Rampaging Ferocidon

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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Set Rarity
Ixalan (XLN) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Rampaging Ferocidon occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Rampaging Ferocidon Discussion

mschaefer241 on Welcome to Jurassic Park

3 weeks ago

Thundering Spineback, it is too slow, Rampaging Ferocidon because it cancels out all of your life gain, and many of your cards are life gain. Wayward Swordtooth is replaced by Regal Behemoth, and Territorial Allosaurus, not because it is bad, because it doesn't have any synergy.

ArfiGames on ArfiGames

1 month ago

I could whip something up if you wanted to just send me a list of all the Dino stuff you have access to? Otherwise,

If it’s various Dinos in the sideboard, keep in mind Commune or Forerunner of the Empire. Both of those help to see those Dinos sideboarded in as 1-2 of.

I’d maybe start with 2 Thrashing Brontodon in the main and maybe 2 more in the sideboard just in case. It’s my favourite answer for artifacts and enchantments. It doesn’t really hurt the game plan either to have something like 2 in the main to start I feel.

I think definitely some amount of Rampaging Ferocidon. It seems various forms of Mono-white life gain are popular right now. Especially with new Heliod. It’s an easy card when deciding to board in or out. “They have lifegain or many creatures/tokens? ITS IN!” :)

Flame Sweep would probably be good in the Main even, to help against some of the Mono and clear out any mana dorks etc. I almost always use 4, whether sideboard or main. I’ve found it generally useful at most points.

Shifting Ceratops is quite important in the 75 for obvious reasons. It definitely another good choice for the sideboard or main. I like a split of 2 Carnage and 2 Shifting but I could see 4 Shifting if facing lots of Teferi and Blue. I’d rather have more than one Shifting out VS the decks they are good against simply because they are so resilient. Also the fact they cost less than Carnage really helps to keep things going fast.

Deathgorge Scavenger could certainly be in the Sideboard. Some to consider if you anticipate needing graveyard hate.

HyperViper191 on Torbran, Taxes of Red Fell

2 months ago

I have a couple things to say about this that may not be relevant if you are just throwing this deck together with cards you have.

The deck does nothing without your general on the field. There's nothing wrong with that, but I would protect him from spot removal with Lightning Greaves and Swiftfoot Boots.

Also, have you considered Pyrohemia and Rampaging Ferocidon for some more stax/punishment?

jam736 on Dino DNA

2 months ago

Cut Eerie Interlude . Go to two colors, red and green. Replace with Reckless Rage . Reckless Rage triggers enrage for most of your creatures.
If you have a Marauding Raptor out, it will kill Otepec Huntmaster . Replace with Wild Slash or other low cost removal. This will help remove creatures and planeswalkers and gets better after you play the big creatures.
Remove Domri, Anarch of Bolas and replace with 2x Shifting Ceratops and 2x Flame Sweep .

Think about how to deal with the following for sideboard cards:
1. Planeswalkers
2. Gain life against burn
3. How to exile anything

Abrade in the side that can deal with both creatures and artifacts.
Thrashing Brontodon is good in the side.
Run 2x Rampaging Ferocidon in the side. Good against life gain weenie decks.

Argy on What have you been playing?

2 months ago

Epidilius does the Burn player not use Rampaging Ferocidon ?

That's how I stay ahead of the life gain in Approach of the Second Sun decks.

I have also found that a lot of Burn decks aren't really Burn these days.

They run a lot of Creatures instead of the brilliant 3 drop spells that deal 4 damage.


Daveslab2022 I did not take Burning-Tree Emissary into consideration.

Makes sense.

I have six 1 drop spells in my Burn deck that can deal 2 damage. I wonder if that would help by getting rid of the first Creature?

TypicalTimmy on LGS has a Problem Player...what ...

3 months ago

Build a Selesnya deck and run things such as Darksteel Mutation , Lignify and Song of the Dryads . If you want to make it Bant instead and have counterspells, you now have access to Imprisoned in the Moon . There is also Humility , Overwhelming Splendor , Kasmina's Transmutation and Kenrith's Transformation .

Then, so it isn't killed when turned into a blocker, you have Pacifism , Cage of Hands , Prison Term , Arachnus Web , Arrest , and like just a whole slew of them in blue.

Basically you're going about the deck in the wrong way. Stop trying to "kill" him and start trying to "out pace" him.

You can also prevent him from even gaining life; Leyline of Punishment , Erebos, God of the Dead , Stigma Lasher , Forsaken Wastes , Everlasting Torment , Witch Hunt , Havoc Festival , Rampaging Ferocidon , and Archfiend of Despair .

You're going to want solid enchantment removal. For those, you have; Tranquil Path , Back to Nature , Paraselene , Bane of Progress , Primeval Light , Tranquility , Rampage of the Clans , Fracturing Gust , Austere Command , Tempest of Light and Merciless Eviction .

I'd highly recommend you go Bant and just ignore the Rakdos options I have given you, but those are there in the event you want some extra possibilities.

So you have two things here; Prisons & Mass Removal. They are working against each other, so you want something that protects your own boardstate; Teferi's Protection , Avacyn, Angel of Hope , Darksteel Forge + Mycosynth Lattice , Starfield of Nyx + Eldrazi Monument , Soul of New Phyrexia , Heroic Intervention , etc.

Run someone like Tuvasa the Sunlit , Jenara, Asura of War , Arcades, the Strategist or even Rubinia Soulsinger .

I'd recommend you run all of them, actually. Put Tuvasa as your Commander so you always have access to card draw. He basically turns your first enchantment each turn into a cantrip (Trading 1 card for 1 card).

Funkydiscogod on Artifact Combo deck - any ...

3 months ago

Often it's the cards in other sets that make a card ban-worthy. This will require a little explanation.

The best example of this, is Rampaging Ferocidon . It was banned when Standard was KLD/AER/AKH/HOU/XLN/RIX. When it was unbanned, standard was XLN/RIX/DOM/M19/GRN/RNA.

The way I would read the "must have been legal in standard at that time" rule, is that Rampaging Ferocidon would be legal as long as you're not using KLD/AER/AKH/HOU as any of your other sets.

We can look at other cards, and see often they're fine until another card is printed. Take the example of Emrakul, the Promised End : it was ok until Aetherworks Marvel was printed just a few sets later, then they had to ban it. I would read that rule as saying Emrakul, the Promised End is legal as long as you're not also using the Kaladesh block.

And little Emrakul isn't the only one that was banned because a card from another set was misbehaving. Another famous example is Stoneforge Mystic that wasn't banned until Batterskull was legal.

The example of Felidar Guardian is good for illustrating a card that would be completely banned in that format: When it was banned, standard was BFZ/OGW/SOI/EDM/KLD/AER, and it stayed banned until it rotated out. The way to interpret the rule, is that as long as you're using any sets before or after Aether Revolt, you can't use Felidar Guardian.

I guess it is easier to read the "at that time" clause as "once it is banned, it was always banned", though.

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