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Priest of the Wakening Sun
Creature — Human Cleric
At the beginning of your upkeep, you may reveal a Dinosaur card from your hand. If you do, you gain 2 life.
3WW, Sacrifice Priest of the Wakening Sun: Search your library for a Dinosaur card, reveal it, put it into your hand, then shuffle your library.
Priest of the Wakening Sun Discussion
2 months ago
Actually, I will give a few thoughts.
The Immortal Sun - What does this do for your deck or game plan? It tries to do a lot but instead only does a little of a bunch of things for too high of a cost.
Decimate - Zacama, Primal Calamity should take care of most of your artifact and enchantment destruction on his own, making this redundant, but this card also comes with the unfortunate problem that you can ONLY cast it if you have viable creature, artifact, enchantment, AND land targets. If you are missing any one of the 4 it's a dead card, and if one of those 4 is your own then you're forced to destroy that. Now, if you find that you really need more artifact and enchantment hate look into cards like Krosan Grip or Force of Vigor .
Savage Stomp - Why would you risk your creatures with this? If you are able to target them then you already have removal in the form of Path to Exile or Swords to Plowshares , not to mention Zacama, Primal Calamity ability to deal damage to creatures. If your opponent has a combat trick then you just lost your creature. It's a gimmicky card and I think there are better things you can do with the card slot in your deck. For example, Aggravated Assault or Reckless Assault will give you multiple combats which will really let you bring the full power of your dinosaurs to bear without giving your opponents time to recover.
Priest of the Wakening Sun - Why? If you need a fetch then run cards like Worldly Tutor , Finale of Devastation or Chord of Calling . If you need lifegain there are plenty of better sources. This just reveals cards in your hand to your opponents, gains a tiny bit of life, and kills an entire turn with your expensive fetch.
Atzocan Seer - Skip the returning Dinosaurs. You're a creature deck, and a big one at that. Just focus on constantly dropping big creatures and hitting your opponent, putting so much pressure on them that they don't have time to worry about strategy. Aggro decks don't really worry about their graveyard. As for the mana, you'd be far better served with Birds of Paradise or Sylvan Caryatid , or if you go non-budget then Bloom Tender .
Gigantosaurus - I'm honestly really not a fan of anything that costs 5 of the same color. This pretty much kills anything else you were planning on doing on your turn, which is absolutely not what you want to have happen. Sure it's a 10/10, but it's really not worth that downside, especially without trample. Look at Carnage Tyrant for a fantastic alternative.
Kinjalli's Sunwing - This draws unnecessary hate and really doesn't help your game out that much. You have a deck of giant dinosaurs. This shouldn't be an issue. If you really feel you need it then look into Authority of the Consuls or Urabrask the Hidden instead.
Runic Armasaur - Too specific and unreliable. There are better uses for the card slot.
Sakura-Tribe Elder - While a good card, your deck can't take full advantage of this and would be better off running land fetches like Tempt with Discovery , Nature's Lore , or Skyshroud Claim , all of which are better and come out untapped.
Samut, Voice of Dissent - Why in heaven's name are you running this? This card is awful? If it's for the haste then there are tons of better cards. Look at Fervor , Rhythm of the Wild , or Fires of Yavimaya . Even Urabrask the Hidden would be a better way to spend 5 mana. Is it for the untap effect? There are still much better options such as Seedborn Muse . This card burns 5 mana for no good reason. No. Just no.
Shalai, Voice of Plenty - Meh. I'd run Leyline of Sanctity or Privileged Position instead. Asceticism , Archetype of Endurance , and Sterling Grove are other good options. All are harder to hit and kill. It's nice but overall i'd run the alternatives instead.
Shifting Ceratops - Doesn't do enough. It's nice but not good enough overall.
Territorial Hammerskull - While not inherently bad, it's also just "meh". It's okay. I'd rather have cards that give your creatures trample and just march your dinosaurs through your opponents, and/or bigger and better creatures.
Jaya, Venerated Firemage - Why? This is a waste of a good slot. Run Warstorm Surge and get a far better effect than her. If you want more damage then run Dictate of the Twin Gods . She's really not worth it.
Samut, Tyrant Smasher - This card is awful. Run any, and I mean any haste enabler instead. Her negative is awful and her passive is better on any other card. Honestly, run Xenagos, God of Revels . He's amazing, gives haste, doubles a creature's power, and add's their power to their toughness.
Temple of the False God - I've taken this out of most, if not all, of my decks by now. It's not great honestly. It seems really good, but if you get it early game then it's a dead land that stares up into you and slowly seeps the joy out of your soul, and if you get it late game then it's just an extra mana that really doesn't matter to you.
11 months ago
Have you considered Priest of the Wakening Sun...just always was a card I thought had a lot of potential.
1 year ago
- +Burning Sun's Avatar
- +Bellowing Aegisaur
- +Forerunner of the Empire
- +Needletooth Raptor
- +Priest of the Wakening Sun
- +Raging Regisaur
- +Runic Armasaur
- +Territorial Allosaurus
- +Thrashing Brontodon
- +Wayward Swordtooth
- +Elemental Bond
- +Kindred Boon
- +Warstorm Surge
- +Beast Within
- +Swords to Plowshares
- +Blasphemous Act
- +Explosive Vegetation
- +Titanic Ultimatum
- +Bow of Nylea
- +Staff of Nin
- +Sheltered Thicket
- +Kessig Wolf Run
- +Sunhome, Fortress of the Legion
- +Temple of Plenty
- +Clifftop Retreat
1 year ago
I'm a pretty big fan of dinosaurs, this deck overall looks good, could use a little work though. As far as lands go, I'd add in Jungle Shrine, Path of Ancestry, Rogue's Passage, and Kessig Wolf Run. If you want to splurge and ensure you can color fix more reliably, maybe throw in City of Brass, Mana Confluence, and Forbidden Orchard too. One of my favorite cards in this deck is Congregation at Dawn because it can either set up your commander to do crazy work, or just set you up for a combo, or even just grab a few mana dorks. Defense of the Heart is also a fantastic card in this deck. I like to run Return to Dust in any deck that can run it because it's stellar removal. I see you have a couple Huatli planeswalkers, and they're good, but I'd also consider Domri Rade and Samut, the Tested. As for creatures, I see you have a few that can trigger the 'Enrage' keyword, but only two creatures that have the keyword. I built my dino deck around that keyword becuase I think it's really powerful. Consider adding in Bellowing Aegisaur, Ripjaw Raptor, Siegehorn Ceratops, Silverclad Ferocidons, and Trapjaw Tyrant. I'd also consider adding in Zacama, Primal Calamity, Temple Altisaur, and Territorial Hammerskull. For creatures to support your dinos, Drover of the Mighty, Druid of the Anima, and Priest of the Wakening Sun and all pretty good. Odric, Lunarch Marshal is an include in this deck because of all the keywords flying around, Zetalpa, Primal Dawn is a reason enough to include him. They're not dinos, but there are two gods from Theros block that are great in here (and in general) Xenagos, God of Revels and Iroas, God of Victory are worthy includes in my opinion. For artifacts I like Door of Destinies and Caltrops to trigger your enrage abilities. Those are just a few suggestions, if you want to check out my dinosaur tech I'll link it here.
1 year ago
Looks good so far! I love dinosaurs, they're super fun to play. Being a dino player myself, I have a lot of suggestions for you!
First off, I would suggest cutting some of the mana dorks, like Kinjalli's Caller, Knight of the Stampede, or Otepec Huntmaster. Although they can be helpful, I suggest cutting them to make room for better ramp. I also think cutting Priest of the Wakening Sun is a good idea; I didn't find him very useful whenever I played him in my deck, but maybe that's just me. Some more cards to reconsider are some of your sorceries, namely Anger of the Gods, Commune with Dinosaurs, and Sweltering Suns. While Anger the Gods and Sweltering Suns allow you to get the enrage trigger, I think they're a little on the weaker side. Not only would they deal a good amount of damage to each of your creatures (they would alone kill 9 of the creatures you currently have in your deck), they are also sorceries and are rather slow. Commune with Dinosaurs I didn't find useful when I playtested with it. As far as your enchantments go, I think Ashes of the Abhorrent, Blind Obedience, Ghostly Prison, and Solemnity don't fit. It seems like you're worried about getting attacked and losing life, but as a dino player, you can't worry about those things. Dinosaurs are aggressive, so you need to put cards in that make them more aggressive rather than slow you down. Plus a lot of your dinosaurs involve +1/+1 counters, and solemnity doesn't allow you to put them on creatures.
To help you with these things, I suggest more ramp in the form of Kodama's Reach, Commander's Sphere, Zendikar Resurgent, Herald's Horn (sort of like ramp and card draw) and Mirari's Wake (the less budget option). In my mind, you can never have enough ramp, especially with an 8 cmc commander. I also think you need some more card draw, so I recommend cards like Elemental Bond, Sunbird's Invocation, Shamanic Revelation or Rishkar's Expertise. Both Elemental Bond and Sunbird's Invocation have worked wonderfully for me. As far as the enrage trigger, I saw you have Pyrohemia so that's a great start, but think about adding Rampaging Ferocidon. My dinosaur deck doesn't focus on the enrage mechanic, but maybe you'll find use of cards like Staff of Nin, Splintering Wind, Task Mage Assembly, or Bullwhip.
I hope this helps! Let me know if you have any questions, I hope I didn't overwhelm you. Great start though!
1 year ago
My lil brother runs G/W Dino’s I like this deck. The base of the deck in my brothers build include.
4x Kinjalli's Caller 4x Drover of the Mighty 4x Kinjalli's Sunwing 4x Ripjaw Raptor (This may be difficult to get they are a bit pricey)) 1x Priest of the Wakening Sun 1x Wakening Sun's Avatar 2x Carnage Tyrant (Another pricey card he lucked out I gave him my copy) 3x Oketra's Monument (Now this was a great card to use it made his white dinosaurs cheaper to cast and made Tokens to keep pressure).
Some of the expensive cards can be substituted. Wish I knew the deck list this is what I remembered anyways hope this helps.
1 year ago
True that. For the best decks, you gotta pony up. Oh, the eternal struggle of a magic player.
I took a look at all the Green/White creatures in Standard atm, and this is the list of creatures I would consider for a Dinosaur deck in these colors:
Priest of the Wakening Sun
Drover of the Mighty
Rhonas the Indomitable
Knight of the Stampede
Wakening Sun's Avatar
Zetalpa, Primal Dawn
Ghalta, Primal Hunger
I would consider maybe focusing on the lower CMC Dinos to populate the majority of the deck and have Wakening Sun's Avatar as a finisher. Your curve is a little wonky, and you'll want to smooth it out a tad.
1 year ago
Priest of the Wakening Sun occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%