Creature — Dinosaur
Enrage — Whenever Ranging Raptors is dealt damage, you may search your library for a basic land card, put it into the battlefield tapped, then shuffle your library.
Printings View all
|Game Night 2019 (GN2)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Ranging Raptors occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Ranging Raptors Discussion
1 month ago
"Gishath Strong! Gishath Quick! Gishath gonna stomp your face!" :D
Of course WTTempesT, happy to offer what little wisdom I have :) had I known you were all part of the same playgroup I would have told you to scrap your plans, all build creature-based Mathas, Fiend Seeker decks, and watch the carnage unfold! :D (that actually sounds quite fun now that I think of it...)
Be warned, I've never built a Dinosour tribal deck so my advice might not be amazing, but I'll advise the best I can :) the first thing that strikes me about Gishath is that his ability triggers on combat damage dealt to players. That means you're incentivised to make Gishath (A) super-stronk and (B) 'quick' (i.e. unblockable) so that you flip more cards and get the biggest dinosaurs. It's also important the Gishath is (C) evasive so that he doesn't just disappear to removal when you try to attack.
Quick caveat before you start the essay below - don't see the huge wall of text as meaning there's lots to fix with your deck! It's more the case that I think as I write, and seeing as you're asking me about a deck type I've never thought about before, I've got lots more to think through than I've had for either of your friends! :) and with that...
There's a few options here - you could buff Gishath specifically, put out some anthems to make all your dinosaurs stronger, or make his attacks do more damage. Personally, since he's already got Trample I'd go in a double-strike direction, and add cards like Duelist's Heritage, Blood Mist or Berserkers' Onslaught to go alongside your Goring Ceratops. Alternatively, since you've already got Odric, Lunarch Marshal you could just go 'keyword soup' and chuck in cards like Momentum Rumbler and Ridgetop Raptor, but that's quite clunky and doesn't really fit the theme. (Oh, Silverblade Paladin is another decent way of giving double-strike, but again, it doesn't really fit your theme.)
If we're looking at giving Gishath double strike, then it might be worth thinking of ways to buff his power by 4. 11 power is the sweet spot for a One-Hit KO by a double strike commander. For example, if you've already got Citadel Siege and Sight of the Scalelords then you could cast Gishath and kill someone on the same turn. Alternatively, Xenagos, God of Revels does this 'better', but is a little more expensive. (Theoretically this is already possible with how your deck is set up with Bellowing Aegisaur and some of your 'deal 1 damage' creatures, but it's convoluted!)
You'll note that I didn't mention Overwhelming Stampede above. In my mind this is more of a 'win-more' card - great if you've already got a board established and untap with Gishath already out - but if you're in that position then chances are you're already won :) it's worth thinking how you're going to catch up if others are ahead, but I'll leave you to think about that.
The other way to get the damage through (and a way of getting super-synergy value if you have a way of giving your creatures haste) is to have ways of giving extra combat steps. Can't kill someone with combat damage in one swing? That's fine, just swing twice! I'd say the best combat-'doubler' with haste is Breath of Fury since you can move the enchantment onto some of the new dinosaurs that you're hitting, and the best without haste would be Aggravated Assault. Alternatively, if you have creatures with vigilance (e.g. Gishath), then you could go funky and use something like Godo, Bandit Warlord as your combat doubler :)
Unblockable Gishath is good. I like the Rogue's Passage in the deck - I'd also be tempted to chuck a Key to the City in there as well :) some other great cards to consider are Glaring Spotlight which can make your whole board unblockable for 3 mana and Whispersilk Cloak, especially since it gives the bonus of 'thick skin' shroud protection. (It would mean that you couldn't target him with your own abilities and spells, so that might be something to think about.) Other things to consider are ways of giving Gishath evasion - Sky Terror works well with the keyword soup route, though it's a jump through a hoop which the Majestic Heliopterus you already have in the deck doesn't require. Another alternative I'd suggest is Skyshaper - I quite like this as a one-time way to give your board flying, not to mention that it's free to sacrifice and can therefore be used the turn Gishath is played!
One question to ask is 'how many sources of unblockable or other evasion do I need in my deck'. Let's say that you're preparing to play Gishath on T8 and want to have your unblockable ready to go by T7. Assuming that you've not drawn any extra cards, then during T7 you'll have seen 15/99 of the cards in your deck - more if you have any card draw. At that rate you only need 7 sources of something for it to be fairly likely to have on in hand by then. If you're optimising this then you might put more in, if you're not hugely bothered then you might have less. Personally I think Rogue's Passage, Key to the City, Glaring Spotlight and Whispersilk Cloak are enough ways to reliably get Gishath unblockable on T8-9 without needing flying/etc, but that depends on how much you want to rely on Gishath. Remember that the more non-dinosaurs you put in the deck, the less likely you are to not hit useful things with Gishath's triggers!
Gishath is king over aaaall land!
Speaking of 'how many sources to have in a deck', let's talk about your lands and ramp. The best way to be 'quicker' than your opponents is to make sure that you've got enough lands down and have ramped to your key point before they have. The standard method for number of lands in an EDH deck is to start ~40 lands and cut 1 land for every 3 other sources of mana. You have ~10 pieces of accelleration, so I'd estimate ~37 lands, especially since you're trying to get up to 8 mana to cast your commander. 34 lands is definitely too low when your average CMC is ~4!
Further, 15 of your lands enter tapped. I said this to one of your friends, but as much as you want to ensure having the right coloured mana available at the right time you should be careful of adding too many tap-lands. Think of it this way - if all of your lands were tap-lands, then every turn you'd have one less mana than everyone else and would be 1 turn behind with every spell. The stats show that thep layer who goes first is most likely to win since they get to certain amounts of mana before the others - playing all tap-lands is like willingly cutting off a foot. 15/34 lands isn't quite the same, but it's like cutting off a couple of toes; how would you feel finally drawing a land on T10 when you've been waiting to play Gishath, only for that to be a tap-land and for someone else to win on T11 before you get a chance to untap? Yeah - don't run too many tap-lands :P
One of the great things Gishath has going for him is that his identity includes green, meaning that you have access to the best land ramp spells in the game! Well done for putting some ramp in the deck. I'd be tempted to swap out one of them for Skyshroud Claim (since it can fetch your Shock lands), and I'd also be 'tempted' to add Tempt with Discovery (always fun in multiplayer games). Also, the Ikoria Migration Path is a direct upgrade to some of the ramp spells. Either way, I'd really add some more basic lands into the deck; you barely have enough of them to ramp with, let alone play, and you could easily get blown out by an overloaded Winds of Abandon and not have any lands to actually fetch.
As for land choices themselves - as above, fewer tap-lands and more basics. You'd be surprised In most decks I'm not a huge fan of Temple of the False God, but in your deck I can see it working. I don't really like Rupture Spire either, would much prefer Path of Ancestry. You could quite easily add Spinerock Knoll in for the free hideaway spell. Oh, and Krosan Verge is a pretty good card for multicoloured decks that include white and green - it allows you to fetch the shocklands/bicycle lands to have all of your colours in one go :)
If we're going to make Gishath big, then we need to make sure that he doesn't just get removed straightaway. Cards like Swiftfoot Boots and Lightning Greaves are really useful here - as well as Whispersilk Cloak above - but my top pick for this category is Favor of the Mighty. It's a fairly innocuous enchantment, but it's very unlikely that anyone else will have a CMC 8+ creature when you're casting gishath, and 'protection from all colours' is a really strong ability. Another great way of protecting Gishath the turn he comes in is by casting Shielded by Faith on another creature the turn before, then moving this onto Gishath. (It doesn't protect you from targeted exile, but it would stop Gishath dieing to destructive/damaging board wipes.) A card that's a little slower but could be interesting is Shield of the Oversoul - gives indestructible, but also gives flying - which is a keyword that Gishath doesn't have naturally.
It's a little pricey (~$10?), but I highly value Asceticism as a way of protecting creatures. Not only does it stop your opponents from targeting them, it also gives you a way of getting them back if your enemies destory them with spells or in combat. Other instant options to give Gishath hexproof include Blossoming Defense and Woodcutter's Grit (which both have the benefit of buffing Gishath at the same time), or the pricier Heroic Intervention which gives hexproof and indestructible at the same time.
Gishath have many Friends!
Since Gishath basically gives you free dinosaurs, you definitely want to be putting in the biggest and best dinosaurs you can to swing for the win the turn after. However, if you're sat there with a giant board then it's quite likely that some sort of Star of Extinction will wipe out your dinosaurs before your next turn. Choosing the right dinos for your super-squad who are going to stick around is key.
Some thoughts on dinosaurs you could add:
- Apex Altisaur - repetive great creature removal. Would highly recommend!
- Quartzwood Crasher - new from Ikoria, this guy is really good in any decks that do lots of trampling. Add it!
- Titanoth Rex - big tramply dinosaur, can cycle to give trample to something else
- Rampaging Brontodon - gets big if you get to swing with it
- Verdant Sun's Avatar - a great way of stacking a huge amount of life. Great to have if you decide to cut all of your small stuff and just go late-game instead.
- Regal Behemoth - errata'd in 2018 to be a dinosaur instead of a lizard. A very good way of setting up the turn before casting Gishath to have extra mana left over.
- Sun-Crowned Hunters - it's not got quite the value I'd like, but if you're going heavy into the 'damage to my own creatures' theme then this might be a good card to add
- Snapping Sailback - as above, if you're leaning heavy into the 'damage my own creatures' theme then this could be decent to add
- Ranging Raptors - as above, great in the 'damage my own creatures' deck
- Atla Palani, Nest Tender - alternatively, if you decide to go heavy in the 'big dinos' direction, then Atla from C19 could be fun to have in the 99 as another way of getting big dinos out
Some thoughts on dinosaurs you could remove:
- Cacophodon - what's it doing in the deck, other than occasionally untapping a land?
- Draconic Disciple - I think a mana rock or ramp would be better here, the other ability is expensive enough that you have many other options to use first
- Imperial Ceratops - depending on how agressive your playgroup is, you might find that the life gain from this doesn't really help your gameplan
- Kinjalli's Sunwing - a great card if you're going aggro-heavy, but EDH games tend to go long and one round of creatures being tapped won't change much. How would you feel if this was the only dinosaur you find in one of Gishath's attack triggers?
- Kinjalli's Caller - unless you're regularly playing multiple dinosaurs per turn, this is effectively a mana-rock on a creature which is easily killed (including by some of your own creatures). It also means you have to have extra white lands in your deck to try and get it out. I'd just cut this and put some land ramp or a mana rock in instead.
- Zetalpa, Primal Dawn - if it wasn't for the keyword-soup then I'd remove Zetalpa. Most of the other elder dinosaurs are just better, but if you can reliably get Odric out then Zetalpa could work in this deck.
- Ulvenwald Tracker - whilst I like the ability to fight your dinos against others, the fact it's a 1/1 means it dies too easily to everything (including your own stuff!). I'd much prefer something like Domri, Anarch of Bolas instead, especially since it also 'pumps' your creatures and can act as a mana rock. (Okay, it can't fight multiple creatures in a turn, but it's rare that you'll be needing to do lots of fighting at once.)
As I looked through your deck I noticed lots of 'do damage when enters the battlefield' synergy and combos. I really like the look of it, and it almost feels like that's your main win-con with giant dinosaurs led by Gishath as your backup. Either way, it's a fun theme and game plan, and I'd be interested in how it turns out. A few things to think about:
- Marauding Raptor and Polyraptor is infinite in a bad way. Since it's not a 'may', triggering this goes uncontrollably infinite unless someone has a way of breaking the chain, and according to MtG rules uncontrollable infinites results in a draw - which is a bit of a naff way to end the game if you've all been playing for an hour!
- You don't have much white in your early game. I'd be tempted to take out some of your white lands and most of your white 1-3 CMC cards - if you can cut your early game down to 2 colours and mostly fetch to get your white, then you can also remove your need for so many tap lands. This will make your games much more consistent and faster.
- On a related note, pay attention to the colour wheels in the corner. You currently have ~equal sources of white/red/green, even though over half of the coloured mana requirements in your deck are for green. At the moment you could quite easily end up with green spells in hand but not enough green mana to play them. Further, because green is the colour of fixing, you want more green mana so you can more easily guarantee fetching the other lands that you need when you need them later. Balance your lands for (A) when you need specific colours and (B) how much you need in total to cast the spells that are important to you (e.g. Gishath).
Lastly, some cards to consider adding:
- Furious Rise - it's an extra Colossal Majesty, and extra card draw is always good
- Helm of the Host - why have one Gishath when you could have two?!? You'd want to make sure to play and equip this when Gishath is already on the board otherwise it would be too big a threat for people to leave on the table. (Also, this combos as an insta-win with Godo, Bandit Warlord - though I don't know if that's a negative or a positive for you!)
- The Great Henge - this is especially good with Gishath since all the dinos Gishath puts into play trigger the 'add a +1/+1 and draw a card', meaning that Gishath ends up drawing you a couple of cards as well as cheating out some dinos. Extra gas is always good!
- Finale of Devastation - slightly pricey, but this could be a decent upgrade to Overwhelming Stampede down the line, allowing you to both fetch a creature and pump your board at the same time.
And some cards to perhaps remove:
- Herald's Horn - you've only got 29/100 cards which are dinosaurs. Okay, this gets your commander out one turn earlier, but so does every mana rock. Okay, this card gives you ~0.3 extra card draw each turn, but in the turns between getting this out (~T3) and when you think the game might end (~T10) this would only 'draw' you ~2.1 extra cards. I'd take a simple mana-rock over this since it gives you the flexibility to cast any of your 30 non-creature spells, which Herald's Horn wouldn't help you with at all.
- Lurking Predators is fun, but as with Herald's Horn - you won't hit things often, so this is mostly a 6-mana 'do nothing' or 6-mana 'get a ~4CMC creature'. The biggest benefit is that it deters people from swinging at you - especially with multiple creatures - but it doesn't feel like it helps your strategy in the same way.
- Gaea's Blessing - what does this do for you?
- Primal Rage - I don't think you need this in the deck. Enough of your creatures already have trample, and the rest will anyway if you had Odric out.
Final thought - this would be the ultimate flex, but if you somehow find some way to get Colossification onto Gishath during the combat step... Currently the only methods I can think of are (1) playing it on another creature then using Flicker of Fate during combat to move it to Gishath, (2) sacrificing Academy Rector during combat, (3) having it on another creature that you kill then casting Second Sunrise during combat... That's about all of the ways I can think of, let me know if you think of any more! (I guess an easier way would be to just cast it in main phase 1 and find a way to untap him. Hey ho!)
I should have gone to bed a few hours ago, but I thought I'd finish writing this before I went to bed... Little did I know how deep the rabbit hole went!
Stay safe! ^_^
2 months ago
Great list! Always nice to see another Pioneer Dino fan.
While not exactly what I prefer, Dinosaur Hub/Primer is a little different in that I don’t use mana dorks. I think either way has pro and cons but one with dorks is certainly explosive.
Ghalta is sometimes win-more but I don’t feel that way since she often comes out so fast. I like 3+ to really make sure I get it if that’s a big part of the game plan. She’ll certainly eat removal so following up with a second (at hopefully) is quite demoralizing.
2 months ago
Take out the four Lightning Strike and put in four Lightning Bolt because Lightning Bolt does the same thing for less mana. With seven and eight drops I can see ramp helping a lot. Ranging Raptors gets land and it fits the tribe so I think it could be good. Besides that maybe take out the two Savage Stomp for two more Pillar of Origins or replace it with Savage Swipe. Unclaimed Territory is a great land for a tribal deck and should be a four of.
2 months ago
Thank you ArfiGames for the suggestions.
I think Desert would introduce too much inconsistency due to the requirements of Utopia Sprawl and Arbor Elf. In addition to this, I do not see the ability of the land being beneficial enough to introduce into the deck. Regardless though, thank you for that suggestion!
However, Fire Whip is a different story... to the point where I think it would fit perfectly within my deck, with the only issue being what to remove for them. Being able to ping an enrage creature of my own on two separate occasions allows the existing Ripjaw Raptor to draw myself two cards. May reintroduce Ranging Raptors due to the Fire Whip card, as it'll allow me to place two extra lands per turn. I see it as a Wrenn and Six with the ability to deal two damage in separate occasions within one turn, assuming it's sacrificed. Certainly a card I am going to consider, thank you for this.
3 months ago
Beanstalk got switched for Nyxbloom Ancient; Search for tomorrow got replaced with a more reliable Rampant Growth, and I took out a card that has been with the deck since the very first, enrage version, Ranging Raptors, and put in Dryad of the Ilysian Grove.
Wash your hands!!
4 months ago
There are a few I don't dig in this style of deck but your environment would be different from mine.
I haven't played or interacted with Anax, Hardened in the Forge yet but he seems underwhelming. 3 toughness with no evasion or combat tricks makes it seem like he hits a chump blocker for a lot and then dies. While there is a decent smattering of 4 power creatures, the satyrs don't seem worth it.
Purphoros, Bronze-Blooded might be in for the haste but his activated ability only hits 33% of your creatures, not counting the artifacts. Out of the artifacts, you might want the majority around (i.e. Nullstone Gargoyle)
Grenzo, Havoc Raiser is cute but better suited for a fast deck.
5 months ago
Thanks for your comment! I’ll try to help as best I can. At least giving my best reasoning to help you make a more informed decision for what you might end up including. There are certainly other great options that I might not have mentioned yet.
#1 I don’t feel they are that redundant as they tend to do different things for me at least. I like Flame Sweep for decks with weenies and slowing down Mono Green/Gruul. It’s been nice slowing down some Mono Red but they’ve gotten pretty big. Getting rid of all the mana dorks and often times Pelt Collector before he hits 3/3. Sometimes casting it in response to its second trigger before the counter is put on. Instant speed has been very useful for combat tricks, gain extra value from added Enrage triggers. Great for the surprises, great for small creature sweeps.
Solar Blaze has been fabulous against Mono Green or Gruul since those can get out of hand with large creatures very quick. Usually the early stuff I end up playing I’m my lists is going to be bottom heavy. Solar Blaze fits in wonderfully that way, rarely killing my own guys.
I just like using some combination of both at times. Having lots of wipes feels good for the value that often comes from Enrage. The fact that very few of my own guys die from them is great plus as well.
It really depends on what the opponent is playing, what is is you opening hand with that Solar Blaze. At times I’ve had more even P/T Dinos but currently the majority of the creature base is bottom heavy so I’m more likely to hold onto it because of that.
#2 Sort of continuing on from the previous question, yes with Domri out all your creatures would be killed by Solar Blaze. At first glance It’s certainly not the Planeswalker you’d want to be playing alongside it. I’ve found Domri doesn’t last very long anyways so you might get say, 2 Turns out of it. In which case that works nicely when following up with Solar Blaze. Other times I just plan to (+1),(-2),(-2). Casting SB that third turn after he dies. That’s just some rough thoughts but I wanted to highlight how I play around that seeming drawback. They blow removal on Domri? “Thanks! Now I’ll just play Solar Blaze”.
#3 Yes, your partly right as to why I like it. Being able to dodge sweepers and various other things is awesome. Especially Supreme Verdict! Haha. I consider it even more versatile though.
Say the enemy is swinging in with some of their creatures while you’re low. Confronted with a choice of block or lose. Eerie Interlude would turn this situation around! Possibly leading to a game winning swing on your next turn due to them being more open. The main idea is to cast it after you’ve declared all your blockers, BUT before passing to damage (hopefully spreading them all out to each attacker).
This negates the damage between those creatures it simply doesn’t happen. Then there is the bonus of Enrage triggers when they enter again during the End Step. Bam! Now it your turn, you stopped what would have been a lethal swing with a little fake out, didn’t lose any creatures and likely got extra value to boot! Since they came down during the opponents End Step, everyone is primed and ready to attack.
This would only work so often though as most opponents would learn fairly quick and probably attempt to bait out Eerie Interlude. Then things become even more interesting.
It could possibly be a nice later game play, say Turn 6 at the end of the opponents Second Main you cast it with Regisaur Alpha Ripjaw Raptor and Ranging Raptors out to Draw, Ramp and get another Dino Token.
For the fact of its value, versatility and chance of it getting baited, I like 3-4 in the main if I use it. It certainly could go in the Sideboard as well though it has/can work well against a wide range of decks for various reasons and is rarely a dead draw.
#4 I have definitely considered The Great Henge! I don’t use it at the moment due to drawing multiples feeling pretty bad. It’s very good for sure and I’d want to see it consistently by putting 3+ in the Main. However I prefer Embercleave for a few reasons. Firstly it has stolen many games, leading to a win off its surprise cast after blockers have been declared. Secondly it gives the important Trample which can be quite lacking for Dinos. Chump blocked for days.
It’s great use on the key player, Marauding Raptor is one of my favourite points. He’s naturally getting big during a number of turns but always has a hard time getting through. Who wouldn’t choose to block a 6/3 or an 8/3 etc with a chump. A great illustration of where Embercleave comes in handy for me.
Then there are the inevitable times where you’ve already got one out and one in hand. It would be a great surprise to cast that second one on an unblocked or would have died attacker.
For Embercleave, I want to see it often and I’m not that sad to see multiples for surprise possibilities. I feel good putting more in to the deck even though it’s a Legendary. Where The Great Henge I’d be noticeably sadder.
Mainly I love keeping it as consistent as possible. Any choices fitting that are a step up in my books
#5a I just don’t prefer mana dorks with my Dino lists. They are absolutely powerful and have their place in various top tier decks. They become a Dead Draw while Marauding Raptor is out, die to my beloved sweepers and I’ve already got 8 cards that pseudo-ramp the majority of creatures anyway.
Otepec and/or Marauding often help to cast multiple creatures in a turn (plus other great perks) where the dorks can only ever assist casting one thing. They just don’t fit for me.
#5b Yes 21 Lands is definitely going to seem low to some people however there are a number of factors helping keep things consistent/ramp at 21 (vs something like 24,25).
Firstly is the fabulous Commune with Dinosaurs. Sometimes it’s better holding off playing it T1 (for more information when used later) if I’ve got the land drops. It simply helps grab that extra land or key creature and is great at any point in the game.
Then there is the consideration of the 8 pseudo-rampers which will very often bring down the overall cost of the deck, needing less lands. Leading to something like 21 working well, for me at least.
Anyway that’s a start for now, hopefully it gets your inspiration/juices flowing! I’m happy to answer any more questions or discuss other options.
7 months ago
I would never have more than 60, the consistency is always more important than the extra cards. I would cut 2x Consulate Dreadnought which you don't get much out of, 1x Forest because cutting the other cards can lower your land count, 4x Territorial Allosaurus because the kicker isn't really that good with the other cards and you don't need another 4 drop 5/5, 4x Gigantosaurus because you have enough power already and without trample it's not doing much for you also because the cost is so high, 1x Ranging Raptors you could probably cut all of them because you don't need ramp really; but you need three drops, move the 2x Deathgorge Scavenger to the side board in place of Cacophodon because it's ability is only good in some matches, and add 1x Ghalta, Primal Hunger because it's probably the best card in the deck with being able to come down for GG and having trample.