Gigantosaurus

Legality

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

Printings View all

Set Rarity
Core Set 2019 (M19) Rare

Combos Browse all

Gigantosaurus

Creature — Dinosaur

Price & Acquistion Set Price Alerts

M19

Ebay

Recent Decks

Gigantosaurus Discussion

dbpunk on Guilds of Ravnica: Spoilers and ...

2 days ago

But that's part of the of how it works. Also look at the costs you're using as examples though: Woolly Thoctar requires three colors, Terra Stomper requires multiple green mana and Gigantosaurus require five mana all of green. They all kinda need dedicated decks to use them. However, token producers tend to be less mana efficient because you don't have to have a card in hand to activate it. Especially since very few effects could counter a token (there's like 5 or 6 cards that could, but who would use it for a 1/1)?

Also, the examples you used are token producers from sets without high token support, or synergizing token producers. The ravnica sets, especially with Selesnya, tend to have high creature support, which aids token strategies a lot. Those 1/1's created by Dawn of Hope are probably a lot stronger when there's a Benalish Marshal or Trostani Discordant on the field. At least in WOTC's point of view.

Also all the synergistic cards work out, but they either are (generally, since Rhox Faithmender is technically lower) higher mana costs for their synergies or a lot less easy to keep around.

DemonDragonJ on Guilds of Ravnica: Spoilers and ...

2 days ago

Boza, I like cards that synergize with themselves; for example, Cradle of Vitality, Boon Reflection, and Wound Reflection all require additional cards for their abilities to work, but Archangel of Thune, Rhox Faithmender, and Archfiend of Despair all have syngery with themselves because they do not require other cards for their abilities to function.

MWorl91, I actually completely missed that one card was an instant and the other a sorcery; if I had noticed that, I would not have even needed to ask that question.

Also, power should determine rarity, not the other way around (that would be akin to saying that the rating of a movie determines its content, when it is actually the content that determines the rating).

dbpunk, yes, but, in general, creatures and cards that relate to creatures have been becoming more powerful as time has passed; for example, creatures such as Woolly Thoctar, Terra Stomper, and Gigantosaurus would have been inconceivable in the early days of this game, but apparently are nothing unusual, now, so I would expect cards that generate creature tokens to become more mana-efficinent, with Luminarch Ascension and Ant Queen being excellent examples of that.

Stazeeee on DDD: Dinos, Dragons, & Destruction

3 days ago

@FlabbyAbsYou just need to splash red for Sarkhan's Unsealing. So while Sheltered Thicket leaving hurts a little it's not that big of a deal. Remember it was a tapped land to begin with. I think the deck needs to wait for the shock land before it can be optimal and play double red cards like multiple Rekindling Phoenix. It still can be pretty close to top tier though imo. Drover of the Mighty fixes a lot of mana issues, and by turn 4 or 5 it's unlikely you wont have a red mana source. I think 2 Gigantosaurus is the right amount. It's a difficult card for red to deal with and great in mirror matches against green. You might want to drop 1 Regisaur Alpha for +1 Vine Mare, especially if you said you were having trouble with control. Eventually I would add some Carnage Tyrant too though not sure what you would take out for them without testing.

ChrisKB on Mono Green Stompy

3 days ago

Hemppa the reason I have chosen Thunderherd Migration instead of more creature ramp cards such as Druid of the Cowl or Drover of the Mighty is because as a Red Aggro player before rotation (I know, Boooo, Hisssss), creature ramp isn't permanent. If i have any mana left open on your end of turn and a burn spell, you can be sure that ramp and potential blocker is disappearing. Thunderherd Migration will give me permanent ramp for the rest of the game.

Because I am used to being an aggro player I like to swing everything at combat and not leave blockers, Root Snare allows me to do this and entice my opponent to either do the same or at least commit more attackers than he would otherwise without the threat of losing any life points myself. This also helps against Life Gain decks which are big at the moment as it stops them just gaining back what i took off them the turn before negating the difference in combat damage between the two of us each turn.

Thinking about going up against control decks means i'll now probably add your suggestion of Nullhide Ferox to my sideboard because of it's hexproof but it's definitely not something i'd want main as it has too many downsides to me.

DragonKing90 my thinking behind having Gigantosaurus main and Carnage Tyrant sideboard was that Gigantosaurus gives me a better chance at getting Ghalta, Primal Hunger out as early as possible because of it's high power and toughness and lower cmc. As one of you previously stated Carnage Tyrant is great against control decks which is why it is in the sideboard currently, But I do see your point so will test the deck with both options properly before I come to a final decision.

I have chosen Kraul Harpooner over Drover of the Mighty because of my reason stated before about the ramp being easily removed and it doesn't become a 3/3 until it's use is finished anyway. Kraul Harpooner is chosen over Thorn Lieutenant because to me it is more useful to have the reach mainboard than the ability to pump a creature for 6 mana which would generally be my lowest priority to spend mana on anyway.

Hemppa on Mono Green Stompy

4 days ago

DragonKing90 "why do people care when they're attacked? maybe its because you lose when your LP reaches 0?" I covered that already above, but I'll clarify: If your deck does what it should and unless you are facing a mirror match, your opponents lifetotal should go 0 FIRST. The cumulative damage on board should favor you most of the time. That's what stompy does/what aggro is. To take down your opponent as quickly as possible even at cost of losing quite a bit of your own life total. Whether to include more ramp or not is debatable (Gigantosaurus and Carnage Tyrant are good point), but I'd rather replace Thunderherd Migration with Druid of the Cowl, for example, because it blocks tiny aggro and enables Ghalta, Primal Hunger. I'd myself remove both Gigantosaurus and Carnage Tyrant from the main and put Nullhide Ferox in, maybe even Thorn Lieutenant. Solves the ramp problem. It's because Ghalta, Primal Hunger is already your main finisher. Giganto is way costly and like you said, get's chumped most of the time. Carnage Tyrant too is way costly, but can be brought in against control when you expect games to get longer.

DragonKing90 on Mono Green Stompy

4 days ago

Hemppa: why do people care when they're attacked? maybe its because you lose when your LP reaches 0? and when you're trying to ramp into cards that cost 5 or 6 mana, only having 4 mana ramp spells is not smart. 24 lands is not enough to consistently get 5 lands by turn 5, and especially not 6 by turn 6. a Llanowar Elves on turn 1 followed by Thunderherd Migration T2 gets you a Gigantosaurus T3 and/or a Carnage Tyrant T4.

DragonKing90 on Mono Green Stompy

4 days ago

i'd probably move Carnage Tyrant to mainboard. Gigantosaurus may not be as useful as it first appears. no trample means it'll just get chump blocked by tiny creatures until it gets removed. Carnage Tyrant doesn't care about either of those things thanks to trample and hexproof. Kraul Harpooner can be sidedboarded, and Drover of the Mighty can take its place.

DragonKing90 on Mono Green Stompy

4 days ago

you're not gonna be able to play Gigantosaurus on turn 3 if your only ramp is a T1 Llanowar Elves.

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