 on Naya Dinosaurz

6 hours ago

muphynz, this is a cool list! I've been waiting for dinos to be ramped into modern. Carnage Tyrant is great. I've been using 2 in my main deck in my ponza build Combustible lands and have found that it can win games on its own. T3 Regisaur Alpha into T4 Tyrant is just dirty. Idk how I feel about Domri Rade or Chandra, Torch of Defiance here. Chandra's great but she doesn't do a whole lot for this deck I don't think. Domri is cool, but you have to be able to protect him. Have you thought about Garruk Wildspeaker? Untap you sprawled forests and retap for huge amounts of mana plus Arbor Elf?? Glad to see somebody else using the new dinos!

JoltsOfEnergy on Golem Fights Dino

8 hours ago

The interaction between Polyraptor and Golden Guardian  Flip is great, but it is probably gonna be pretty hard to ramp up to 8 mana even in mono green and even with the flipped golem land. I'm not sure about your budget, but Carnage Tyrant is probably gonna be the better choice.

Darsul on Critters and Counters: Standard for U!

1 day ago

Walking Ballista would go well here playing along side As Foretold (if you have 3 counters on as foretold now Ballista is 3/3), and Warkite Marauder (make there beef a 0/1 and then ping it). Field of Ruin is another good one. Slippery Scoundrel feels like he should have a home here too. Board Vizier of Many Faces for Carnage Tyrant match ups. Sorcerous Spyglass should be in your 75 and River's Rebuke. Jace, Cunning Castaway is a good here as well with all the unblock-able. Last we have Nezahal, Primal Tide as a one of what you going to do now bro.

As for your side board beside the Spyglass and Vizier in a mono color you don't really get a whole lot choose from and what you choose really depends on your meta.


LittleBreadstick on Naya Energy Revolt

1 day ago

After plenty of testing, I've decided that Legion's Landing  Flip was the best choice for a 1 drop. I've also dropped Trove of Temptation and Overwhelming Splendor in favor of dino finishers. Ghalta, Primal Hunger and Zacama, Primal Calamity were what i settled on, and Carnage Tyrant remains in the sideboard though also fills that same spot as a finisher.

Hyperalgialysis on Animated Exploration

2 days ago

So your sideboard should have 3 of each card, it is enough that you should see them when you need them but not so many that you see them when you dont. I would do like 3 each of Sentinel Totem Doomfall Heroic Intervention Slice in Twain and Duress. Doomfall will get rid of a lone Carnage Tyrant, and most of the rest should beat out a lot of stuff control throws at you, Slice in Twain being your answer for any artifact/enchantment that you have to get rid of.

pizzanui on Generic_Beef_Jr

6 days ago

Hey Beef, let me help you out with your dinosaur deck (this comment was too long to post on that particular thread, lol). I'm a relatively new player myself, but I've been playing dinosaurs in Standard since Ixalan dropped so I know my way around the tribe relatively well. Here's my two cents:

Let's start with your mana base. First and foremost, I'd take out Unknown Shores. It's just flat-out a bad card under most if not all circumstances. Luckily, there's a lot of great mana fixing in standard for dinosaurs. Unclaimed Territory is a straight upgrade, and it works very well in tribal decks such as yours. If you have a little extra money, I'd also try out the dual lands in Ixalan, specifically Rootbound Crag and Sunpetal Grove. Dual lands are great in three-color decks, and the ability to come in untapped most of the time is incredible value. I'd also put in a couple copies of Inspiring Vantage for early-game mana ramp, and maybe some of the amonkhet cycling lands to give you some more flexibility mid- to late-game (see: Sheltered Thicket, Scattered Groves). Generally yo want to aim for about 24 lands in a midrange deck like this, but I could see you maybe even going to 25 or 26 if you have cycling lands in there. It's probably better to stick to 24, but that's just food for thought.

Next, let's move on to your creatures. I'm a big fan of Kinjalli's Caller, so I'm glad to see it included, though I think you could pump it up to 3 or 4 copies relatively safely. Yes, it's just that good. A turn-1 0/3 is an excellent blocker, and it's an excellent source of mana ramp. You should also look to get your hands on 2-3 copies each of Otepec Huntmaster and Drover of the Mighty. Both are excellent sources of ramp, and both remain extremely relevant throughout the entire game, something that I can't say quite as much for Caller. On the flip side, I would completely remove Raptor Companion and Tilonalli's Knight. Neither is strictly bad, per se, but what you want to be doing is ramping into big dinos, and neither of these two cards helps you do that. I would also ditch Raptor Hatchling. Although I love the card flavorfully, it's very hard to make it work, because unless you can proc multiple enrage triggers (something that is very hard outside of a dedicated enrage deck), you're getting sub-optimal value for your 2-drop. Remember that Drover can also become a 3/3, but it ALSO generates mana!

Moving on, still taking a look at your 1- and 2-cost cards. I'd say relegate Demystify to the sideboard, if not just remove it completely. It's good at what it does, but it's so extremely situational that it's not worth playing in the main deck. Slash of Talons, too, is a great combat trick, but really not what you need. My favorite combat trick in the format is Sure Strike, and at only 1 more mana it's really hard to beat that value. Commune with Dinosaurs is an incredible card and should absolutely be run in every dino deck, so no complaints on that one. Rile is an extremely good card, and I think it flies under the radar of most, but in order to make better use of it you need more dinos with enrage. More on that later.

I see that you have one copy of Savage Stomp and two copies of Pounce. I'd say drop the pounces and stick to three copies of stomp. Consider this: Savage Stomp, in a dinosaur-centric deck, is basically just Prey Upon, except better on almost every level. It triggers enrage, gives a permanent +1/+1 buff, AND only costs one green. Not bad at all. Pounce, however, is just an objectively worse version of Prey Upon, and I have a hard time condoning its use in just about any deck, enrage or otherwise.

Ixalli's Diviner and Ixalli's Keeper should be dropped entirely. Neither is very good for our purposes. Remember, we are trying to ramp into large dinosaurs, and any card that doesn't help us do that probably shouldn't be in the deck. These two, therefore, should probably sit this one out.

Before I move on to 3-drops and above, I'd like to talk about enrage for a moment. Enrage is absolutely your best friend in dinosaur decks at the moment. You even have a few cards in your deck that interact nicely with enrage triggers, such as savage stomp. But you don't have many dinos in the deck with enrage yet. So let's fix that. My first suggestion is always going to be Ripjaw Raptor. Card draw every time it takes damage, and its beefy stats means it's almost always going to survive the damage. It's the kind of card that your opponent won't want to block, but also won't want to let through. Very, very powerful card. And thanks to Kinjalli's Caller, you'll almost never have to pay full price for it! Now that's value. It's an auto-include in my dinosaur decks, especially since these decks tend to run out of gas by the time the late game rolls around. Hey, Naya just doesn't draw cards, but with Ripjaw you can easily fix this weakness. Aside from that, I'd look at enrage triggers that buff creatures or deal damage to enemy creatures, but remember that enrage triggers that gain you life are rarely an optimal use of a card. By the time you hit the late game, you're trying to out-pace your opponent, using enrage and beefy creatures to swing in for lethal damage. If you really need life gain, Deathgorge Scavenger is the way to go, as its flexibility and easy trigger makes it a million times more reliable.

Unfortunately, in the rest of your deck, many of the cards are seriously subpar. Snapping Sailback is good, especially with your enrage shenanigans going on, but it competes with Ripjaw Raptor for the mid-cost green dino slot, and ripjaw is going to win every time. Rampaging Ferocidon is also pretty solid, but its recent banning means it's completely out of the question for this deck. I'd recommend you focus on a few big, beefy dinos and then just try to get those guys out onto the field. Regisaur Alpha is a personal favorite, as it does more work than I had ever expected it to, and Carnage Tyrant is a no-brainer. I'd recommend two copies of each, for consistency. The elder dinos in RIvals of Ixalan are really solid, but hard to justify running in a deck like this. I would, however, strongly recommend Etali, Primal Storm, if you think you can get the mana fixing and ramping to make it work. That card has the potential to end games single-handedly in only a few turns, and gives you a massive card advantage once you start swinging with it.

I would also consider cards such as Kinjalli's Sunwing for mainboard disruption shenanigans, and cards like Sentinel Totem to counter popular strategies in standard. Oh, and of course, limiting your deck to 60 cards will help immensely with consistency and speed.

In summary, you're on the right track. What I'd recommend is attending plenty of draft events (there's one every friday at a game store near you!) so you can get an idea for what makes certain cards good or bad, as well as to identify interesting card interactions and to sharpen your mastery of the game's mechanics. When you think you're ready, it's a good idea to buy individual cards that you need for your deck rather than buying planeswalker decks or booster packs, and there are lots of great websites where you can do so.

Best of luck!

typhon126 on FNM Dino's

6 days ago

I disagree with you AgentJackjohn. Yes, it does replace the 3 drop slot that was Rampaging Ferocidon however I don't think "City's Blessing" is going to viable for dinos. I'm sure it can be done, but consecutively I don't think so. Main deck wise I would cut 2 Carnage Tyrant as they are you top end and replace them with 2 more Lightning Strike or 2 Blossoming Defense depending on your LGS meta. I don't think a playset of Carnage is nessecary. The 4 Raging Swordtooth's I would cut down to 2 and cut 1 Regisaur Alpha for 3 Ripjaw Raptor's. 1 Cmc cheaper and the ability to do the single most broken thing in Magic:The Gathering....Drawing Cards. Plus with Haste from Alpha or Otepic it's a nice 4/5 for 4 that if blocked draws you something. With the extra 3 spots in the side now open, I would take a look at Prowling Serpopard. 3 Drop 4/3 that makes creature spells you cast uncounterable. Since RR and Temur took major hits in the bannings, that leaves combo, vamps and U/B God controll as the next big decks. You are going to need ways around Cast Out or Ixalan's Binding which you do with hexproof ways like Heroic Intervention and possible Blossoming (If needed). U/W Approach and U/B controll like to counter stuff early/mid game so serpopard helps there. And The Scarab God is a scary threat, so your only option to get around it is to make creatures fly, Hour of devistation it, or . Build the sideboard to your meta. If your planning on GP'ing with this deck, I would build the sideboard around what you expect to be there. Good Luck!! Hope my insight was somewhat helpfull.

clayperce on Possible Ponza Tech

1 week ago

Yeah, Thrun, the Last Troll isn't splashy, but he comes down at least a turn earlier than Carnage Tyrant (and often two or more), so he's much better in an opening hand. And the win (once he's down) is just as inevitable. Plus Thrun's regeneration ability makes him more more useful in a wider range of match-ups. All that said, you've obviously tested the Tyrant and have found it better than 'meh', so we went ahead and moved it.

Also, we're so glad to hear this has proven helpful! If you haven't already stopped by PonzaMTG on Reddit, we'd encourage you to do that as well!

Finally: I really enjoy Xenagos, the Reveler, tbh. At first glance, he seems kind of like some weird budget alternative for Chandra, Torch of Defiance. But the hasty 2/2 Satyr tokens accumulate fast and can do some SERIOUS work, on either offense or defense.

Thanks so much, and draw well!

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