Charging Monstrosaur


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful 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) Uncommon

Combos Browse all

Charging Monstrosaur

Creature — Dinosaur

Trample, haste

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Charging Monstrosaur Discussion

Zenbeast on Rakdos Aggro

5 hours ago

I liked Charging Monstrosaur as a payoff creature since I'm too cheap to buy a set of Hazoret. Scrapheap Scrounger is good, but I'm not crewing anything and I have eternalize with Earthshaker Khenra and Dread Wanderer who can block. Perhaps drop Dire Fleet Poisoner by one?

multimedia on Dino boros

6 days ago

Hey, looks good for a budget Dino deck.

Deck building is about establishing a core for consistency. A core of cards that you always want to draw in games. These cards are the best cards for your strategy. The core cards are played in the deck as 4 ofs (4x of the card). Currently you have zero 4 ofs this will hurt being able to consistency draw certain cards.

Here's an example of a possible core using the cards you have here:

I've made two different two drops (cards with a mana cost of two) as 4 ofs I've done this because you want to consistently draw one of them to play turn two. Monstrosaur is the best Dino here for your strategy it can win you games you want to draw one every game.

Strike and Shock are the best removal spells because they can target a creature or a player. The strategy here is doing damage to your opponent with Dinos. Strike or Shock can give you that last bit damage you need to do to kill your opponent and win the game. I consider these burn spells core cards because they're cheap mana costs once you get a Dino into play you can use these spells to clear the way for your Dino to attack for very little mana cost.

Because they can hit a player they're also not dead cards at anytime of the game because if you have to just use them to damage a player.

I suggest you use Wonderine's advice and add Otepec Huntmaster. Huntmaster is another good example of a core card, you want to play him turn two because any other Dino that's played after gets a mana cost reduction and Huntmaster can give it haste. Giving Monstrosaur or Zetalpa a mana cost reduction makes it even better.

If choosing to add Huntmaster this is what the core could change into:

  • 4x Relentless
  • 4x Huntmaster
  • 3x Terror
  • 4x Monstrosaur
  • 4x Strike
  • 4x Shock

Adding Huntmaster as a core card gives you another two drop that's more important than Terror thus I have reduced Terror to a 3 of instead of a 4 of. The thought is that you want to draw either Huntmaster or Relentless and play them turn two before you play a Terror. Terror is less good then the other two.

Cards that are not in the core are not played as 4 ofs, but as 3 ofs, 2 ofs or 1 ofs. These cards are meant to support the core of cards. Here's an example seeing both using cards you have here and Huntmaster:

  • 4x Relentless
  • 4x Huntmaster
  • 4x Monstrosaur
  • 4x Strike
  • 4x Shock

  • Supporting
  • 3x Terror
  • 2x Zetalpa
  • 3x Cast
  • 2x Abrade
  • 2x Gideon

I haven't included all the cards currently here this is because these are the best cards of the current cards in the deck. The others that are not in this list I don't think are they're good enough and can be cut for other options.

Regisaur Alpha is a powerful card one of the best Dinos, but he doesn't fit with the deck because he costs green mana. Because of the budget here and not having many dual lands consider cutting green and just playing white and red?

Aether Hub is great mana fixing, but only when you're making additional energy from other sources. Playing Hub as the only green source of mana in the manabase is not worth disrupting all the other cards in the deck.

Cards like Relentless Raptor and Sky Terror have challenging mana costs if playing three colors. These two drop Dinos are more important than Alpha for the strategy here. Huntmaster can give Dinos haste to make up for the loss of Alpha.

Cards to consider adding:

I suggest consider cutting Hub and replacing it 4x Stone Quarry. This white and red dual land does ETB (enter the battlefield) tapped, but it has no restrictions of making colored mana. If you can get 2x more Vantage then great it's the best dual land for this deck.

Sunwing is a very good Dino his ability lets you attack with other Dinos and get through with more damage because creatures your opponent plays ETB tapped meaning opponent's creatures can't block your creatures the turn they're played. Sunwing also gives the deck a three drop Dino which I think is important to have at least one three drop Dino. You have Hammerskull in the sideboard which is good, but I think if you don't have any Sunwing then move it to the main deck. It's ability is also good and it's just what you want when attacking with Dinos.

Of the budget option four drop Dinos Aerosaur is a good one because it has flying and can pump another Dino as well as give it flying when it ETB. As a four drop Dino it's ability is better for the strategy here then Needletooth Raptor who's not going to be attacking.

Cards to consider cutting:

  • 3x Hatchling
  • 2x Alpha
  • 2x Needletooth
  • 3x Rest
  • 2x Hold
  • 2x Axis
  • 3x Map
  • 4x Hub
  • 2x Plains

Consider cutting these cards to add more copies of the better cards in the deck? For example cut 3x Hatchling for 2x more Monstrosaur and 1x more Relentless. Another example cut 2x Needletooth for 2x Aerosaur or 3x Rest for 3x Sunwing or Hammerskull, etc.

Here's an example combining some of my suggestions of a possible Dino base to consider:

  • 4x Relentless
  • 4x Huntmaster
  • 3x Terror
  • 4x Sunwing or 3x Hammerskull
  • 2x Aerosaur
  • 4x Monstrosaur
  • 2x Zetalpa

If this advice was helpful to you I can continue with other suggestions and more advice. Let me know.

Good luck with your deck.

skoobysnackz on Is Temple Altisaur OP?

2 weeks ago

Supersaulty having 4 3/3 dinos and a 5 cmc altisaur seems pretty unlikely. Also keep in mind that if your opponent has ghalta on the battlefield, they almost certainly have 1 or 2 other big guys out there as well. I think the problem with Temple Altisaur is that it is almost too little too late. It can't protect itself and does nothing in the face of "destroy" or "exile" effects. For the 5-drop, I personally would rather have Raging Swordtooth, Regisaur Alpha, Trapjaw Tyrant, hell, even Charging Monstrosaur and Snapping Sailback in the right deck seem better than the altisaur in my opinion.

Hyperalgialysis on Gruul Dinosaur

3 weeks ago

When you can, get some Charging Monstrosaur to use instead of Raptor Hatchling. He is just a better creature. For your sideboard, it should probably be something like 2 Sentinel Totem 3 Raging Swordtooth or Sweltering Suns 2 Slice in Twain 3 Magma Spray 3 Heroic Intervention or Blossoming Defense (there is an even more budget three drop that gives everything hexproof too but I cant remember the name) and 2 Lightning Strike you could also try Abrade but I think between Slice in Twain and Lightning Strike you won't need it. Like the deck tho, good job for a first timer, the only card I don't care for is Raptor Hatchling because it is a defense only card, it will never be blocked unless they have 1 life. You could also come down 1 or 2 copies of Dinosaur Stampede as it is situational as well, if you do add more Lightning Strike to the mainboard and go up a copy and put the rest in the sideboard. It is a dead card if you don't have dinosaurs, it has huge potential to win you the game but you might have too many copies for it to be impactful.

silastheguardian on mono red aggro dino

4 weeks ago

Well, bad news to start, rampaging ferocidon is not standard legal anymore :/ it's fine if this is just a fun deck, but you cant play them at fnm. If you want another dino, Charging Monstrosaur is pretty fun and can top out your curve. Not the most competitive, but he is hard to kill turn 4/5.

Hyperalgialysis on ghalta deck test

1 month ago

Drop Metallic Mimic, you have a diverse set of creatures, he isnt going to help much. You should focus more on 2 things, 1) creatures that are aggressively costed like 3 mana 3/4 or 4 mana 4/5 dinos and such, just ones that have power equal or greater than mana spent to cast it and relevant abilities or keywords like haste 2) someway to wipe the board or reset your life total in case you get wiped like Hour of Devestation, Form of the Dinosaur etc. Don't worry about pumping up your creatures and ramping, use your creatures to ramp and cast big scary dinos. Charging Monstrosaur Burning Sun's Avatar Ripjaw Raptor things like these. Rishkar's Expertise would be a strong card as like a 2 maybe 3 of. I do like Rishkar, Peema Renegade in here it's pretty good. Try to get Regisaur Alpha if you can, Carnage Tyrant also. Heaven / Earth is a good sweeper. Pounce Commune with Dinosaurs are both really good, and the one ramp spell that is good is Thunderherd Migration.

xhuggels on optimisticmayonnaise

1 month ago

Hey no problem. When building effective decks, before you even pick any cards you want to focus on 3 things. Manna base, manna curve, and then a win-condition of some sort. Manna base refers to how many lands you need to effectively play what you want when you want it. For instance, if your game winning play will cost you 6 manna, you want to get to 6 manna hopefully by turn 6-8. Now obviously you cant get that if you are running for example, 15 lands in a 60 card deck, so you need to tailor your manna base to your specific deck. For aggro decks that rely on creatures, you can get away with 21-23 lands normally, while for control decks you need to look at 24-26, or some even go to 30.
Manna curve refers to being able to play something every turn. If all your cards are worth 3 manna or more, you wonthave anything to do until turn 3. This is bad because you will be behind on the board once you do play a creature. In creature base decks you preferably want a 1 manna drop, and definitely a 2 manna drop, so having your fair share of cheap creatures really go a long way to putting pressure on your opponent. That is why those cheap creatures that make your dinos cheaper is so great. it effectively allows you to play bigger dinos, while being a cheap creature you can play on curve. You want 4 of each of those since you definitely want to drop one of them on turn 2, and having 8/60 cards be cards you wanna play in your first 3 turns, chances are really good you will find at least 1. The fewer expensive creatures you have, the more you can play earlier, which makes for a solid gameplan. I always have 3-4 copies of 1 bread and butter creature that can fight higher than its mannacost at around the 3-4 manna range. Charging Monstrosaur is great as it can attack the turn it enters, and if you get it for 1 or 2 manna cheaper, it enters as the biggest guy on the board, with trample! Then finally you want 1 or 2 copies of something that comes in late that just put you in a winning position. Win-conditions are usually expensive, but they allow you to end the game a turn or two after they enter the battlefield unless they are dealt with. Planeswalkers make great winconditions, as does creatures or enchantments that turn the fight around in a big way. You want about 3-5 of those in total, as you dont want more than one really expensive thing in your hand on the early turns, but you want one to play when you can. Last thing in regards to your deck. Shock is just straight up better than Slash of Talons in every way, as the second mentioned is just straight up a bad card.

Hyperalgialysis on R/W/G Dino

1 month ago

Drop Burning Sun's Avatar Wakening Sun's Avatar and Bonded Horncrest for a set of Charging Monstrosaur. He is going to be better to draw most of the time. Your sideboard could use some more removal like Cast Out Impeccable Timing Shock etc, as well as graveyard hate like Crook of Condemnation or Sentinel Totem and some enchantment artifact hate like Slice in Twain or Appetite for the Unnatural. If you can manage, I think Goring Ceratops would be better as another Savage Stomp.

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