Creature — Dinosaur
Other Dinosaurs you control have haste.
When Regisaur Alpha enters the battlefield, create a 3/3 green Dinosaur creature token with trample.
|Have (4)||abby315 , metalmagic , shmoofidoo , orzhov_is_relatively_okay819|
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Regisaur Alpha occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
All decks: 0.1%
Regisaur Alpha Discussion
4 days ago
Oh that was the hardest for me when I redid my Zacama deck. She was my very first commander deck. I definitely had it more creature base (dinos) and adding her to the battle field was just an added bonus. Then I started to thinking about making the deck more centric around her abilities. It has improved the deck in so many ways. I do agree, Panharmonicon would make a great addition to a deck that has several ETB creatures/artifacts. Chronomantic Escape is just beautiful, it's like a never ending goading effect.
Regisaur Alpha is fantastic in a dino tribal centric deck but if you are leaning towards a different style, then Regisaur probably needs to be cut out; same with Domri.
The sacrificing of creatures for card draw is a bit iffy and I only use it to sacrifice Zacama due to my deck being all about her with cards like Boundless Realms, and Traverse the Outlands as ways to just get all of my basic lands out onto the battlefield.
But you're good! I love looking at other players' Zacama decks because she is an amazing commander. I have a soft spot for the dino haha
But using Sunhome, Fortress of the Legion + Zacama, Primal Calamity would be nuts. And if you have a way of going into a second combat phase, you could knock out a player with just commander damage. So I suggest keeping Aurelia on the side if you ever want to switch it up.
5 days ago
Ooh thanks for suggestions Klapmeyer94. Of course then comes the part of deciding on cards to swap out.
The Bracers and Rishkar’s will definitely find a place. I was thinking of taking out Regisaur Alpha and Domri Rade due to them being more creature-based and poor Domri never gets to ult unless my pod is being stupid (no offence to them but that emblem is brutal, I’ve only ever had it once).
I do like Panharmonicon as well, since taking a look at my creatures there’s a fair amount of etb effects. I also want to add Chronomantic Escape in because it’s a fairly underrated card for what it does. No idea what to take out for these two. (Fires of Yavimaya and Aurelia, the Warleader maybe? As they are both creature/combat oriented which doesn’t really fit the deck anymore)
In terms of the card draw spells, I’m very iffy on adding those in when they require sacrificing creatures, since I can go an entire game with only a couple creatures at any one time.
Other cards I’m considering adding are Sunhome, Fortress of the Legion (which does go against the lack of combat stuff this deck does but at the same time it makes Zacama hit for 18 commander damage), Blackblade Reforged again same thing, but when I have 15-20 lands out that’s very strong, and Seer's Sundial. I may have to pay for card draw but I get landfall more reliably than casting creatures. Zirda can also reduce it down to 1 mana per draw.
Sorry for the mass text, I haven’t seen too many Zacama decks so it’s nice getting opinions and sharing ideas
3 weeks ago
Hey DivineKhaos, this is a really cool build and I like the synergy with Shields of Velis Vel!
The only suggestions I'd have is Titanoth Rex which would give you the cycling flex option.
Great job overall. This definitely gets a like from me!
1 month ago
There was no sarcasm.
I believe that those 3 cards compliment the theme quite well.
Commune with Dinosaurs does not change the theme of the deck, but adds consistency.
Regisaur Alpha is a 4/4 body that makes a 3/3 token with haste and trample, plus it gives all the following trampling dinos haste.
Shifting Ceratops can come down a turn earlier, has better stats, can't be countered and it also has the option of getting trample, haste and/or reach.
I've personally never seen a competitive deck with an average cmc of around 3.5 that only played 24 lands. Frank Karsten once crunched the numbers and wrote an interesting and detailed article about lands: (https://www.channelfireball.com/all-strategy/articles/how-many-lands-do-you-need-to-consistently-hit-your-land-drops/)
I do sincerely want the Dino-might to bring the thunder and will try it out. Quartzwood Crasher is a cool card after all.
1 month ago
MrBoombastic: your sarcasm isn't needed. don't tell me my deck would work better with certain cards when you clearly misunderstand the theme. the attackers need trample for Quartzwood Crasher, so Regisaur Alpha is a no-go. the land count is most certainly not on the lower end. not sure why you'd even say that. 24 is the highest you'll see in any deck that doesn't either aim to specifically abuse lands, or use cards that allow extra land drops per turn. 24 lands statistically averages 4 lands by turn 4.
1 month ago
TonyStark9001 Sure thing, that's great.
But my point still stands on Charging Tuskodon. Your deck will definitely be better if it got swapped for Regisaur Alpha or Shifting Ceratops. Commune with Dinosaurs also really gives you some great selection. You can't always expect to have Llanowar Elves in your opener, so having other options for turn 1 is always nice.
What I meant was that your beaters cost 5 and up. If you don't have your rampers on curve (or they get removed) you're stuck going 1 for 1 until you find a 5th land. The land count is also in the lower end, given your high curve.
Keep in mind that the Pioneer format is quite a lot stronger than Standard.
Don't take it to heart mate, it's just my 2 cents on how to hopefully improve the deck. If it works for you, just ignore my suggestions.
1 month ago
You're totally right mate. That came out worse than intended. Sorry.
Let me start over:
Love the dinos, love the name.
A few things to consider:
For competitive play, decks like this want a strong and efficient curve. For most decks, that usually means to lower the curve. Yours starts at 5, which is too slow in many cases. Even with some ramp and removal. Some good options could be Ripjaw Raptor and Marauding Raptor - this is obviously best with Enrage creatures, but definitely outshines Otepec Huntmaster at that point. Regisaur Alpha and Ghalta, Primal Hunger are also great cards, that happen to follow your trample theme. Both should be stronger than Yidaro, Wandering Monster and Zilortha, Strength Incarnate. The latter doesn't really synergize with anything in the deck.
You've gone hard on the spot removal to make up for the curve. Going one for one doesn't always cut it though, when you have no early pressure or card advantage. You'll run out of juice or just get outclassed. I'm a greedy guy myself, but I've run into that same problem myself several times before.
I think Commune with Dinosaurs is a must in dino tribal. It just adds some good consistency + it lets you play fewer lands without fear of mana screw. 4 copies + 22-23 lands should be enough, depending on your curve.
I'm not saying to build exactly like in this video, but she goes more in detail about deckbuilding and card choices in the first 5 minutes, so it might be of help -
Hope that helps. Good luck!
1 month ago
Hey, Regal Behemoth may out of the price range, but it's a Dino to have for ramp to curve into Gishath and it has trample. It's not a Lizard it's a Dino, it was errata to Dinosaur three years ago when Ixalan was released. It's an expensive price Dino, but try to make room/budget for it.
Quartzwood Crasher is new budget Dino from Ikoria who's very underrated. It can create many powerful Dino tokens with trample. It has trample and so does Gishath, Ghalta, Zacama, etc. It's pretty bonkers with Ghalta. And gives excellent Dino value for five mana when it has haste from Regisaur Alpha. Quartzwood scales very well and can get out of hand quick for your opponents since it and the token it creates have trample. Rhythm of the Wild is another haste enabler for Dinos and it also protects them and Gishath from being countered when cast.
Elemental Bond can trigger to draw any time a creature you control with 3 or more power enters the battlefield, this includes when a token is created. Bond for a three drop over the course of a game can draw you a lot of cards with Dinos. It's good with Quartzwood. Congregation at Dawn can tutor for and setup the top three cards of your library to be Dinos for when you attack with Gishath. Fierce Empath is not a Dino, but it's a budget creature tutor for one of your best big Dinos, it's worth including especially if you add Regal.
I see Farseek and Nature's Lore, but I only see Stomping Ground dual land that they can search for. That's the advantage of these spells is they can ramp with a dual land which is also color fixing. Cinder Glade and Canopy Vista were just reprinted in Commander 2020. I would make room/budget for these two dual lands. Sheltered Thicket and Scattered Groves are two more budget lands that have two different types. Other budget land upgrades are: Exotic Orchard, Battlefield Forge, Fortified Village, Ash Barrens, Naya Panorama.
Wild Growth, Fertile Ground and Trace of Abundance are three more land auras for ramp and these are upgrades because they're less mana to cast. Beast Within and Generous Gift are versatile instant removal spells in Commander because they can destroy any permanent and giving your opponent a 3/3 doesn't matter much when you have much higher power Dinos.
Good luck with your deck.