|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Uncommon|
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Creature — Dinosaur
Vigilance Relentless Raptor attacks or blocks each combat if able.
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Relentless Raptor Discussion
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.
1 week ago
I'm making boros aggro too, swathcutter giant is not going to work, you're only running 22 lands so getting 6 out isn't going to happen too often, and for an aggro deck you should be aiming to have the game won before you even get to 6 lands. Truefire captain I'm also not convinced on, at 4 mana in an aggro deck you should really be having a creature that can benefit you straight away, truefire captain doesn't, on the other hand, Aurelia does, let's hope you can afford 2 or 3 soon. Radiant destiny I think could actually work, +1/+1 to all your creatures is a pretty big deal, and you're running almost completely soldiers, although it does seem a bit like a 'do nothing' card, it definitely does something. Path of mettle perhaps, I'm leaning towards no but it could work. Heroic reinforcements is a card I haven't tried out but definitely looks good, it's basically 4 mana for minimum 4 damage, potentially much more.
You should take a look at Relentless Raptor, Demotion, Integrity / Intervention, Legion Warboss and Chance for Glory (risky card but can win if you're good at maths). Find out what cards are best and then play with the numbers.
2 weeks ago
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.
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.
3 weeks ago
Ok, so play testing with Star of Extinction has proven pretty decent. I went down one of each of Relentless Raptor and Sky Terror and stuck two copies of Star of Extinction in and it comes in handy as another win condition in a deck that has a couple of other win conditions already. Thank you BaneOfLordran for the great suggestion. I am super excited for Guilds to come out so I can build this deck and play it.
1 month ago
Goblin Chainwhirler is still a powerful card. It seems really good, even if it won't get hit with the mentor ability that often. Relentless Raptor is another great body that is cheap in mana. In fact, it's fine if it dies. It has the ability to come back due to Ajani, Adversary of Tyrants. One thing to note is you have 5 copies of lightning strike currently... Another thing is that I would HIHGLY recommend GY hate. A lot of the new mechanics revolve around it, so having a way to shut those down will be very important.
1 month ago
Welcome to Tapped Out!
Planeswalkerboi, it's not a bad theme that you're using, just seems really slow. A few questions.
- How are you going to handle control decks that do not deal damage for creature removal?
- How will you deal with flying creatures, since you have none with flying or reach?
- Are you on a budget?
I'd suggest some mana ramping, Llanowar Elves and Ranging Raptors will help with that. You also need some cheaper mana cost spells, Enter the Unknown and Snubhorn Sentry are good starts for one cost spells. Relentless Raptor may not have Enrage, but it's a 3/3 for ; Sky Terror has the same converted mana cost is a flyer and has Menace. Siegehorn Ceratops should be a must here, you could also pair it with Bellowing Aegisaur to add +1/+1 counters to all your creatures. You could add Zetalpa, Primal Dawn, it would survive a Cleansing Nova but Settle the Wreckage is could be problematic. Depending on what possibly changes you need to look into balancing your lands colors. Right now you need more Forests and Mountains and less Plains.
2 months ago
Another way I can phrase that: You want Battalion to turn on ASAP, because Boros Elite and Legion Loyalist benefit the most from the buff. I want to do that turn 2 if possible (T1 Boros Elite, T2 two hasty 1-drop creatures), but never later than Turn 3. So having a deck with a whopping 16 cards at 3 mana and above just means that your time-to-win slows down. I'd keep only the best of your curve-toppers: Firemane Avenger, because it's evasive and is also Lightning Helix on a stick. All of your slower 2- and 3-drops, I would cut in exchange for either better aggression (Relentless Raptor, Sky Terror) or efficient removal like Helix finishers like Insult // Injury/Onward // Victory or more Boros Charm.
Despite that advice, I love this deck and the intent behind it! It's always refreshing to see such a thematic build!