Rile deals 1 damage to target creature you control. That creature gains trample until end of turn.
Draw a card.
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15 hours ago
I like it. Couple things though. Rile is a little too cute. I've tested with it a bit and it wasn't really worth it over something like Lightning Strike or Abrade. I would also 100% be playing Ripjaw raptor and even regisaur alpha . I would also play Blossoming Defense over Sheltering Light. Defense as helps in the mirror I've found to help get bigger than the opposing dinos. Also helps to fight bigger things in conjunction with Savage Stomp. Lastly, the lands. Rootbound Crag and Sunpetal Grove help fix your mana a ton. I would also drop Unclaimed Territory altogether as it makes your draws pretty awkward at times when trying to cast you non-dino spells, which you have a lot. Maybe an Evolving Wilds or two as well. Consider the two cycle lands from Amonkhet Sheltered Thicket and Scattered Groves.
18 hours ago
2 days ago
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5 days ago
@pfcpat12 - I already have 11 pieces of ramp, going up to a full 4-off Drover of the Mighty is bordering on overkill. Burning Sun's Avatar has a decent ETB effect, but a 6/6 for 6 with no evasion is very lacking (also triple red in 3-color deck is asking a lot of a manabase). If I was going to main deck a 6 drop I would rather move Carnage Tyrant from the sideboard; hexproof and trample is a mean combo. Whether or not Raging Swordtooth stays will depend on what the post rotation meta looks like. There will be a lot of sorcery speed removal so it's possible that Charging Monostrosaur will do good work.
@Backinajiffy - Rile wouldn't be a great card even if I had more Enrage creatures. As it stands Ripjaw Raptor is the only creature that benefits from taking damage and Charging Monstrasaur, Raging Swordtooth, and Gishath, Sun's Avatar already have trample. Savage Stomp has the same problem that all fight cards do: it is useless if you don't control a big creature. If I'm staring down a mono-red deck and I want to take out an early game creature, the best case is I can cast it on T3 (Which means I've either got the nuts and cast Ripjaw Raptor with enough mana to spare or I'm using it to make my 0/3, 1/1, or 1/2 fight. Alternatively, if I'm across the table from a control deck it does just straight nothing. I would much rather have Lightning Strike to kill little creatures early game or go to the dome in the late game. Abrade can't go to the dome, but it can take out Verdurous or Torrential Gearhulk
6 days ago
Rile is really good, I will test with it. I'm using Chandra's Pyrohelix because I can get 2 enrage triggers instead of only 1 with Rile and if I hit a Ripjaw Raptor then there's my card draw. Also I'm not to concerned with gaining trample since I'm running Khenra Charioteer. But I'll play test with it and see.
Thanks for the suggestions! Keep them coming!
6 days ago
U need the new card Rile instead of pyrohelix. Also, consider Savage Stomp. Consider Raptor Hatchling, use stomp and kill one of their 1 power creatures so u get a 3/3 and hatchling stays alive. such value
1 week ago
I haven't played a standard game yet, so I could definitely be wrong, but the pacing of this deck seems too slow. Of the 11 1-Drops you have, 7 deal with creatures you control. That means, on average, you'll start with at least one card that's useless by itself until minimum turn 2. Similar problem with Heroic Intervention. Making it to mid or late game could be difficult.
Looks like most dino's are pretty expensive mana-wise, but I found some of the lower costing ones that might help your Mana Curve and Mana Ramping:
Low Cost Dinos
- Terror of the Skies: A menace flyer for 2 seems solid.
- Raptor Hatchling : This is nice since if it gets killed, you then have a 3/3 on the field, which allows you to stall and get to your bigger dinos. I'd strongly consider adding 4 of these. Card doesn't seem to link, so I put it below.
- Ranging Raptors: You should run 4 of these guys, considering you need the mana out asap. It should replace Ripjaw raptor . Combos well with Rile: attack, get blocked, use Rile. It would be damaged twice, getting you two extra lands. That would a HUGE turn 4 swing.
- Otepec Huntmaster: For obvious reasons.
- Shaper's Sanctuary might be a better side board card.
- Renegade Map: I get that Attune with Aether places the land on the field and produces energy to synergize with Aether Hub but I fear that you'll pull this too often with no green to play it. It could be a good idea to replace it with Renegade Map. AwA is much better if you have the right circumstance, but RM will work so long as you have at least one land of any color. Would pretty much come down to play testing.
- Alternatively to or along with the RM suggestion, also consider adding more Forests and taking out some of the others (esp 1 or 2 each of the duals). The main reason I suggest this is because you (currently) have a high dependence on green early game. Additionally, your dual lands share the requirement for a Forest, making Forest the preferred basic land to start with. Should you keep AwA, you can't use it turn 1 unless you pull an Aether Hub or a Forest.
- Bellowing Aegisaur: Not a fan of him unless you run mostly low cost dinos. Even then, I feel like the impact would be too little too late.
- Turn 1 - Forest > Attune with Aether > Mountain
- Turn 2 - Plains > Ranging Raptors [3 lands currently]
- Turn 3 - (Any Land) > Otepec Huntmaster > Rile on Ranging Raptors (Search for basic Land) > Attack (if blocked, another land) [5-6 lands currently]
- Turn 4 - At this point you can drop your Planeswalker, any 6 drop dinosaur (thanks to Otepec Huntmaster), or, if Ranging Raptors was blocked, you could even play your 8-Drop, Gishath, Sun's Avatar.
There are certainly other setups, but this is a really good scenario, I think.