Inspiring Vantage

Legality

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

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all

Inspiring Vantage

Land

Inspiring Vantage enters the battlefield tapped unless you control two or fewer other lands.

: Add or to your mana pool.

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Inspiring Vantage Discussion

Pieguy396 on Challenger Decklists announced

1 hour ago

Wizards recently announced "Challenger Decks" as a replacement for the old Event Decks; today, the decklists were posted here.

These 75-card Standard decks have an MSRP of $29.99, and seem to actually have quite a lot of value in them. One contains Chandra, Torch of Defiance, Hazoret the Fervent and Glorybringer. Another contains a full playset of Heart of Kiran, Dragonskull Summit, Inspiring Vantage, and Concealed Courtyard. A third has 3 Verdurous Gearhulk and a Walking Ballista. I don't know about you all, but if all of the decks are like this, it could be a great way to lower the cost of Standard and help get new players into the format for cheap.

Tyrant-Thanatos on Pattern Recognition #56 - Fetches

6 days ago

Rhadamanthus: Battlefield Forge, Clifftop Retreat, Inspiring Vantage, Rugged Prairie There's plenty of dual lands I'd take over Arid Mesa in RW 7 days of the week, and most of them don't cost $30+.

And this doesn't change how often I see it slotted into mono-red.

multimedia on Dino boros

1 week ago

Hey, looks good for a budget Dino deck.

Deck building is about establishing a core for consistency. A core of cards that you always want to draw in games. These cards are the best cards for your strategy. The core cards are played in the deck as 4 ofs (4x of the card). Currently you have zero 4 ofs this will hurt being able to consistency draw certain cards.

Here's an example of a possible core using the cards you have here:

I've made two different two drops (cards with a mana cost of two) as 4 ofs I've done this because you want to consistently draw one of them to play turn two. Monstrosaur is the best Dino here for your strategy it can win you games you want to draw one every game.

Strike and Shock are the best removal spells because they can target a creature or a player. The strategy here is doing damage to your opponent with Dinos. Strike or Shock can give you that last bit damage you need to do to kill your opponent and win the game. I consider these burn spells core cards because they're cheap mana costs once you get a Dino into play you can use these spells to clear the way for your Dino to attack for very little mana cost.

Because they can hit a player they're also not dead cards at anytime of the game because if you have to just use them to damage a player.


I suggest you use Wonderine's advice and add Otepec Huntmaster. Huntmaster is another good example of a core card, you want to play him turn two because any other Dino that's played after gets a mana cost reduction and Huntmaster can give it haste. Giving Monstrosaur or Zetalpa a mana cost reduction makes it even better.

If choosing to add Huntmaster this is what the core could change into:

  • 4x Relentless
  • 4x Huntmaster
  • 3x Terror
  • 4x Monstrosaur
  • 4x Strike
  • 4x Shock

Adding Huntmaster as a core card gives you another two drop that's more important than Terror thus I have reduced Terror to a 3 of instead of a 4 of. The thought is that you want to draw either Huntmaster or Relentless and play them turn two before you play a Terror. Terror is less good then the other two.

Cards that are not in the core are not played as 4 ofs, but as 3 ofs, 2 ofs or 1 ofs. These cards are meant to support the core of cards. Here's an example seeing both using cards you have here and Huntmaster:

    Core
  • 4x Relentless
  • 4x Huntmaster
  • 4x Monstrosaur
  • 4x Strike
  • 4x Shock

  • Supporting
  • 3x Terror
  • 2x Zetalpa
  • 3x Cast
  • 2x Abrade
  • 2x Gideon

I haven't included all the cards currently here this is because these are the best cards of the current cards in the deck. The others that are not in this list I don't think are they're good enough and can be cut for other options.


Regisaur Alpha is a powerful card one of the best Dinos, but he doesn't fit with the deck because he costs green mana. Because of the budget here and not having many dual lands consider cutting green and just playing white and red?

Aether Hub is great mana fixing, but only when you're making additional energy from other sources. Playing Hub as the only green source of mana in the manabase is not worth disrupting all the other cards in the deck.

Cards like Relentless Raptor and Sky Terror have challenging mana costs if playing three colors. These two drop Dinos are more important than Alpha for the strategy here. Huntmaster can give Dinos haste to make up for the loss of Alpha.

Cards to consider adding:

I suggest consider cutting Hub and replacing it 4x Stone Quarry. This white and red dual land does ETB (enter the battlefield) tapped, but it has no restrictions of making colored mana. If you can get 2x more Vantage then great it's the best dual land for this deck.

Sunwing is a very good Dino his ability lets you attack with other Dinos and get through with more damage because creatures your opponent plays ETB tapped meaning opponent's creatures can't block your creatures the turn they're played. Sunwing also gives the deck a three drop Dino which I think is important to have at least one three drop Dino. You have Hammerskull in the sideboard which is good, but I think if you don't have any Sunwing then move it to the main deck. It's ability is also good and it's just what you want when attacking with Dinos.

Of the budget option four drop Dinos Aerosaur is a good one because it has flying and can pump another Dino as well as give it flying when it ETB. As a four drop Dino it's ability is better for the strategy here then Needletooth Raptor who's not going to be attacking.


Cards to consider cutting:

  • 3x Hatchling
  • 2x Alpha
  • 2x Needletooth
  • 3x Rest
  • 2x Hold
  • 2x Axis
  • 3x Map
  • 4x Hub
  • 2x Plains

Consider cutting these cards to add more copies of the better cards in the deck? For example cut 3x Hatchling for 2x more Monstrosaur and 1x more Relentless. Another example cut 2x Needletooth for 2x Aerosaur or 3x Rest for 3x Sunwing or Hammerskull, etc.


Here's an example combining some of my suggestions of a possible Dino base to consider:

  • 4x Relentless
  • 4x Huntmaster
  • 3x Terror
  • 4x Sunwing or 3x Hammerskull
  • 2x Aerosaur
  • 4x Monstrosaur
  • 2x Zetalpa

If this advice was helpful to you I can continue with other suggestions and more advice. Let me know.

Good luck with your deck.


pinecone2k3 on Burn (Meta)

1 week ago

If I was running this deck, the only thing I'd do different is run Clifftop Retreat instead of Inspiring Vantage. I'm sure there are solid arguments for each, but in my own personal experience and play style, I'd be more confident in Retreat coming in untapped than Vantage.

rothgar13 on Modern R/W Burn

1 week ago

Looks pretty standard, though I'd suggest some Inspiring Vantages for better access to white mana.

StonedJesus on Raptor attack

2 weeks ago

Okay, so this deck looks like it has potential. If I were you, I'd take out Gift of Paradise and move the Haze of Pollens to the sideboard. I'd put in another Polyraptor and two more Forerunner of the Empire to make your combo more prominent.

Then I'd recommend making the mana-base more efficient by taking out all the Stone Quarrys and Tranquil Expanses and replacing them with Inspiring Vantages and/or Scattered Groves and/or Sunpetal Grove. The Rootbound Crag is good. Maybe take the Evolving Wildss out and put in another and maybe two Sheltered Thickets.

Renegade Map and Luxa River Shrine can go. If you're looking for mana-fetching or life-gain, look no further than Ranging Raptors and Deathgorge Scavenger. Carnage Tyrant is good, too, if you have the money.

As far as sideboarding, Dinosaur Stampede is good, I'm not a dino guy so you'd have to make your own, but I'd suggest some more removal in your sideboard.

I hope some of these suggestions are useful. Good luck. Try to sleeve this up and play tonight or next week at your LGS. You got dis.

-StonedJesus

Natalbee on R/W Dino

3 weeks ago

I don't know much about Dinosaurs (I don't like the tribe), but in general it looks like you don't have a whole lot of ways to interact with your opponent. You need more ways to deal with their threats instead of just Lightning Strike and Shock, because inevitably you're going to come up against something that you can't remove with just those.

In White, you have things like Settle the Wreckage, Cast Out, Ixalan's Binding, Baffling End and, depending on what you're up against, Blazing Hope. Those are noncreature options.

In Red, you have Abrade, Chandra's Defeat, Fiery Cannonade, etc.

Those are just quick lists to give you an idea, but I would try and fit some more controlling cards in there. And they might be in your sideboard, but it's not listed so I'm not sure. Also, considering replacing Stone Quarry with Inspiring Vantage.

And here's a list of all Red/White cards in Standard that are/interact with Dinosaurs if you wanted to stay strong with that tribe:
RW Dinos (Scryfall)

Forerunner of the Empire and Huatli, Warrior Poet could be good includes.

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