Rampaging Ferocidon

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Ixalan (XLN) Rare

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Related Questions

Rampaging Ferocidon

Creature — Dinosaur

Menace

Player's can't gain life.

Whenever another creature enters the battlefield, Rampaging Ferocidon deals 1 damage to that creature's controller

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Rampaging Ferocidon Discussion

Poaralion on Plants killed you, but I’m the root of your demise

3 days ago

Rampaging Ferocidon could do a great work in this deck. But it deny your life gain.

amurphy1893 on Control dagger burn

3 days ago

This deck is going to have consistency issues. Rampaging Ferocidon does let you benefit from the life gain of Trespasser's Curse. You need draw mechanics to find your combo. I recommend Champion of Wits and Glint-Nest Crane.

The added burn is a nice touch, but Supreme Will seems lack luster to me as a spell. (Yes, I know it can draw and counter.)

Just for ideas, check out my take on this deck. I would love to see a BUR version of the deck. Good luck!


Gardeners' Windy Curse

Standard amurphy1893

SCORE: 2 | 17 VIEWS


Atroxreaper on Hurry up deck

6 days ago

Heroic Intervention Rampaging Ferocidon Harsh Mentor what kind of budget are you working with?

AmbientCrepes on Zurgo Ding-a-linger 2.0

1 week ago

IN

OUT

It has been a long while since my last update. Four cards were target banned at Zurgo since the last update, Sulfuric Vortex, Price of Progress, Fireblast and Eidolon of the Great Revel were all banned. I won't say too much on the justifications of the bans, other than some of the Rules Committee's reasons were very poorly stated, something about the singleton nature of the format and the inability to play around a few of the cards that were legitimately powerful in the deck. In general I think that the Zurgo deck is, or should I say say was very beatable with some deck building changes, "losing to Price too much?", play a less greedy deck, "can't beat Vortex?", play a catch all answer, "Fireblast killing you too often?" play some more lifegain, "Eidolon too painful?", play more removal. However the Rules Committee felt otherwise, and added some of Zurgo's most powerful tools to the ban list.

As far as personal changes are concerned, I have cut Brazen Scourge and Flame Rift for the time being. In their places, I have added Rampaging Ferocidon as an anti-lifegain card, as well as some hate for the twin style combo's, of which have recently become popular locally. Nest Robber, which is yet another 2/1 haste for 2, which is the exact type of card I look for. I have also added Lava Dart, Arc Trail and Seal of Fire as there are an uptick in tiny creature decks as well as dork decks. Finally Smuggler's Copter is back in as it is a fantastic card, it play around wraths and is some flood insurance, also it flies which is useful in a blocker heavy metagame. Copter was cut originially because it feels best when you use a summoning sick creature to crew it and effectively give a creature "haste" for the turn, seeing as most of my creatures already had haste, I decided to cut it, however that was a mistake because the cards is just too powerful to have sitting on the sidelines.

I don't really play this deck nearly as much as I used to, however I will try to keep up with it and maybe I will take it out for a spin when my meta has all but forgotten about it.

chamochalk on Hot Knife vs Standard

1 week ago

one issue i had about removing the Rampaging Ferocidon was that it became more difficult to get the Trespasser's Curse or other means of burning them out.

Randomsome1 on Dino-RAWR

1 week ago

Too many lands. Cut it down to 40 at most, 38 at the least,. Growing Rites of Itlimoc  Flip and Rampaging Ferocidon are counter intuitive. you lost one life per creature to go wide, plus you creatures are huge so going wide will take a while.Kindred Summons has the same problem. Its really good, but only if you successfully go wide and not get board wiped. I recommend replacing it with Zendikar Resurgent. It doubles mana, gives you card draw, and keeps you in budget.

14 Ramp is a good number. Take out Hierophant's Chalice for Kodama's Reach. Hitting your land drops is just as important as ramping. try to keep most of your ramp under 4 CMC so you can reliably ramp early.

Ixalli's Diviner is too inconsistent. If you wiff the land drop, giving +1/+1 to a 0/3 is pretty useless.

This deck can do the Into the Wilds, Herald's Horn mini game that is in my Dragon deck. you don't need it, but keep it in mind.

Flying is great, but Haste is so much better. Even better than that is both: Fleetfeather Sandals. Swiftfoot Boots and Lightning Greaves are staple equipment in EDH. But, if you want to keep a flavor, Dinos don't wear equipment

Blinding Fog is ok. The fog effect is negligible. The mass Hexproof is good, but the are very rare occasions that there is mass targeting, so hexproof for a turn isn't great. It's a little pricey, but you might like Steely Resolve. It might backfire because it gives shroud so you can't target your creatures either, but keep it in mind.

You might like Descendants' Path over Sunbird's Invocation. It's not as consistent, but you can get it out much earlier. The draw back is that you might run through all your gas quick and screw yourself over in the long run, but you might also just run through everything.

Adaptive Automaton is nice, but not needed. Your creatures are already huge, so Anthems are kind of win more; you don't really need them. Small +1/+1 is nice if the card give you something else like Vanquisher's Banner. you already have that and Rite of Passage which can get ridiculous with the Enrage engine.

If you want to grow your enrage engine, AEther Flash might be an ok include. It can kill some of your creatures, but it can slow your opponent down a little if they are running a lot of small creatures

I'm sure you have something in mind for Emergent Growth but I don't know what.

If you take out what I suggested and not add anything you will be at 102 cards with 40 lands, or 100 with 38 lands.

prodigy77 on Dinos of the Perfect Curve

1 week ago

Just wanted to post an update. Won 4-0 on FNM, manage to beat temur energy with Carnage Tyrants. Changed the deck a little bit, still the same just the land base and a few cards I tweaked, if you wanted to try out what I worked for me, may work for you as well. Not sure if you'll like the changes I made but I found that it needed more dinos MB, a couple of times I only hit lands/non-creature spells with commune and when I actually casted gishart, I would only hit like 1-3 dinos. With adding 4 more dinos MB, it helped alot. The sideboard I think still needs some tweaking, but not sure what else to try out yet. Let me know what you think about the changes!

Creature (27)
4x Carnage Tyrant
4x Drover of the Mighty
1x Gishath, Sun's Avatar
4x Otepec Huntmaster
3x Ranging Raptors
4x regisaur alpha
4x Ripjaw raptor
3x Rampaging Ferocidon

Instant (4)
4x Lightning Strike

Land (23)
1x Plains
4x Forest
3x Mountain
4x Rootbound Crag
1x Scattered Groves
3x Sheltered Thicket
3x Sunpetal Grove
2x Unclaimed Territory
2x Hashep Oasis

Sorcery (4)
4x Commune with Dinosaurs

Planeswalker (2)
1x Huatli, Warrior Poet
1x Samut, the Tested

Sideboard (15)
3x Deathgorge Scavenger
2x Ixalan's Binding
2x Kinjalli's Sunwing
2x Prowling Serpopard
2x Abrade
2x Solemnity
2x Chandra's Defeat

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