|Commander / EDH||Legal|
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|Ixalan (XLN)||Mythic Rare|
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Gishath, Sun's Avatar
Legendary Creature — Dinosaur
Trample, vigilance, haste
When Gishath, Sun's Avatar deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.
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Gishath, Sun's Avatar Discussion
21 hours ago
I haven't looked over the entire list but here are a few suggestions at first glance:
1) Ramp Spells --- Let's be real, Gishath, Sun's Avatar is a game-winner, so you want to get it out ASAP. You're going to want to ramp up to 8 mana before your opponents can get too many blockers on the board. Thunderherd Migration and Farseek are already in there, and both are definitely solid, but I'd honestly put in way more than two ramp spells. Consider Rampant Growth, Exploration, Heartbeat of Spring, et cetera. You want to be getting more than 1 land onto the field per turn if you can, and you want those lands to be producing more than 1 mana whenever possible. For this reason I have honestly no idea why you aren't running Wayward Swordtooth and Commune with Dinosaurs. Both of those cards would be incredible in this deck.
2) Mana Rocks --- With the number of ramp spells available in your colors you really don't have much use for artifacts that produce mana. While I agree that Chromatic Lantern is good for mana fixing, you don't really need it when you can very easily get all three colors online extremely quickly using cards like Farseek. I would immediately ditch Pillar of Origins, Fellwar Stone, and Worn Powerstone, but I would strongly recommend getting rid of all mana artifacts in the deck in favor of ramp spells. Remember, you just need to get to 8 mana for Ghalta. You'd be surprised how quickly you can do that when you're playing green.
3) Mana Dorks --- Drover of the Mighty is an auto-include for obvious reasons, so I'm glad to see it in this list. I also like Kinjalli's Caller more than most people do, so I'm glad to see that as well. I also know that you are trying to limit the number of non-dinosaur creatures in your deck. For that reason, I'd recommend just a few more non-dino dorks such as Otepec Huntmaster, Birds of Paradise, and Voyaging Satyr. Remember, if any of your lands is producing more than 1 mana through land enchantments such as Utopia Sprawl, you can have Voyaging Satyr untap it for incredible amounts of value.
4) Utility Spells --- One of the best pieces of advice anyone has ever given me in terms of deck building is to avoid any and all cards that don't directly contribute toward getting your win condition online. For this reason, I would ditch the majority of your utility spells. This includes instants, sorceries, enchantments, and even planeswalkers.
Cards that trade 1:1 with an opponent such as Disenchant work in 1v1 matches, but this is EDH. I'd take out anything that destroys a target enchantment or artifact in favor of mass artifact removal such as Serenity or Fracturing Gust. Just remember not to wipe your own creatures off the board with creature wipes. I would recommend throwing in a very small number of targeted removal like Path to Exile and Naturalize just to take out a key threat on an opponent's board, but your main creature removal should come from combat or the "fight" mechanic.
Speaking of, take out Hunt the Weak entirely. Prey Upon does the same thing (kills a creature and triggers enrage), but it costs 3 less. Pounce Might even make sense since it has instant speed, making it effectively a removal spell that triggers enrage. Just be careful not to kill your own creatures - damage dealt in "fight" doesn't wear off before combat.
5) Land --- With your lands you really want to be both ramping and fixing. For this reason, the guildgate cycle is way too slow, as is Stone Quarry. EDH gives you access to some pretty ridiculous lands, so I'd spend a lot of time looking at those. Personally I'd strongly recommend the Ravnica bouncelands if you have a way to play multiple lands in a turn, or otherwise shocklands. I wouldn't recommend fetchlands (unpopular opinion) because this deck doesn't need to worry too much about mana fixing (you get it all from your creatures and, ideally, the rest of your land base), but for that exact reason I might go with a painland or two. After all, at a certain point you may not need the colored mana, so it's usually worth it just to have a couple. You're running tricolor, though, so ultimately you'll want a lot of basics. Aim for about 35 lands total, since you should have ways to search for lands so you don't need the full 40.
6) Anthems --- I wouldn't worry too much about Anthem effects or Lords. You really want to be flooding the board with creatures, not buffing the ones you already have (though that's always nice as an aside). Cards like Strength of the Pack are usually just too slow and don't do very much for you.
That's all I could pick out at a glance. Hope this helps!
1 week ago
hey,buddy. Im not sure why nobody has told you this already but in EDH you can only use cards that are the same color as your commander. So in this case you can only use green cards. i would recommend Zacama, Primal Calamity if you want a dinosaur commander in naya colors. him or Gishath, Sun's Avatar if you wanna go the dinosaur tribal route.
1 week ago
daNoodalz when i first build this deck it was Dino and dragon with Gishath, Sun's Avatar as commander and Gishath was working agents me so i took out the dragons. Then Zacama came out so throw him in as commander and about to find how well he'll do this weekend.
2 weeks ago
nice list! I am about to build my own gishath deck and would replace all mana dorks with land Tutors to maximize the chance to hit a couple more dinosaur friends with Gishath, Sun's Avatar
3 weeks ago
Yeah,white suns in there. I agree on Secure the Wastes. Still have to get my hands on one.That and Martial Coup. Pretty much any card that produces plenty of tokens like Decree of Justice latey ive been focusing on my Gishath, Sun's Avatar deck but ill probably start tweaking around with this shortly. Thanks so much for the upvote, man.
3 weeks ago
3 weeks ago
Added more card/synergies for maximizing Gishath, Sun's Avatar's ability such as Fireshrieker, Temur Battle Rage, and Boros Charm. While there is a lot of Enrage dinosaurs in this deck, I decided I like smashing in with Gishath more and use the Enrage abilities as bonus on attacks and blocks. I was also able to smooth the mana curve just a little more. Even though Gishath cheats out dinos, it is still nice to have something to cast each turn or have turns that ramp into each other.
3 weeks ago
And those big Dinos being full playsets Ripjaw Raptor, Regisaur Alpha, and Carnage Tyrant with stuff like Reckless Rage and Savage Stomp being good removal. Ghalta, Primal Hunger and Gishath, Sun's Avatar are also good choices.
For your mana base, things like Painted Bluffs and Unknown Shores are purely awful when you have cards like Unclaimed Territory, Inspiring Vantage, Rootbound Crag, and Sunpetal Grove that mana fix far more efficiently.