Creature — Dinosaur
Trample (This creature can deal excess combat damage to the player or planeswalkers it's attacking.)
Printings View all
|Mystery Booster (MYS1)||Common|
|Core Set 2019 (M19)||Common|
|Masters 25 (A25)||Common|
|Rivals of Ixalan (RIX)||None|
Combos Browse all
|Commander / EDH||Legal|
Colossal Dreadmaw occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Colossal Dreadmaw Discussion
1 week ago
I've seen discussions before on the psychology of counterspells, and I think that is a real factor. You process differently your Colossal Dreadmaw getting countered with Cancel than you do it being removed right after it resolves with a Murder. Either way, it ends up in the graveyard, but the mechanism is different. There's some human subconsciousness stuff going on that comes down to, as Last_Laugh said, people don't like being told no.
1 year ago
1 year ago
1 year ago
@Leptys Currently there are very few deterministic Gitrog loops without an Eldrazi titan. I've attempted this combo time and time again, and though it works, I'm hesitant to try it in a non-goldfish environment, so please relay your thoughts. Req's: Gaea's Blessing , Dakmor Salvage , Noxious Revival , Chrome Mox + 1 spare green card / Elvish Spirit Guide , 7 other nonland cards, Lion's Eye Diamond , Lotus Petal , Necropotence , Nature's Claim , Green Sun's Zenith , Dark Ritual , Cabal Ritual , Mana Crypt , Chains of Mephistopheles , Mox Diamond , Ad Nauseam , Crop Rotation , 1 payoff spell (more on that later).
1: Achieve library in hand, 0 grave, 0 library via usual discard dakmor loop until you hit GB ( Gaea's Blessing ); go to step 2
2: After shuffling, resolve draws until you have 1 card left in library. Discard GB, cast NR ( Noxious Revival ) to put GB on top of your 1-card library. Dakmor these to get a shuffle trigger, hold priority; go to step 3
3a: if you gained an additional draw trigger from the last card being a land: discard nonlands from your hand equal to the number of draw triggers on the stack -2. Resolve GB shuffle and draw triggers; go to step 4
3b: if you dredged a non-land to put the shuffle trigger on the stack, discard nonlands from your hand equal to the number of draw triggers on the stack -3. Resolve GB shuffle & draw triggers; go to step 4
4: (this is where it gets hairy).
Cast Chrome Mox (or exile Elvish Spirit Guide ), exiling any excess card ( Nimble Mongoose / Colossal Dreadmaw ); Discard 3 more nonlands; Cast gaea's blessing to shuffle the discarded cards in; Cast GSZ ( Green Sun's Zenith ) for 0; NR your GB; Chain LP ( Lotus Petal ) into DR ( Dark Ritual ), into CR ( Cabal Ritual ); Discard 4 nonlands;
Play LED; Dredge dakmor for a GB shuffle - hold priority and pop LED (for green) - dredge again (you won't net draw triggers as you only have nonlands in library); resolve GB; go to step 5:
Recap! So far you've binned some cards, made some mana & drawn the same cards. You're at ground 0, with some floating G&B mana. But this is just the setup for the real combo.
5: Cast Necropotence . Discard & exile from your hand all unnecessary nonland cards (like Storm Crow or extra discard outlets etc) until you have 1 land in your hand MORE than the nonland count. Then NC ( Nature's Claim ) your necropotence; go to step 6
6: Cast GSZ for 0; discard GB; NR your GB; Play&pop LP for G; Play&pop LED for GGG - dredge dakmor; use normal dakmor loop to refill hand, empty your library & yard. You SHOULD now be floating BB,GGGG; go to step 7
7: Chain the following: LED, LP, MC ( Mana Crypt ); NC your MC; GB your NC into your library; cast CoM ( Chains of Mephistopheles ); cast GSZ; cast MD ( Mox Diamond ) & float G; hold priority over the draw trigger (from the discarded land to MD) and discard lands equal to one fewer than the number of cards in your library & yard; hold priority - NR your GB; dredge dakmor; hold priority over the GB shuffle & pop LP for G, cast DR, cast CB, resolve GB shuffle; go to step 8
RECAP: Your library should now be: GB, DR, CR, NC, MD, LP, GSZ, NR, MC and a bunch of lands.
8: cast ad naus' to put these cards in hand; go to step 9
9: discard GB, NR your GB, discard all lands in hand; cast entomb - hold priority; NC your CoM - hold priority; cast DR, CR; proceed to step 10 10: Cast a payoff spell (like Assassin's Trophy , Beast Within , Ebony Charm . Hell, for all I care - cast a Death of a Thousand Stings at this point); proceed to step 11
11: cast Crop Rotation - hold priority over the draw trigger, pop LED for GGG. Mill 1 from crop rotation draw (with CoM in play) - milling GB. Resolve shuffle, tutor up Twilight Mire from Crop Rotation - filter B into GG; resolve NC on CoM; resolve entomb to put GB in the yard, shuffle; resolve all draw triggers - emptying your library; go to step 7 to continue looping.
This section is shortcut-able in tournament play - as you now have a definitive card count during EACH iteration of this loop & you can ensure that you always end up with the same card count in library, hand, graveyard.
1 year ago
Hey there! Building a deck around powerful auras is a consistently strong idea for a deck. To develop it further, I would consider which creatures you're putting those auras on. One of the major problems with aura decks is that when you put a bunch of enchantments on a creature and your opponent kills it with, say, a Doom Blade, your opponent just got rid of a bunch of cards, while only wasting one.
A trick to get around this is stacking your enchantments on cheap creatures with Hexproof. The most famous example is a competitive Modern deck that puts enchantments on cards like Slippery Bogle, Gladecover Scout, or my personal favorite, Silhana Ledgewalker. I really like your idea with using Shalai to accomplish this, but it's easier to just drop all your buffs on a creature that already has the ability.
As for some powerful enchantments to put on creatures like this, cards like Unflinching Courage that you're already playing are awesome, because they both add power and toughness and also grant strong abilities. I'd look for more auras like this. Some of the most powerful auras that the competitive deck plays include Rancor, Spirit Mantle and Ethereal Armor. Another cool set of auras is the Umbra enchantments, like Hyena Umbra and Spider Umbra. These protect your creatures while also giving them bigger buffs.
All the cards I've listed are actually very cheap, both in mana and money-wise. If you want to convert it to a more aggressive deck like I've suggested, I'd replace some of the higher cost cards like Colossal Dreadmaw that don't play into your aura game plan. This would also let you bring down the number of lands in your deck from 26 to around 21-22. Lastly, however tempting it might be to run more than 60 cards in this deck, I'd drop it down to exactly 60. This helps keep your deck consistent and strong.
Hope this helped!
1 year ago
My other suggestions would be: you need 24x lands. if you want to cast big whoppers for 4,6 mana you will need to add more land. 24 is the normal for most decks.
I would try to work on the curve... I know it isn't going to be complete until we get simic, but right now it looks like a roller coaster.
1 year ago
I know some of these are expensive but I mean you figure out if you want them or not ;)
You can look at a deck I have with other big creatures in case you're wondering: https://tappedout.net/mtg-decks/a-green-mans-deck/
I'm new to this whole feedback thing but one general thing I would try to do in your position is look at big creatures (specifically 6 drops) that have abilities unlike Primordial Wurm, Wild Ceratok, Tusked Colossodon, Alpine Grizzly and Colossal Dreadmaw. I know you can find better cards than all of those for the same mana cost... Just a question of doing a bit of research.
1 year ago
Well, you are already highly dependant on the graveyard, with all the star/star creatures and Cagebreakers and 0 Spider Spawning... Not to mention you are already playing hedron crab, sidisi, stitcher's supplier, glimpse the unthinkable, grisly salvage to specifically mill yourself, all of which except sidisi are just weaker than Traumatize. Sometimes, you have to accept that every deck has a weak point and for every muldrotha deck it is the graveyard, since no graveyard means you have a strictly worse Colossal Dreadmaw as a commander.
But other than that, I think that you have a focus - play big creatures that rely on the graveyard. However, the plan to get there is a bit weird - you have all the small enabling dudes to power out big Mortivore, but no way to get them there. You need sac outlets and Birthing Pod is probably the best one.
Additionally, you can combine the two - sac outlet and graveyard payoff - with Izoni, Thousand-Eyed. While you have lots of ways to continously sac and replay creatures, the same is not true for other permanents. Something like The Gitrog Monster will be super helpful.
Maxing out the muldrotha payoffs is also nice. Late game, your commander allows you to play absurd number of cards. Having one more type of card - planeswalker - will not hurt. Liliana, Death's Majesty and Nissa, Steward of Elements are some of the best choices for Muldrotha.
Ramping and generating value is the name of the game for this deck, so the lack of Commander's Sphere is surprising. Additionally, artifact creatures are very cool with muldrotha, so something like Solemn Simulacrum is a good addition.