Raptor Hatchling

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Tokens

Raptor Hatchling

Creature — Dinosaur

Enrage - Whenever Raptor Hatchling is dealt damage, create a 3/3 green Dinosaur creature token with trample.

Price & Acquistion Set Price Alerts

XLN

Ebay

Raptor Hatchling Discussion

Argy on Sarkhan's Dragon Den

4 days ago

Malikin the early choices for this deck are things which can hold the Opponent at bay, especially if they are piloting an Aggro build.

To this end I've gone for cards that can defend, like Raptor Hatchling which can block then leave a 3/3 behind, Dismissive Pyromancer, which can either be sacced to deal 4 damage or used to filter away cards that aren't useful, and Shock and Lightning Strike which can both kill early Creatures.

Runaway Steam-Kin wouldn't help to kill or defend against early Creatures, the turn it hit the field. You'd need to wait until at least Turn 3 to maybe trigger its ability. There would probably need to be more Shock and Lightning Strike in the deck to make it viable, which would throw out the curve.

Now we are talking about changing the deck to revolve around one card, rather than that card falling into the established direction of the deck.

Sarkhan, Fireblood does help to ramp into bigger Creatures, but with so much removal I can usually control the field until I am ready to cast my big fatties.


It's not a horrible idea and I will keep it in mind. Thanks for the suggestion.

Swetybalzack on Super Aggro Mono Red

4 days ago

Just something to consider, Control is very rampant in Standard at the moment. How would you deal with Walls, lifegain, and counter spells? Not saying these are all in the same deck but Azorious Control, Jeskai Control, and Esper control all seem to have you in a pickle. Esper has Ritual of Soot which board wipes you. They could also be running Settle the Wreckage, Sleep. Jeskai has you in a pickle with the Enigma Drake's, Electrostatic Field and burn/counter/bounce spells. Azorious has Teferi, Hero of Dominaria which will stop you dead in your tracks while they sit comfortably at 5 to 10 hp. I'm not saying this isn't a fun or competitive deck because it does in fact have me crapping my pants! But these are things you have to consider. If you play against Stompy decks, you'll have to save your burn spells for the creatures so they don't stomp you to death. Saproling decks will just populate the board and stall your creature damage with a board full of those lil' buttmunches.

If I were to suggest any cards to add to the deck.. I guess I would add in Expansion / Explosion Why? It's a 2-drop counter/kill/ or another burn spell. It could also net you lifelink tokens from Vampire decks giving you some chump blockers. It's just a good spell in general. Maybe Warlord's Fury if you plan on being super aggro and they choose to chump block just enough to kill your creature(s). Raptor Hatchling is also a good choice because it will stop your opponent from swinging at you for a couple of turns (They wont want to give you that 3/3 and will likely use a kill spell on it if they're desperate instead of something else.. like your Runaway Steam-Kin). Goblin Chainwhirler is also a great choice for mono-red as it kills off all those pesky 1/1's and gives you a nice 3/3 first striker. Rekindling Phoenix is also a really great mono-red card since it's a self-reviving face smasher.

Anywho, I hope this didn't come off as a douchey post but rather an informative one. I hope I gave you somethings to think about and remember to play Magic to have fun. If you're not having fun, then what's the point?

-Swety

Mahoot on Infinite Boros Dino Burn

1 week ago

Went 2 and 2 at FNM last night.

All the games I won were with with the Truefire Captain and Star of Extinction combo, except one where I laid down all of my Relentless Raptors early and got in underneath the opponent before she could do much of anything with her Gruul stompy deck. The other deck was an Izzet control/burn deck with a mill side plan. I just had to play around his counter spells and lay down the pieces while he was tapped out, or nearly tapped out.

The two I lost were against Simic Merfolk and this grody Esper Control deck. I actually did pretty ok against the control deck, getting the opponent down to around 3 health both games, but wasn't able to maintain pressure late game.

Merfolk was just too quick. After the match with Merfolk was over we played a couple more games for funsies while we waited for the round to end. I won both of them, so the first two were just kind of off, I guess.

I also built the deck on MTG Arena and it's about half and half there as well, though I have been able to hit at least one of the four card combos a few times and rely less on the two card "Win Target Game" combo.

This is the part of deck building where I struggle. How to fix the problems and tune it up.

It needs removal. I put some Justice Strikes in the sideboard. I'm considering Deafening Clarion though that would clear out my dudes same as theirs. Would be ok if I had dudes in hand to play, or a Firesong and Sunspeaker on the field (more on them later).

It also need a more solid turn three play. Treasure Map feels good on turn three cause I can play it with a mana up and start scrying on my opponent's turn right away, but having a good on-curve creature in the slot would probably be beneficial. Maybe something that can Mentor a Relentless Raptor?

Raptor Hatchling doesn't necessarily need four copies since Forerunner of the Empire tutors him up. He is a pretty ok 2 drop because it makes people think twice about blocking or swinging in because they don't want me to get a 3/3 out of the deal, but going down to two and opening up the other slots to removal or an on-curve creature would probably be better.

Firesong and Sunspeaker are kind of funny. They seem to get folks real nervous even though my deck just wants to use them to gain a butt load of life off a Star of Extinction. I'm not sure they fit in the deck, though if I run Deafening Clarion maybe it'd be ok. One-of is alright, though there's probably something better in the slot (probably not a 6 drop)

Maybe the deck needs to be an aggressive Boros build with the option to combo off. Primary plan to Boros your face off and maybe hit a dirty combo in the process?

Won't be able to go to another FNM for a few weeks. Got some work stuff coming up. I'll get some more games in on Arena and play around with some tweaks.

ramen44 on Black/Red thud rush (looking for feedback)

1 week ago

Angrath doesn't do enough when he enters for 5 Mana.

Banefire is overcosted way to thud Yargle, Glutton of Urborg or Inferno Hellion. Amount of times I cast yargle, pass, and the opponent expects to chump block him or multiblock him is crazy. Then I thud/Gravitic Punch and they lose.

I think skizzik is weak because theft is only as good as the creature your opponent has. Although it's good sideboard for decks that do have lots of big creatures.

Wanted Scoundrels trades pretty well, but so does Hired Poisoner and Raptor Hatchling and these don't give your opponent any help.

Goblin Motivator can occasionally give you haste when you need it, but how often is that? And wouldn't you rather use him to block rather than feel like you gotta protect him for that haste he might be useful for?

Demanding Dragon is okay, the flying is great he would love the haste from motivator, but the effect is usually just a sacrifice so he makes the deck more risky. Risk in that it's hard to ensure how much damage is occurring. He's a decent fling.

I don't run direfleet ravager because I often run very close games where I will end up not blocking so I can swing for a few points, and then cast yargle or inferno hellion and thud for a win. The ravager seems to make it faster, but you gotta have cards to seal the win right after using him or you're very vulnerable.

Keldon Overseer is too much Mana for a deck that wants to win by turn 6. Theft is unreliable, might not give you a good thud creature.

Sword-Point Diplomacy is bad. Run Risk Factor the only reason is that swordpoint will let our opponent choose to take the damage on cards you need and let you have the ones you don't. Risk factor has jumpstart so you can just jam it until it works. People take about 8 damage from risk factor and then let you draw.

I like Murder over cast down because it kills anything. If it's small enough I use Lightning Strike or Shock.

Decks usually can't handle multiple casts of Gravitic Punch it wins games. Like literally win from gravitic punch on inferno hellion, pass, jumpstart to do it again and finish with thud.

I try to play a bit of aggro with Raptor Hatchling and Goblin Instigator Hired Poisoner and Viashino Pyromancer. These give me enough blockers and a bit of damage to control the board, either to cast risk factor or use lightning strikes and the like to keep the board down so I can draw until I'm ready to finish them with a thud.

Argy on Sarkhan's Dragon Den

2 weeks ago

Sertar8 I don't really feel it is better than the filtering of Dismissive Pyromancer or the effective blocking of Raptor Hatchling, which are the cards it would replace.

Thanks for the suggestion.

Mahoot on Infinite Boros Dino Burn

2 weeks ago

Another Update:

I took it to my LGS tonight and found some folks playtesting standard decks, so I jumped in with them and gave this deck a whirl. I was only able to play it against one dude who was running an Izzet burn/control deck. I was pretty sure that it would be a really bad matchup for this deck that is so reliant on critters being on the field and spells resolving, but it ended up doing very well. We played three matches and I won two of them. The first game I won I hit the Truefire Captain and Star of Extinction combo. He really did not like that one bit. The second time I won was with infinite tokens infinitely large with a Forerunner of the Empire, Raptor Hatchling Bellowing Aegisaur and Chance for Glory. He didn't like that either. The cool thing was that once he saw the combo with Truefire Captain and Star of Extinction he was gunning hard for the Captain so I kept playing them to soak up his removal while I was able to resolve and keep everything else I needed to hit the second combo that won me the second game.

I'm feeling pretty good about it. There are enough cards in the deck that make my things indestructible (Make a Stand, Sheltering Light) that I was able to keep up with his burn spells, or at least make him use two or three spells to get rid of my things.

Honorable mention, once again, to Relentless Raptor and Sky Terror. They do great work in this deck.

It's working! I'll keep playtesting, but I guess the next big step is to take to FNM and see how it do.

Thanks everyone for the support and feedback. Thanks BaneOfLordran for the heads up about Star of Extinction and thanks Apex_killjoy02 for the recommendation about Treasure Map  Flip. You were right. That card is so good at digging for the good stuff. Also I get to use my shiny Dino/Treasure token that was the FNM promo during the Ixalan and Rivals blocks of standard, which felt nice haha.

Argy on Sarkhan's Dragon Den

2 weeks ago

I've run two tests against the Control deck now.

In the first game it countered or killed all my early Creatures, but it eventually ran out of cards.

The second game was much more interesting. The Control deck Sided in an Ixalan's Binding and some Essence Scatter.

A Sarkhan, Fireblood got trapped by Ixalan's Binding on Turn 4, then my Lathliss, Dragon Queen got captured by another Ixalan's Binding on Turn 7.

I had another one of each in hand, so that REALLY disrupted my plans.

I cast a Demanding Dragon, which dealt 5 damage right away, then my Opponent killed it with Cast Down.

After that I didn't get much on the field other than a Dismissive Pyromancer and a Raptor Hatchling. I did some pinging damage with them.

After I drew a couple of lands I kept using the Dismissive Pyromancer to dig through my deck, discarding the Sarkhan, Fireblood and the Lathliss, Dragon Queen first. I was lucky enough to find a Dragon Egg, which I turned into a 2/2 flier by hitting it with Shock. I was now pinging for 3 each combat.

I kept drawing land, which I then kept saccing with Dismissive Pyromancer to draw again. Sometimes I was getting two lands drawn per turn, so I was able to get my mana count up.

I kept pinging with Raptor Hatchling and my 2/2 Dragon.

Eventually my Opponent got a 7/7 Flier on the field. Unfortunately they had to leave it up as a blocker, because they were now on 7 life and I had two 2/2s and a 1/1.

They finally got a 3/1 lifelinker on the field, destroyed my 2/2 flier with Cast Down, and were now able to attack with their 7/7 flier.

Meanwhile I had gotten Verix Bladewing to hand. With 8 mans available to me I was now able to get two 4/4 Dragons on the field.

With my Opponent still on 7 life they had to stop attacking with their 7/7 flier, or I would get 8 flying damage through.

I still had a Raptor Hatchling on the field by this stage so, if they attacked with a 3/1 lifelink Creature we would trade, and I would get a 3/3 Creature out of the deal.

I had Spit Flame in hand, but it wasn't enough to kill the 7/7.

I was lucky enough to draw a Fight with Fire. With 8 mana available to me I could now kill the 7/7 flier with Fight with Fire and Spit Flame.

My Spit Flame was countered with Syncopate, so only 5 damage went through to the 7/7. I attacked with both my 4/4 fliers.

The 7/7 blocked one and died. 4 damage got through, taking my Opponent to 3.

My Opponent attacked with their two 3/1s next go, to get some lifelink. They were now on a more comfortable 9 life.

I had blocked one 3/1 with a Raptor Hatchling (giving me a 3/3) and let the other 3/1 hit me.

I played Sarkhan's Whelp next turn, and hit my Opponent for 4, putting them on 5.

They looked for something twice with Arguel's Blood Fast  Flip, but only came up with a land and an Essence Scatter. They were now on 1 and could choose to Transform Arguel's Blood Fast  Flip, but they could only get up to 4 life, and I would hit them for more than that with my Creatures.

On my last turn I hit with Sarkhan's Whelp for lethal.


Of course this test run isn't a perfect indicator of how the two decks would face off in a tournament.

It just gives an idea of possible paths to victory or defeat.

I have changed how I test decks these days. My deck must beat the majority of other decks twice, with no Sideboarding.

I was happy to see that my deck could win, even with some key pieces removed.

Dismissive Pyromancer is what saved the day, from being able to dig through my deck for answers.

It also shows why Verix Bladewing is 4 of in this deck.

Load more