|Commander / EDH||Legal|
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Creature — Dinosaur
Whenever Deathgorge Scavenger enters the battlefield or attacks, you may exile target card from a graveyard. If a creature card is exiled this way, Deathgorge Scavenger gets +1/+1 until end of turn.
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Deathgorge Scavenger Discussion
3 days ago
3 weeks ago
I have had good luck with Rhonas the Indomitable and Prey Upon for removal (there is also a deathtouch elf for 1-2 and and intant fight card for 2. Deathgorge Scavenger also works well and the +1 can be used to get Ghalta, Primal Hunger. For some weird reason, many times it is as easy to use creatures powers to get Ghalta, Primal Hunger versus casting Carnage Tyrant unless playing against black/blue. You may want to adjust the numbers of those cards for this issue.
As always Heroic Intervention may be a main or side board depending on the meta of your play group.
3 weeks ago
Big changes were just made to the main deck and sideboard.
Added 1x Skysovereign, Consul Flagship to the main, this gives me two copies of it, one main and one sideboard to better combat Lyra. Flagship is a very good card in just about all matchups. Added 3x Ancient Animus to the main deck. This may be a controversial addition, but the main deck needs some kind of green removal spell. I say green because I'm no longer including red for this deck other than Grand Warlord Radha. Animus is quite good with the now 17x legendary creatures, this includes a fourth Radha which I just added and 2x Flagship. 15x legendary creatures is a nice number for Animus making it consistent able to target a legendary creature for a fight.
The manabase has changed I'm finding Unclaimed Territory is the key to making this manabase work, making it much faster. Territory can do everything I want in the early game: turn one Llanowar Elves, turn two Steel Leaf Champion or Marwyn and turn three Radha. This works because all these creatures are Elves and because Territory can also make colorless mana if I don't need colored mana. With 4x Territory I don't have to name Elf for each one I can name another tribe such as Dinosaur. It's the second most tribe represented here with 2x Ghalta main and 6x more Dinos in the sideboard.
I've cut Adventurous Impulse. I really like the card, but Blossoming Defense and now Animus are too important in a lot of matchups and Impulse conflicts with these cards because it can't find them. Adding more Territory means that consistently I will not have a turn one green source for Impulse which was one reason I was playing it to have another turn one play besides Llanowar.
I've trimmed Aether Hub down to a 2 of. Hub is not a good land with the Llanowar and Champion interaction. Drawing too many Hubs and no Servant of the Conduits can be game over. Hub still has uses such as making energy for Servant or Aethersphere Harvester so I will not completely cut it. It can still be a clutch land drop to make red for Radha.
The sideboard has changed added 2x Crushing Canopy to combat Lyra while also being versatile able to destroy History of Benalia in the same matchup. Added 1x more Thrashing Brontodon to deal with Seal Away and God-Pharaoh's Gift and 1x more Deathgorge Scavenger for more graveyard interaction to slow down Gift, slow down The Scarab God and stop externalize creatures.
Just reached 600 upvotes, wow! Only 20 decks in the entire 10 year history of TappedOut have 600 or more upvotes. Thanks everyone :)
1 month ago
been working on a similar build Ghalta DinoBrawl and with some testing i've found
Uncage the Menagerie is the best source of card advantage in the deck, for 5 mana you can have Rhonas the Indomitable (best card in the deck), Rishkar, Peema Renegade (amazing ramp and pump), and the hate bear of your choice Prowling Serpopard (control hate), Manglehorn(artifact hate), Deathgorge Scavenger(gy hate), Thrashing Brontodon(artifact/enchantment hate), Steel Leaf Champion(swarm hate)
i would also recommend Skysovereign, Consul Flagship because it doges board wipes, is a source of consistent removal and provides a evasive beater, flying defence.
i also recommend Rishkar's Expertise as a win con as when cast if you control ghalta you draw 12 cards then play pretty much anything for free
2 months ago
PartyJ makes a good point, I would also consider some amount of Evolving Wilds. It's a tried-and-true staple to fix mana. It's also worth mentioning that Deathgorge Scavenger and Silent Gravestone create a non-bo together. To go off of that, you do not under any circumstances need a total of 4 Gravestones in your deck. I would drop them altogether and keep the Scavengers. I would also consider some more cheap dinosaurs such as Ranging Raptors and possibly Wayward Swordtooth.
As for what to cut, remove the Temple Altisaurs, and move the Prowling Serpopards to the sideboard (vs Control). Replace 1 or 2 Thunderherd Migration with 1 more Commune with Dinosaurs and something else (Blossoming Defense?).
If you can, I'd heavily recommend a few Carnage Tyrants and Huatli, Warrior Poet. Also consider Kinjalli's Sunwing as a possibility. To fill out the sideboard, Abrade is amazing, as well as Thrashing Brontodon. Cast Out and/or Ixalan's Binding should also find a way in there. Hope this helps, and good luck!
2 months ago
2 months ago
Carnage Tyrant is great but pretty expensive if you are on a budget.
Welcome to Magic, have fun with your first deck, its a blast!
2 months ago
I second what Trifas said, and would like to add even more. I would take out Lightning Strike, which is a good card, and replace it with cards that are even better for the deck, such as 1x Savage Stomp and 1x Reckless Rage for removal.
Then, I'm going to go even further and say that you should completely optimize your creature count. If you can get you hands of more copies of Drover of the Mighty and Otepec Huntmaster for ramp (Drover is a bit better, but they both work), I'd put them in. I'd put Kinjalli's Sunwing and Deathgorge Scavenger into the sideboard (for control and graveyard decks), remove Siegehorn Ceratops and Relentless Raptors, and put in more Regisaur Alphas, Ripjaw Raptors, and Ranging Raptors. You should also probably play 3 or 4 Thunderherd Migration mainboard, since the ramp it gives combined with the smaller creatures and Ranging Raptors is pretty sweet. Since the white would only be used for cards such as Settle the Wreckage and big splashy finishers that I assume you don't have, since they aren't in the deck, you could consider taking out the white entirely and making it a G/R deck. This would make your land draws much smoother and eliminate a large part of the percentages of getting color screwed.
Just a few suggestions for you to consider! Another question, are you planning on playing this deck in a few tournaments? It would help pinpoint the deck's weaknesses, and check out your local meta.