Create a 3/3 green Hippo creature token.
Price & Acquistion Set Price Alerts
2 months ago
Isn't Kinjalli's Sunwing better than Territorial Hammerskull? It can have much more impact on your opponent and it's flying with 3 toughness. A flying Dino is kind of important because otherwise flying creatures, Pirates can just fly right over your Dinos and hit you. Sunwing takes away haste from your opponent while still being a Dino making it very good in the Ramunap Red matchup as well as the mirror match and not letting creatures crew the turn they're played.
I see no reason to not use Commune with Dinosaurs as a 4 of. It's only one mana making it excellent turn one or turn ten. Think of Commune as having the same utility as Attune with Aether does in green energy decks. It allows those decks to play a smaller amount of lands. Commune can find a Dino or a land in the top five which is a lot. Consider cutting 2x Prepare for two more Commune. I would choose between using Prepare or Savage Stomp you don't need both.
I would also choose between playing either Kinjalli's Caller, Otepec Huntmaster and Drover of the Mighty. I don't think you need all of them because I can foresee games where all you draw are these Dino rampers and not actual Dinos. This is another reason that Commune is good because it can help to find a Dino to use these rampers with. Currently the manabase only has six turn one possible lands to give you a white source for a turn one Caller. This is not ideal and is the reason I would cut it. Consider cutting 3x Caller for a fourth Huntmaster, a fourth Drover and a third Carnage Tyrant?
I would take a look at Shaper's Sanctuary, Mouth or Walking Ballista for some draw. Mouth gives you a creature although not a Dino and then Feed is good with quite a few Dinos especially Alpha. Sanctuary is going to surprise a lot of players, it's kind of broken in this format where creatures will rule because it's only one mana. Ramunap Red is relying on Earthshaker, Crasher or burn to kill or tap down you're Dino blockers all these interactions let you draw a card with Sanctuary.
3 months ago
Looks good, good luck at Game Day.
I recommend playing 4x Attune with Aether this gives you more energy production for Cub and more ways to get a Forest which you need only using 20x total lands which is pretty low. Druid of the Cowl is another option in place of Cub. Druid can help you ramp into turn three Hydra or turn four Flagship while also being a source of mana to use to cast Last Stand. Druid isn't affected by Last Stand's lands don't untap next upkeep restriction.
Looks like Deserts are pretty important for your deck to function to it's fullest. Both Hydra and Naga are pretty lackluster if Deserts are not active. You only have one way to get a Desert into your graveyard by cycling Indomitable and you have no way currently to dig for a Desert, consider more ways. I suggest Vessel of Nascency because it can do many things here. You can use it to potentially find a Desert while also potentially putting another Desert into the graveyard. It can potentially find Hydra or Flagship. It can help to fuel Excavator's ability to play lands from the graveyard. Eight Deserts is not a lot for how important they are, Vessel can help to essentially dig for Deserts. Vessel can also help to put Mouth into the graveyard which is my next suggestion.
Feed works with a lot of your creatures especially Hydra, Naga and the Vehicles. Gearhulk can also help make any of your creatures have 3 power. Feed is the best part of Mouth / Feed because you can cast it from the graveyard; it has potential to be pretty powerful with mass draw. Feed would give you much needed draw currently you're only getting draw from Indomitable Desert.
Consider cutting 4x Evolving Wilds for 4x more Forest. 8x Forest is a very low amount you will be mana screwed too much, especially playing five drops. Wilds has synergy with Excavator, but I don't think you need this synergy and Wilds doesn't work with Deserts. I also suggest adding 2x more Deserts giving you 10x total Deserts. I recommend 2x Hostile Desert.
You're playing some cards main deck that are better off in the sideboard such as Life Goes On, Appetite for the Unnatural and Gift of Strength. In my opinion your better off playing these cards only in the sideboard and increasing the amount of cards that are good in just about all matchups main deck like Blossoming Defense and Nature's Way. Blossoming is by far the best pump survival spell you can play for it's mana cost. Same goes with Way it's most likely the best pusedo fight spell because your opponent can't fight your creature back, it's only a one way exchange that favors you and it gives trample. It could be damn good with a 5/4 Snake or a 5/5 Hydra.
Good luck with your deck.
5 months ago
Panharmonicon would be bonkers in here.
Soul of New Phyrexia plays well with most of your guys being big and combos nicely with Boompile for a one-sided board wipe.
Eldritch Evolution could pair well mid/late game on a mana-dork to snag Reclamation Sage, etc. for a nice toolbox effect.
5 months ago
Ok, Kaledesh and up.... In my opinion, there are a couple ways to focus on a deck like this with only 3 sets to choose from: either a machanic focus, or just the good stuff build. The machanic focus would be your energy build or the -1-1 counter builds. The good stuff just jams the best stuff.
Either way, I would get a 4th Channeler Initiate in there. He is your only ramp currently, and with 10 cards in your deck that cost 5 or more, you want to see them as consistantly as possible. Plus, after a few ramps, he's a pretty good beater. You might also want to consider Druid of the Cowl or Servant of the Conduit as additional ramp. I really feel like you want to see a ramp guy on turn 2. That allows you to play your big creatures faster.
And about those big creatures- with mana dorks on 2, you'll want a few 4 drops in there because they're really good a turn early. Crocodile of the Crossing is a really good fit. Any of your mana dorks can hold the -1 counter he gives, and that allows you to start the pressure swinging for 5 on turn 3. Plus, if you used the Initiate, giving him the counter gets you an extra use of his mana ability. Other 4 drops worth of consideration are Bristling Hydra, Champion of Rhonas, Armorcraft Judge, Outland Boar (for budget), Skyship Stalker, and Vizier of the Menagerie. Obviously depending on your build type, some are better than others.
Going up the curve one more, you've got the Arborback Stomper, the Ridgescale Tusker the Riparian Tiger, and way at the top, don't forget the Verdurous Gearhulk. And you might want to consider Samut, Voice of Dissent. Giving all your creatures haste is a good thing, but if you have a channeler out (or if you went the energy build route you could have the servant or an Aether Hub available) you can use him to untap an exerted Glorybringer after combat or as an end of turn effect so he's ready to go next turn.
The last thing I would suggest is a little bit of card draw. Adding in Cathartic Reunion, Tormenting Voice, or even Mouth gives you a little bit of refueling power. It also gives you an outlet to pitch the Honored Hydra. Embalming him is way better than casting him. And pitching Mouth to the reunion or the voice gives you that as another option.
I know this isn't giving you a "this card is better than this card", but I hope it gives you a general direction for your build.
6 months ago
Fair enough especially on angel of jubilation. My point with cathar's crusade and collective blessing is just that you could run an Overrun-like effect that's cheaper and more immediate in their place. I also think that 9/10 you'll wamt more mana instead of life. I'd play Shamanic Revelation over Mouth and Slate of Ancestry.
Also Ezuri, Renegade Leader doesn't need full elfball to work. His regeneration ability works for your commander amd you have enough elves to seriously play Priest of Titania and Elvish Archdruid which is more than enough to make ezuri worth it. I'd slot it in where the champion of lambholt is.
6 months ago
I'm gonna start by mentioning only cards from amonket, there are a few others like Glimmer of Genius i think that would be nice but i'll put that aside for now
The biggest problem i see at the moment is the mana curve. If you want a deck to be aggressive, you want to applying pressure as soon as possible. Having no 1 drops makes that a bit awkward. Even if there was a good 1 mana card with embalm (wouldnt surprise me if a 1mana embalm creature shows up in the next set) i still am slightly worreid how well the intersection of an aggro deck and an embalm deck would be.
Looking at the embalm ability I see it working better in a more defensive deck. The idea of embalm is that after creatures die, later on in the game when you get more mana you can get an advantage. Control decks not aggro ones are where this would occur. In an aggro deck the game will likely be decided by the time you get the 7 mana needed for Glyph Keeper.
This all being said, despite your description the deck seems to be already leaning more towards control than aggro. I would personally continue down that path. Here are a few general ideas though to go down a more controlling path. If you want to transition to aggro instead, let me know and i can try to help with that too.
1) Monuments: While the monuments are nice, they don't trigger when you activate embalm. They're not bad since about a third of your deck is creatures, it's just something to be mindful of
2) Zombie tribal?: When you embalm a creature it comes back as a zombie. Makes me wonder if it's worth playtesting around with a few zombie tribal cards like Binding Mummy which would trigger when you embalm. Not sure how good it would actually be, I havent played with the card myself but might be good enough. Embalmer's Tools probably deserves a mention under this category too.
3) Interaction: You don't have too many ways to interact with threats out of the opponent. You could use counterspells like Censor or Essence Scatter but i think the deck would benefit most from the inclusion of Cast Out
3) Wraths: If you do have a controlling deck it would be nice to have some ways to clear the board. Dusk is probably your best bet for that within the block. I could see dawn being situationally useful since a lot of the creatures have low power but it's primarily the front half i'm focusing on since embalming removes them from the yard
4) Draw power: Hieroglyphic Illumination is a little worse than glimmer in my opinion but it is playable in amonkhet block constructed. The one thing it does have over glimmer is that it is something to do turn 1.
I think an embalm/token deck is also viable. If you did i would focus less on embalm in particular and more on tokens in general. You could use Temmet, Vizier of Naktamun combined with cards that make tokens beside embalm. I could see a blue/white/green midrange token deck being decent in the format Trial of Strength or Mouth could work. Vizier of Many Faces is one of the better embalm cards here. Anointed Procession can also provide support. You would need a lot of ramp to pull it off but Sandwurm Convergence is a card.
6 months ago
I would seriously consider dropping one or two lands and/or Attune with Aether and maybe moving Mouth Mainboard. I feel like you're going to be top decking fairly quickly so having some card draw might help you in the control matchups and give you a little more reach.
6 months ago
Glad I could help! Titania has a special place in my heart. Wish I could have her in my mono-green legendary tribal deck but too niche. She needs and deserves a deck built around her.
Mouth will be solid card draw too.
Kamahl, Fist of Krosa good for a boost late-game and can deter board wipes.
Selvala, Heart of the Wilds will be great mana production when you'll be blowing up your own lands. Even w just elementals she'll trade 1 mana for 5. Potential card draw is icing on the cake.