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.

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Raptor Hatchling Discussion

LadyVall on Naya Dinos

1 month ago

You might be right about elves over Raptor Hatchling. I'm pretty back and forth between the two. But Elves is terrible against mono red and think it's worse against against weenies as well. It also has anti synergy with the Deafening Clarion plan, and hatchling works well with Savage Stomp.

I'd come to pretty much the same conclusion with Ghalta

I had considered Banefire, and it is probably better than Huatli in the sideboard. It may very well deserve more slots in the 75 than that, but I'm uncertain what else I would cut.

SP3CTR3_chelts on Super Budget Standard Combo (Rotation Proof)

1 month ago

hey, I was surprised not to see Shield Mare on the list?

but a greater recommendation is not to stay mono white:

Splashing green for an Emaria or two and a couple of Trostani would give you a good win con outside your combo to better beat decks that know how to beet your combo as a couple of removal pieces does destroy it. This would also allow knight of autumn for main or sideboard because it is such a versatile card! It would also allow the activation of Shalia's ability (not a core reason to splash green but a little bit of sugar on top).

Also why are you only playing a 2 of your sorcerer's wand. if it is a combo piece you want it all the time and do not care if you have one in hand and one on board! a deck causally running 3 knights of autumn or any other artifact removal piece would dismantle the combo?

On a different note if you are looking for more combo decks look up Polyraptor/Raptor Hatchling + Forerunner of the Empire +something that gives indestructible. really fun combo and if you do not have all the combo pieces it can still work really well eg. forerunner tutors polyraptor then play the dino creating 8 polyraptors (and killing the forerunner) 1 card combo :D

Argy on Sarkhan's Dragon Den

2 months ago

feedingjungler LINK CARDS. I do not like having to repeat myself.


"4 mana for a 3/3 isnt very good"

Yeah you're doing it wrong.

I only kill my Raptor Hatchling if my Opponent is playing around it. As I say in "How to Play".

AT NO STAGE would I ever play it and kill it right away, so the four land scenario you outlined never happens.


The way a deck like this wins against Control is by chip damage + running it out of cards.

Keep Teferi, Hero of Dominaria in check with Shock, Lightning Strike, and Creature attacks.

A Control matchup is one of the hardest for inexperienced players to handle.

You really need to have played a Control deck for a season at FNM to learn how to win against one.

Timing is most important.

As I said, timing is also crucial when playing this particular deck.

I've been teaching my partner StuBi how to pilot it, and we've been at it for a couple of weeks now.

It may be helpful for you to add two Demanding Dragon to the deck post Sideboard, to help you run a Control Opponent out of spells that counter Creatures.


Where are you playing this deck?

Since I can't actually watch you play a game I can't point out where you may be going wrong.

My advice would be to play a different deck. I think this one is too tricky for you to pilot.

Argy on Naya Sarkhan's Unsealing

2 months ago

This deck has quite a few problems.

  1. You really want to Ramp into your bigger Creatures. Llanowar Elves should be used to SUPPLEMENT lands, not replace them. Put at least one more land in. If it were me, I would run 24 lands.

    You could even think about using two more mana dorks. I would recommend Skirk Prospector because it can give you . That way you can go all in on your Sarkhan's Unsealing plan.

  2. In all honesty, I think the idea for this deck CAN work, but I don't think it will be competitive in the current environment.

    Since Weenie decks dominated the Top 8 at the Pro Tour we could be about to see a lot of those. They will kill you before this deck can warm up.

    You could try to put some things in your early game to slow those decks down, like Raptor Hatchling, but that then works against what this deck is trying to achieve.

I think Sarkhan's Unsealing probably works best in a deck where it is a secondary win con, not the main one.

Argy on Sarkhan's Dragon Den

2 months ago

Link cards you are referring to like this Runaway Steam-Kin

I do not have an encyclopedic knowleledge of all cards used in Magic.


A 1/1 on Turn 3, that easily turns into a 3/3, is very handy against Weenie decks, of which we are about to see a LOT.

Dismissive Pyromancer is more helpful than Runaway Steam-Kin against Drakes because you can use it to deal 4 damage to one.

It is an essential part of the deck as it can be used to smooth out early to mid draw, then be used to deal 4 damage to a Creature later in the game.

Or it can be used for pseudo card draw later ok the game, when you don't need to play any more Mountains.

A 2/2 blocker is also good against Weenies.

I don't know why Raptor Hatchling isn't working for you against Drakes. Are you damaging it with Shock or Lightning Strike, as I directed in "How to Play"?


You can't beat Control decks until you have Sideboarded. Have you Sideboarded correctly?

Use my notes under "Izzet / Jeskai Control".

You should get some chip damage in during the early to mid game. It's impossible for Control decks to deal with ALL Creatures.

Use your damage spells to get rid of their Creatures.

Then finish the game off with an uncountersble Banefire or a kicked Fight with Fire.

Expect the Control deck to deal with your Lathliss, Dragon Queen. You don't need her to win against it.


If you are very new to Magic your inexperience in playing this deck might be effecting your win rate.

This is not an easy deck to pilot as timing has a lot to do with how well it plays.

Mahoot on Infinite Boros Dino Burn

2 months ago

After a lot of MTG Arena playtesting (and one FNM) The deck is not super consistent. at FNM the only combo I was able to win with was the Truefire Captain Star of Extinction combo, which was fun, but also felt kinda cheap (I'm not taking it out, though. I still like it)

I've managed to hit the Forerunner of the Empire, Raptor Hatchling, Make a Stand, and Truefire Captain combo a few times in Arena (it takes forever to go through the combo, especially if the opponent has a lot of life, haha).

There is something odd about the way the triggers stack in MTG Arena when you try to hit the Bellowing Aegisaur, Forerunner of the Empire, Raptor Hatchling, and Make a Stand combo. The Aegisaur's triggers go on the stack, but I guess the Hatchling taking damage and pooping out a dude and then the Forerunner pinging everything for one take priority over the Aegisaur's +1/+1 counter trigger. What this means is that your tokens never get the counters and therefor they die to the Forerunner's infinite pings. I suppose if I were to stop the combo (by choosing not to trigger the Forerunner's damage to everything) then the Hatchling would stop putting Dinos on the field and then all the Aegisaur's triggers would be allowed to resolve, loading up the Forerunner, Hatchling, and the two tokens that remain on the field with counters equal to the number of times you let the combo fire off. This is not ideal, but could be enough to close out a game, especially since the remaining tokens have trample

I found a few Reddit posts where folks said that the ability to order triggers is coming to MTG Arena, so I guess I have that to look forward to.

I'm currently testing with some lifegain strategies to try and keep up with quicker decks while I try to build my combos. Currently I am trying Healer's Hawk and Bishop's Soldier in place of the Sky Terror and Relentless Raptor, but I also like the idea of keeping the Relentless Raptor and throwing in the enchantment Squire's Devotion. I like the flow of Turn Two: Relentless Raptor, Turn Three: Squire's Devotion, Swing, gain four life. It puts the raptor out of Lightning Strike range, and would probably be able to square up nicely with most of what an opponent would have out by turn three.

I am also considering the Fountain of Renewal and Dawn of Hope combo to draw cards and churn out dudes, but I think I would be better off with early bodies on the field to keep me safe while assembling my combo.

Boza on R/G Dino

2 months ago

Raptor Hatchling, Raging Swordtooth, Charging Monstrosaur, Thrashing Brontodon, Rile - there is a tutorial for that right under the comment box.

You have too many enablers and fewer cards - deathgorge scavengers as 4-of is too many, it will starve most of the time; 4 migration, 4 drover and 3 otepec are too many mana cards - cut the 3 otepec, as they are unnecessary with 4 regisaur.

-2 deathgorge and -3 otepec for + 1 commune and 2 Reckless Rage and 2 Raging Swordtooth

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