Ripjaw Raptor

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Ripjaw Raptor

Creature — Dinosaur

Enrage — Whenever Ripjaw Raptor is dealt damage, draw a card.

Valengeta on Triassic Trample

7 months ago

wallisface and jdogz32 I've decided it's best to drop White for more land consistency, and then made a few changes:

I'm hoping to have made the deck better. What do you think?

Valengeta on Triassic Trample

7 months ago

wallisface and jdogz32 I've decided it's best to drop White for more land consistency, and then made a few changes:

I'm hoping to have made the deck better. What do you think?

wallisface on Triassic Trample

7 months ago

jdogz32 yeah your playtesting looks like its aligned with all my previous suspicions.

Namely:

  • deck needs 24 lands.

  • Hunter's Insight and Cryptolith Rite are bad cards.

  • i hadn’t mentioned it before now cause i hadn’t done the math, but sounds like better ramp is needed to consistently & quickly reach 6 mana. Maybe (probably) Carnage Tyrant should only be a 2-of

On Ripjaw Raptor, it does have s way yo damage itself, via Tail Swipe

Valengeta on Triassic Trample

7 months ago

thank you for your suggestions so far!

I can see Commune with Dinosaurs working better here

Ripjaw Raptor and Tail Swipe both look good. Moved Boros Charm to the Sideboard

I'd still like to keep Hunter's Insight because it can draw many cards, is Instant and avoids playing with an empty hand. More cards means more ramp, removal and dinosaurs

I would like to find a good alternative to Cryptolith Rite for a ramping card, but it does look decent here nonetheless

wallisface on Triassic Trample

7 months ago

From your latest version:

  • the Commune with Dinosaurs that you used to have is waay better than Commune with Nature because it importantly lets you also grab much-needed land. I would say Commune with Dinosaurs is worth playing but Commune with Nature is garbage.

  • i’m really not sold on Giant Cindermaw, its just a pretty forgettable threat. If you really want a midrange dino i’d suggest playing Ripjaw Raptor instead, as its waay more threatening and can be awkward for your opponent to play around.

  • I would suggest to stop being so focused on card draw, and ditch Hunter's Insight. Your deck is that of an aggressive stompy build, so every card should be applying pressure to your opponent. Taking a turn-off to draw cards just lets the opponent time to stabilise. A deck like this shouldn’t need dedicated card draw, if it feels like it does thats instead an indication your threats aren’t good enough to close a game out _(so you need better threats).

  • Boros Charm is clunky here, as it does almost nothing to interact with the board, which is something you still more of. I’d suggest swapping it out for Tail Swipe as this acts as a pump spell as well as removal. Additionally it makes Ripjaw Raptor far more dangerous is yiu end up running that.

  • i’m not convinced Cryptolith Rite serves as a valid card here, but its a close-call so worth playtesting (personally i’d swap it for 2 more lands).

jdogz32 on Triassic Trample

7 months ago

If your looking to draw more cards Ripjaw Raptor or Runic Armasaur are good places to start. I'm not sold on some of your choices like Regisaur Alpha or Giant Cindermaw if you want early pressure from a dino you'd be better off with Rotting Regisaur or something of that ilk. I think this deck would benefit from adding Cryptolith Rite can turn those early game dino Mana dorks into even more Mana. And wallisface is right you definitely need some form of Interaction or you'll lose every game to decks faster than yours.

jdogz32 on Dinosaurs

8 months ago

I love dinosaurs but there's alot of hype since they just printed a bunch of new ones. Your deck has to many 1 of and 2 ofs. You are going to need more 3-4 copies of less different dinos for more consistent game play. Since your deck is based around the enrage ability that is what I will focus on. For starters I'm going to suggest taking these cards out.

Zetalpa, Primal Dawn - too expensive and has no relevance other than being a dinosaur

Wakening Sun's Avatar - too expensive and there's much cheaper board wipes than an 8 Mana dinosaur. This guy is extremely good in commander but not very good for 1v1 60 card decks.

Verdant Sun's Avatar - again he's a good card but there's no relevance to the strategy other than he's a dinosaur and he's a 7 Mana drop.

Rampaging Ferocidon - you are running a creature heavy deck so his ability will hurt you way more than it will your opponent. If you are adding him for the lifefain there's another dinosaur that cost the same but doesn't have that same drawback.

Gishath, Sun's Avatar - extremely good card but he's very expensive for what your trying to build. He will go back down in price eventually but for now I'd suggest taking him out.

Gigantosaurus - he's to Mana expensive. In a 3 color deck trying to get 5 green is going to be more of a challenge than he's worth. If you were running mono green he'd be a great add but for right now I'd take him out.

Bellowing Aegisaur - for 6 Mana the game would gave to continue to go on for a few more turns to get any real value out of him.

Cards you should add more of

Marauding Raptor - one of the best cards in an enrage deck for an immediate activation and makes your dinos cheaper

Ranging Raptors - great for early game and consistent Mana ramp throughout the game.

Raging Regisaur - great for enrage triggers and offers you some removal

Ripjaw Raptor offers consistent card draw which cannot be understated.

Forerunner of the Empire he offers consisten board enrage triggers and you get to search for whichever dino you want

Cards I'd add you don't have listed Drover of the Mighty - offers cheap Mana ramp and is a 3/3

Raptor Hatchling - not very good by himself but when you put him with Forerunner of the Empire he gives you 2 separate counts of enrage.

Last thing is with a deck like this your running too few lands. You need at minimum 23-24 lands for running large creatures that you are hard casting. I know this is alot but I hope this helps.

seshiro_of_the_orochi on Raptor Hatchling and Kindle the …

1 year ago

I think you just answered your own question. That's a pretty cool find.

I like the idea of targeting Ripjaw Raptor with it. It doesn't go infinite, but getting an all-new hand seems fine.

Load more
Have (2) reikitavi , metalmagic
Want (0)