Commune with Dinosaurs
Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
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|Commander / EDH||Legal|
Commune with Dinosaurs occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
All decks: 0.07%
Commune with Dinosaurs Discussion
3 weeks ago
Thanks for your comment! I’ll try to help as best I can. At least giving my best reasoning to help you make a more informed decision for what you might end up including. There are certainly other great options that I might not have mentioned yet.
#1 I don’t feel they are that redundant as they tend to do different things for me at least. I like Flame Sweep for decks with weenies and slowing down Mono Green/Gruul. It’s been nice slowing down some Mono Red but they’ve gotten pretty big. Getting rid of all the mana dorks and often times Pelt Collector before he hits 3/3. Sometimes casting it in response to its second trigger before the counter is put on. Instant speed has been very useful for combat tricks, gain extra value from added Enrage triggers. Great for the surprises, great for small creature sweeps.
Solar Blaze has been fabulous against Mono Green or Gruul since those can get out of hand with large creatures very quick. Usually the early stuff I end up playing I’m my lists is going to be bottom heavy. Solar Blaze fits in wonderfully that way, rarely killing my own guys.
I just like using some combination of both at times. Having lots of wipes feels good for the value that often comes from Enrage. The fact that very few of my own guys die from them is great plus as well.
It really depends on what the opponent is playing, what is is you opening hand with that Solar Blaze. At times I’ve had more even P/T Dinos but currently the majority of the creature base is bottom heavy so I’m more likely to hold onto it because of that.
#2 Sort of continuing on from the previous question, yes with Domri out all your creatures would be killed by Solar Blaze. At first glance It’s certainly not the Planeswalker you’d want to be playing alongside it. I’ve found Domri doesn’t last very long anyways so you might get say, 2 Turns out of it. In which case that works nicely when following up with Solar Blaze. Other times I just plan to (+1),(-2),(-2). Casting SB that third turn after he dies. That’s just some rough thoughts but I wanted to highlight how I play around that seeming drawback. They blow removal on Domri? “Thanks! Now I’ll just play Solar Blaze”.
#3 Yes, your partly right as to why I like it. Being able to dodge sweepers and various other things is awesome. Especially Supreme Verdict! Haha. I consider it even more versatile though.
Say the enemy is swinging in with some of their creatures while you’re low. Confronted with a choice of block or lose. Eerie Interlude would turn this situation around! Possibly leading to a game winning swing on your next turn due to them being more open. The main idea is to cast it after you’ve declared all your blockers, BUT before passing to damage (hopefully spreading them all out to each attacker).
This negates the damage between those creatures it simply doesn’t happen. Then there is the bonus of Enrage triggers when they enter again during the End Step. Bam! Now it your turn, you stopped what would have been a lethal swing with a little fake out, didn’t lose any creatures and likely got extra value to boot! Since they came down during the opponents End Step, everyone is primed and ready to attack.
This would only work so often though as most opponents would learn fairly quick and probably attempt to bait out Eerie Interlude. Then things become even more interesting.
It could possibly be a nice later game play, say Turn 6 at the end of the opponents Second Main you cast it with Regisaur Alpha Ripjaw Raptor and Ranging Raptors out to Draw, Ramp and get another Dino Token.
For the fact of its value, versatility and chance of it getting baited, I like 3-4 in the main if I use it. It certainly could go in the Sideboard as well though it has/can work well against a wide range of decks for various reasons and is rarely a dead draw.
#4 I have definitely considered The Great Henge! I don’t use it at the moment due to drawing multiples feeling pretty bad. It’s very good for sure and I’d want to see it consistently by putting 3+ in the Main. However I prefer Embercleave for a few reasons. Firstly it has stolen many games, leading to a win off its surprise cast after blockers have been declared. Secondly it gives the important Trample which can be quite lacking for Dinos. Chump blocked for days.
It’s great use on the key player, Marauding Raptor is one of my favourite points. He’s naturally getting big during a number of turns but always has a hard time getting through. Who wouldn’t choose to block a 6/3 or an 8/3 etc with a chump. A great illustration of where Embercleave comes in handy for me.
Then there are the inevitable times where you’ve already got one out and one in hand. It would be a great surprise to cast that second one on an unblocked or would have died attacker.
For Embercleave, I want to see it often and I’m not that sad to see multiples for surprise possibilities. I feel good putting more in to the deck even though it’s a Legendary. Where The Great Henge I’d be noticeably sadder.
Mainly I love keeping it as consistent as possible. Any choices fitting that are a step up in my books
#5a I just don’t prefer mana dorks with my Dino lists. They are absolutely powerful and have their place in various top tier decks. They become a Dead Draw while Marauding Raptor is out, die to my beloved sweepers and I’ve already got 8 cards that pseudo-ramp the majority of creatures anyway.
Otepec and/or Marauding often help to cast multiple creatures in a turn (plus other great perks) where the dorks can only ever assist casting one thing. They just don’t fit for me.
#5b Yes 21 Lands is definitely going to seem low to some people however there are a number of factors helping keep things consistent/ramp at 21 (vs something like 24,25).
Firstly is the fabulous Commune with Dinosaurs. Sometimes it’s better holding off playing it T1 (for more information when used later) if I’ve got the land drops. It simply helps grab that extra land or key creature and is great at any point in the game.
Then there is the consideration of the 8 pseudo-rampers which will very often bring down the overall cost of the deck, needing less lands. Leading to something like 21 working well, for me at least.
Anyway that’s a start for now, hopefully it gets your inspiration/juices flowing! I’m happy to answer any more questions or discuss other options.
1 month ago
So I used by play Selesnya dinos before Marauding Raptor was released. Since it's release, I switch to Naya, and now am leaning toward Gruul. When I played Selesnya, my main strategy was to play Wakening Sun's Avatar and swing for game with what I previously had on the field. I played Commune with Dinosaurs in that to dig to Avatar.
LOVE the idea of Flame Sweep because that will also trigger enrage of my own Dinos as well as deal with my opponent's creatures WITHOUT killing my own creatures! Love it! I'll play with Embercleave and switch out Sunwing for Ceratops.
I appreciate your help! Hopefully we'll run into each other on Arena!
1 month ago
Glad to hear you’re using Domri, Anarch of Bolas! I certainly feel 4 is a great amount due to his versatility. Often he’ll get removed, destroyed as I’m sure you’ve found out. I’d definitely keep 4 in.
I think you definitely could forgo Sunwing and replace with all Shifting Ceratops. There is a good amount of removal now with those 4 Domri and having the reach on Shifting should feel good.
You certainly could just keep it Gruul, might as well keep it that way for now. I’d recommend some number of Embercleave as that’s worked out quite well. If you did go White at some point I’d try Solar Blaze though with lots of removal from other cards it’s not a must. I’ve just loved it VS stuff like Mono G and various Grull.
I’d try Flame Sweep , possibly even in the main. It’s worked great at clearing out the little guys and/or bringing down an opposing creatures toughness in range to be killed with one of mine. A nice little combat trick after blockers are declared, before passing to damage.
If you haven’t already I’d definitely start using Commune with Dinosaurs .
Other than that things should really start to improve with Domri Anarch. Any more thoughts I’m happy keep discussing!
1 month ago
Another Dino fan! Cheers. This is the sort of stuff I like to run, maybe you’ll find some inspiration :) Pioneer Dinosaur Hub Some things, I prefer using sweepers often and consider Commune with Dinosaurs a must for increased consistency and a great play at any stage of the game.
Here is a revised version of the deck with some changes I made. I did add in a sideboard but if you wanted to just focus on the 60/Bo1 that’s not too hard either. It’s there if needed.
Everything looks good in general, I’d consider moving all Kinjalli's Sunwing to the sideboard, maybe dropping to 2.
For these I’d suggest 4 Stomping Ground and 4 Rootbound Crag to cover with 1 or 2 Mountains for Ranging to grab if need be. I see you’re heavier into white than I usually go. I would do something like 2 Sunpetal Grove and 3 Temple Garden with 1 Plains.
The final amount might look something like this, however could probably be upped a bit. I just lean quite a bit more into .
3 months ago
First off, if you spend a little time writing a description that helps others understand the focus of your deck and how you want it to play out, we can offer better suggestions.
Fiery Justice is bad. I'd consider running something like Beast Within and Generous Gift in it's place. Fountain of Ichor is nice flavor, but is otherwise not a great card, and you could probably plug in a better mana rock. If you can afford to get one, I'd recommend Urza's Incubator .
Are you in on the Enrage mechanic? I see you have Pyrohemia included, but are you running any other outlets to trigger Enrage? That may be an area you want to focus on to get some more action out of the dinosaurs.
4 months ago
Wow, that was very well laid out. Thank you very much. To take your suggestions in order...
I absolutely agree that the deck could stand to be a little faster, although things like Bonecrusher Giant ’s Stomp adventure do help a little in keeping the deck from simply folding to faster archetypes. Arboreal Grazer is a good idea. I’ll probably get rid of Flower / Flourish and maybe even the one-of Escape to the Wilds for them.
Sadly, Commune with Dinosaurs isn’t standard legal anymore and wouldn’t be very good in this deck anyway, but I do get your point. In practice, I find that Once Upon a Time really helps with mana fixing in this tri-color deck, and to dive for a threat if I don’t currently have one. I do admit that there may be better cards for the same job though.
The Great Henge is a great idea. I’m not sure why I didn’t think of it myself, but I’ll almost certainly throw it in somewhere.
Finally, I don’t have nearly as much trouble bringing out Sunder Shaman as you might think. The shock lands help, as does Fabled Passage and Once Upon a Time , though I do agree that it’s a bit of a greedy include regardless and I may end up changing him out for something else.
4 months ago
This is actually one of the first giant decks I've seen, despite the clear upsides to making them. There are also clear downsides to a giant deck. The first being that you're slow, since giants are by nature big creatures. You need some more ramp, like Arboreal Grazer . You aren't playing simic colors, which is where all the good ramp is, but you should take efforts to be able to get those giants down by T3-4.
Second, Once Upon a Time is not a card that fits into every green deck. If your big win-cons are specific creatures or a specific land, it's a good card to have, but in this one you're just wasting card advantage and a card slot. It's still a good card, but you're only going to have it free one time in half your games at most, and the rest of the time it's an over-costed Commune with Dinosaurs .
And lastly, Sunder Shaman . Great card, powerful 4-drop, but it's not going to work for this deck. Two each of two colors on turn 4 is hard in a dual-color deck, and nearly impossible in tri-color. It's extra-hard because you want cast off on the next turn, which requires 2 of your third color. You'd have to have at least one paradise druid to pull this off, and that's a lot of uncertainty.
To replace these cards, I'd recommend taking a look at Outmuscle (a situationally good fight spell), Yorvo, Lord of Garenbrig (a very good addition to this deck, but you won't get him T3 like ever so he's going to be a T4-6 play), Barge In (a cheap way to give your giants trample and boost), and then test/take a look at these: The Great Henge , Domri, Anarch of Bolas , Kiora, Behemoth Beckoner , Bolt Bend , and Return of the Wildspeaker .
4 months ago
JavuPote thanks! I know, but i like a lot of tribal. That's why i have Thunderherd Migration and Star of Extinction . The reason that i have Star of Extinction it's because i think every commander deck have to be at least one global remove. Yesterday i had only one dinosaur at battlefield, and this card have cleansed all the table (had six players), including an annoying land that every turn players discard a card. And Commune with Dinosaurs it's a really good card and fits well on this deck, but unfortenataly don't have space here :(