Rootbound Crag

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare
Commander 2016 (C16) Rare
Magic 2013 (M13) Rare
2012 Core Set (M12) Rare
2011 Core Set (M11) Rare
Premium Deck Series: Slivers (PDS) Rare
2010 Core Set (M10) Rare

Combos Browse all

Rootbound Crag

Land

Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.

: Add or to your mana pool.

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Rootbound Crag Discussion

xoorath on UW Flyers (Ixalan Standard)

3 hours ago

Hey, sweet deck. I gave it a test run against my deck: Huatli: The only dino gyno I know....

If you're interested, here's how it went:

I roll 6, you roll 20. You'll be on the play.

Your hand: 3x Island, Unsummon, Siren Stormtamer, Storm Fleet Aerialist, Duskborne Skymarcher. Hm, that's a lot of blue sources. But if we think of this as a mull to 6 excluding an island, I'd probably take this over another random 6 cards. We'll keep.

My hand: 2x Forest, Sunpetal Grove, 1x Rootbound Crag, Aether Hub, Charging Monstrosaur. Nope, mull to 6.

My hand: Aether Hub, Attune with Aether, Commune with Dinosaurs, Kinjalli's Sunwing, Carnage Tyrant, Samut, the Tested. I can find lands, and have early and late action. I'll keep.

My scry: Otepec Huntmaster stays on top.

T0, you: play Island, and Siren Stormtamer

T0 me: I draw Otepec Huntmaster. Play Aether Hub and Attune with Aether, search for Forest.

T1, you: draw Island. uh oh. Play Island, swing for 1. Play Storm Fleet Aerialist with a +1/+1 counter.

T1, me: I draw Kinjalli's Sunwing. Play Forest, and Otepec Huntmaster (note, 1 energy left).

Me: 19, you: 20

T2, you: draw Unsummon. Play Island, swing with the team.

T2, me: draw Charging Monstrosaur. I cast Commune with Dinosaurs. I see Sunpetal Grove, Regisaur Alpha, Kinjalli's Caller, Rootbound Crag, Inspiring Vantage. I take Inspiring Vantage and play it. I cast Kinjalli's Sunwing for 2, and attack with Otepec Huntmaster for 1. EOT you unsummon Kinjalli's Sunwing.

Me: 16, you: 19

T2, you: draw Chart A Course (sweet!). You swing with the team for 3. Post-combat you cast Chart A Course drawing Island and Skyship Plunderer. You play an Island and Skyship Plunderer.

T2, me: draw Forest and play it. My options are to invest in Samut, the Tested with Charging Monstrosaur next turn (in either order), or produce blockers this turn. I think I want the blockers. I cast 2x Kinjalli's Sunwing using my last energy. Otepec Huntmaster would probably go unblocked... but I'd rather not risk loosing a cost reducer with just 4 lands in play. I pass the turn.

Me: 13, you: 19

T3, you: draw Glacial Fortress. shoot. We can't really attack from this position, Unsummon would only get one blocker... You play Glacial Fortress and Duskborne Skymarcher tapped.

T3, me: draw Commune with Dinosaurs, that's good. We can get another land and save ourselves from dying by Otepec Huntmaster being removed. I guess we play that, try and get samut down and how we don't fail to find a land. We find 4 lands and a Carnage Tyrant. Nice. We take Sunpetal Grove and play it. We cast Samut, the Tested and tick her up to no effect. Pass the turn.

Me: 13, you: 19

T4, you: draw Skywhaler's Shot, play Island. The blocks would be unprofitable for you, and you can't kill samut... hm.... pass the turn.

T4, me: draw Ripjaw Raptor. Cast Carnage Tyrant. In response, you unsummon Otepec Huntmaster (to prevent the tyrant getting haste, buying you a turn). I tick up Samut, the Tested giving a Kinjalli's Sunwing double strike, and pass the turn. I really don't want to lose samut, so I keep the sunwing as a blocker.

Me: 13, you: 19

T5, you: draw Favorable Winds, play it. Assuming the blocks, there's no line where we can kill samut from here, and we have one more turn before she can ult... You pass.

T5, me: I draw Carnage Tyrant. I tick up samut, giving carnage tyrant double strike, I swing with carnage tyrant. It has trample anyways... you take 14. Post-combat, I play Otepec Huntmaster and Ripjaw Raptor

Me: 13, you: 5

T6, you: draw Aethersphere Harvester. The lifelink wont happen if it dies during first strike damage... scoop.

That was getting pretty close, the Kinjalli's Sunwing really helped. Unsummon was sweet, but wish we had an Essence Scatter in the sideboard to replace it with.

I only have time for one game currently, but I'll come back and test the post-board matchup later. If you have some suggestions on what you would SB (or even want to tweak your SB), feel free. If you don't care about my fake solitaire games, that's totally cool too - haha.

Sweet deck! I actually think you have the edge here, my Kinjalli's Sunwing's were pretty lucky to gum up the board. I only run 3 MB, so I doubt game 1 matches would go this way very often between our decks.

xoorath on Huatli: The only dino gyno I know...

3 hours ago

Matchup against Ixalan budget aggro. Turn 4-5 win.

You roll 5, I roll 16. I'll be on the play.

My opening hand: 2x Forest, Attune with Aether, Inspiring Vantage, Charging Monstrosaur, Commune with Dinosaurs, Carnage Tyrant. Pretty slow, but there's action. I'll keep.

Your opening hand: Swamp, Mountain, Cartouche of Zeal, 2x Vicious Conquistador, Wily Goblin, Sword-Point Diplomacy. Keep.

T0, me: Play Forest, Attune with Aether for a Mountain.

T0 you: Draw Swamp, play it, cast Vicious Conquistador.

T1, me: Draw Savage Stomp. Play Inspiring Vantage, cast Commune with Dinosaurs. Finding 2x Aether Hub, Kinjalli's Sunwing, Commune with Dinosaurs, Ripjaw Raptor. I take Kinjalli's Sunwing.

T1, you: Draw Shock. Play Mountain, Vicious Conquistador, Cartouche of Zeal. Attack with both for 3, and an additional 2.

You: 20, Me: 15

T2, me: draw Forest, play Forest, cast Kinjalli's Sunwing.

T2, you: draw Dragonskull Summit, play it. Swing with both Vicious Conquistador. I block the one without the cartouche. You cast Shock, making it a trade. I take 2 and an additional 2.

You: 20, Me: 11

T3, me: draw Huatli, Warrior Poet. Might be good later if I survive. Play Mountain, pass.

T3, you: draw Mountain, play it. Cast Sword-Point Diplomacy, revealing 2x Dragonskull Summit, Cartouche of Zeal. I let you take all 3, they're not really a problem. You hold onto the cartouche incase you need to remove a blocker with it. You swing for 2 and an additional 1.

You: 20, Me: 8

T4, me: draw Forest, play it. Cast Charging Monstrosaur. No attacks, hoping you use the cartouche in hand to prevent blocks letting Savage Stomp 3 for 1 you.

T4, you: draw Unclaimed Territory. Play Dragonskull Summit. Cast Wily Goblin, getting a treasure. Cast Cartouche of Zeal on the goblin, making it so Charging Monstrosaur can't block. You swing with both for 4 and an additional 1.

You: 20, Me: 3

T5, me: draw Savage Stomp. Play Forest, cast Savage Stomp targeting Charging Monstrosaur and Vicious Conquistador; putting a +1/+1 counter on Charging Monstrosaur and killing Vicious Conquistador. I cast Huatli, Warrior Poet. I tick her up to gain 6.

T5, you: draw Wily Goblin. Play Dragonskull Summit, cast Wily Goblin.

You: 20, Me: 9

T6, me: Draw Drover of the Mighty. Swing with Charging Monstrosaur, you declare no blocks and take 5. Post-combat I play Carnage Tyrant, and tick up huatli to gain 7.

T6, you: Draw Lightning Strike. that's a little too late.... play Swamp, pass.

You: 20, Me: 16

T7, me: draw Attune with Aether. I cast Savage Stomp targeting Carnage Tyrant, and the Wily Goblin with a Cartouche of Zeal. I think about using huatli to shoot down the blocker, but forcing through one more damage to me seems less important than healing out of range for you to ever stabalize. I swing with the team. You take the damage and wait to see if I heal, if I do that you will scoop. Post-combat I tick up huatli to gain 8 life, you scoop.

Your opening hand seemed pretty strong, and you got super close (down to 3!); that Lightning Strike was just a bit late... The Wily Goblin's really didn't help though, a 1/1 without haste just wasn't worth it for the 1 gold you get. Vicious Conquistador was super good, basically a 2 power creature for 1 (not quite, but acted that way here). As expected, punisher cards like Sword-Point Diplomacy are very high variance. From my side of the table it looks like I just played a card that says "pay 0, tap 3 of your opponents lands, look at the top 3 cards of your opponents library. You can pay 3 life to get rid of any ones you care about". That to me is a pretty decent card, and it's taking up a slot in your deck instead of mine. Of course, once in a blue moon it will be nuts. Especially if your opponent is new and doesn't view their life total as a resource.

On my side of the table, of course Huatli, Warrior Poet was the MVP. Savage Stomp is also very strong, buffing my guys. Healing for 5, 6 or 7 a turn was outstanding against aggro. I also got the option of having a super high loalty planeswalker at that point who just shoot down threats or remove blockers with -X, or make dino's for 0. Every option on her helps me stabalize, which is exactly what my deck wants to do - get an unbeatable boardstate.

You'll be on the play.

Since you don't have a sideboard yet, I wont sideboard. But I would have brought in 1x Kinjalli's Sunwing, and 1x Settle the Wreckage and go down 1x Carnage Tyrant and 1x Charging Monstrosaur. I want your guys tapped as they come in, and be able to trade your guys for lands since you probably don't need a bunch of mana.

Your hand: Swamp, Cartouche of Zeal, Vicious Conquistador, Wanted Scoundrels, Wily Goblin, Shock, Captain Lannery Storm. One lander that doesn't put a creature out on turn 1? Mull to 6.

Your hand: Swamp, Mountain, Wily Goblin, Invigorated Rampage, Lightning Strike, Captain Lannery Storm. Not ideal, since you can only really cast Lightning Strike, but another mountain or dragonskull summit can bring all your cards online. At least you can remove a mana dork while you wait for that. Keep.

My hand: Forest, 3x Sunpetal Grove, Attune with Aether, Savage Stomp, Aether Hub. Nope. Mull to 6.

My hand: Aether Hub, Commune with Dinosaurs, Kinjalli's Sunwing, Samut, the Tested, Ripjaw Raptor. I can aether hub and commune for a land, then the hand is great. But if I fail to find a land then I'm stuck with one colorless mana. Let's see: 54 cards in library, 21 of which are lands. I'm on the draw so I get the top 6 cards and a scry to find a land? That's a %35-40ish chance any individual card will be a land? That feels good enouh, I'll try it and either regret it later or feel like a statistician god despite me being really bad at this.

You scry: Vicious Conquistador to the top.

I scry: Otepec Huntmaster to the bottom.

T0, you play Mountain.

T0, me: draw Attune with Aether. That will do. I play Aether Hub , cast Attune with Aether for Forest.

T1, you draw: Vicious Conquistador. Play mountain, play Vicious Conquistador.

T1, me: draw Forest, play it. I cast Commune with Dinosaurs, revealing 2x Aether Hub, Rootbound Crag, Commune with Dinosaurs, Forest. I take Rootbound Crag.

T2, you: draw Dragonskull Summit. Play it, cast Captain Lannery Storm. Swing for 3 and an additional 1. Make a treasure.

T2, me: draw Ripjaw Raptor. Play Rootbound Crag, cast Kinjalli's Sunwing.

You: 20, Me: 16

T3, you: draw Invigorated Rampage. You pay 2 for Wily Goblin, coming in tapped making a treasure. You swing with the team, making a treasure. You sacrifice two treasures for red, casting Lightning Strike on the Kinjalli's Sunwing before blocks. sacrifice another treasure for red, tapping the swamp to cast Invigorated Rampage pumping your team by 2 each. You hit for 7 and an additional 1.

T3, me: draw Rootbound Crag, play it. Cast Ripjaw Raptor.

You: 20, Me: 8

T4, you: draw Unclaimed Territory. Play it naming pirate. You want that ripjaw gone. Luckily having gold isn't so important with 4 mana out, so it's safe to swing with the team and pump whoever you have to. You swing with the team. I block Captain Lannery Storm. You cast Invigorated Rampage on her trading with the raptor, and trampling for 1. I draw Mountain on the enrage trigger. You hit me (including trample) for 3 and an additional 1.

T4, me: draw Carnage Tyrant. Play Forest. I get to pick between Kinjalli's Sunwing and Ripjaw Raptor for blocks. ripjaw can block more trample if you top deck another rampage type card, and Kinjalli's Sunwing can stop either current threat and haste. So I would die to Glorybringer if I play Ripjaw Raptor (for example), and die to another Invigorated Rampage if I play Kinjalli's Sunwing... hm. Well I haven't seen a glorybringer, and you've already played out two Invigorated Rampage. Seems more valid to be scared of Glorybringer or something else hasty. I cast Kinjalli's Sunwing.

You: 20, Me: 4

T5, you: draw Wanted Scoundrels, play it tapped. You don't want to lose a creature, but attacking now means Shock and Lightning Strike are both lethal top decks. You swing with the team, I block Vicious Conquistador. You hit me for 1 and an additional 1, Vicious Conquistador dies.

T5, me: draw Regisaur Alpha, sweet. I play Mountain and Regisaur Alpha making a 3/3 dino token.

You: 20, Me: 2

T6, you: draw Cartouche of Zeal. Hm, well haste doesn't matter so long as Kinjalli's Sunwing lives. But you can force bad blocks by pumping Wanted Scoundrels and making it so Regisaur Alpha can't block. You get to force me to decide if I want to lose my token, or double block and lose the sunwing. If I double block, it does get me treasure though, not sure if you care now that I have 6 lands out. If you swing with both, double blocking would put me at 1 which makes vicious conquistador another lethal top deck. I think that's the plan now, make every top-deck lethal. You cast Cartouche of Zeal on Wanted Scoundrels making it so Regisaur Alpha can't block. I double block the scoundrel's dropping to 1. Kinjalli's Sunwing and Wanted Scoundrels both die.

T6, me: draw Kinjalli's Caller, not a bad "free" blocker. I cast Kinjalli's Caller, Ripjaw Raptor, and sacrifice two gold and cast Samut, the Tested. I tick her up and give Regisaur Alpha double strike, swinging for 8.

You: 12, me: 1

T7, you: draw Wanted Scoundrels, play it.

T7, me: draw Regisaur Alpha. Cast Carnage Tyrant, Tick up Samut, the Tested and give Carnage Tyrant double strike. I attack with Regisaur Alpha, 3/3 dino token with trample, Ripjaw Raptor, and Carnage Tyrant with double strike. There's 25 damage if unblocked, you're at 12. Blocking the tramplers would only bring damage down to 21, so we have to block more profitably than that... Easiest is to block regisaur with wily - and then scoundrels blocks ripjaw... That prevents the most damage and is 17 damage unblocked. Yup, that's game. GG.

For reference your next draws were: Vicious Conquistador, Captain Lannery Storm, and Wily Goblin. Would have had to survive a whole extra turn for Vicious Conquistador to win after summoning sickness - but a few turns earlier could have made a big impact.

That game was even closer than the last. This time I was on the draw, didn't have lifegain, and still stabilized. I'm wondering if Bomat Courier could replace Wily Goblin (also reduces the need for double red), but it might not fit in your sweet budget list. Other than that, maybe you're just over-loaded on creature pump cards that require a creature in play to matter? I actually do like Sword-Point Diplomacy in your deck, even though I don't think it's a good card. I think in a budget list like this going high variance fun and conditionally powerful cards is the way to go. Things like the old Vexing Devil and Browbeat make for fun high flavor games even if they aren't good cards 70% of the time.

I was surprised to see you consistently remove Kinjalli's Sunwing, but it makes sense. It's so good against aggro, but it is a bit fragile. Might consider Authority of the Consuls in the sideboard instead of an extra sunwing, as it's a bit better against aggro and is harder to remove (especially because Duress and Kitesail Freebooter are so weak against dinos, they might be sided out / not come in.). Unsurprisingly Regisaur Alpha is super sweet. Getting two blockers when I need it and making my attackers have haste is crazy. It very well might have been the key to winning last game, as I wouldn't have been able to beef up my tyrant and win the turn I played him, and I would have played defensively if I hadn't first calculated lethal with you having no cards in hand.

Cool deck, going to upvote. Looking forward to see what you do in the sideboard. All I would change is getting rid of Wily Goblin, it's not very fun or powerful once resolved - so I don't think it fits in a budget list.

xoorath on Ixalan budget aggro. Turn 4-5 win.

4 hours ago

"Let's see you try."

Don't mind if I do! Here's a game against my dino deck Huatli: The only dino gyno I know...

You roll 5, I roll 16. I'll be on the play.

My opening hand: 2x Forest, Attune with Aether, Inspiring Vantage, Charging Monstrosaur, Commune with Dinosaurs, Carnage Tyrant. Pretty slow, but there's action. I'll keep.

Your opening hand: Swamp, Mountain, Cartouche of Zeal, 2x Vicious Conquistador, Wily Goblin, Sword-Point Diplomacy. Keep.

T0, me: Play Forest, Attune with Aether for a Mountain.

T0 you: Draw Swamp, play it, cast Vicious Conquistador.

T1, me: Draw Savage Stomp. Play Inspiring Vantage, cast Commune with Dinosaurs. Finding 2x Aether Hub, Kinjalli's Sunwing, Commune with Dinosaurs, Ripjaw Raptor. I take Kinjalli's Sunwing.

T1, you: Draw Shock. Play Mountain, Vicious Conquistador, Cartouche of Zeal. Attack with both for 3, and an additional 2.

You: 20, Me: 15

T2, me: draw Forest, play Forest, cast Kinjalli's Sunwing.

T2, you: draw Dragonskull Summit, play it. Swing with both Vicious Conquistador. I block the one without the cartouche. You cast Shock, making it a trade. I take 2 and an additional 2.

You: 20, Me: 11

T3, me: draw Huatli, Warrior Poet. Might be good later if I survive. Play Mountain, pass.

T3, you: draw Mountain, play it. Cast Sword-Point Diplomacy, revealing 2x Dragonskull Summit, Cartouche of Zeal. I let you take all 3, they're not really a problem. You hold onto the cartouche incase you need to remove a blocker with it. You swing for 2 and an additional 1.

You: 20, Me: 8

T4, me: draw Forest, play it. Cast Charging Monstrosaur. No attacks, hoping you use the cartouche in hand to prevent blocks letting Savage Stomp 3 for 1 you.

T4, you: draw Unclaimed Territory. Play Dragonskull Summit. Cast Wily Goblin, getting a treasure. Cast Cartouche of Zeal on the goblin, making it so Charging Monstrosaur can't block. You swing with both for 4 and an additional 1.

You: 20, Me: 3

T5, me: draw Savage Stomp. Play Forest, cast Savage Stomp targeting Charging Monstrosaur and Vicious Conquistador; putting a +1/+1 counter on Charging Monstrosaur and killing Vicious Conquistador. I cast Huatli, Warrior Poet. I tick her up to gain 6.

T5, you: draw Wily Goblin. Play Dragonskull Summit, cast Wily Goblin.

You: 20, Me: 9

T6, me: Draw Drover of the Mighty. Swing with Charging Monstrosaur, you declare no blocks and take 5. Post-combat I play Carnage Tyrant, and tick up huatli to gain 7.

T6, you: Draw Lightning Strike. that's a little too late.... play Swamp, pass.

You: 20, Me: 16

T7, me: draw Attune with Aether. I cast Savage Stomp targeting Carnage Tyrant, and the Wily Goblin with a Cartouche of Zeal. I think about using huatli to shoot down the blocker, but forcing through one more damage to me seems less important than healing out of range for you to ever stabalize. I swing with the team. You take the damage and wait to see if I heal, if I do that you will scoop. Post-combat I tick up huatli to gain 8 life, you scoop.

Your opening hand seemed pretty strong, and you got super close (down to 3!); that Lightning Strike was just a bit late... The Wily Goblin's really didn't help though, a 1/1 without haste just wasn't worth it for the 1 gold you get. Vicious Conquistador was super good, basically a 2 power creature for 1 (not quite, but acted that way here). As expected, punisher cards like Sword-Point Diplomacy are very high variance. From my side of the table it looks like I just played a card that says "pay 0, tap 3 of your opponents lands, look at the top 3 cards of your opponents library. You can pay 3 life to get rid of any ones you care about". That to me is a pretty decent card, and it's taking up a slot in your deck instead of mine. Of course, once in a blue moon it will be nuts. Especially if your opponent is new and doesn't view their life total as a resource.

On my side of the table, of course Huatli, Warrior Poet was the MVP. Savage Stomp is also very strong, buffing my guys. Healing for 5, 6 or 7 a turn was outstanding against aggro. I also got the option of having a super high loalty planeswalker at that point who just shoot down threats or remove blockers with -X, or make dino's for 0. Every option on her helps me stabalize, which is exactly what my deck wants to do - get an unbeatable boardstate.

You'll be on the play.

Since you don't have a sideboard yet, I wont sideboard. But I would have brought in 1x Kinjalli's Sunwing, and 1x Settle the Wreckage and go down 1x Carnage Tyrant and 1x Charging Monstrosaur. I want your guys tapped as they come in, and be able to trade your guys for lands since you probably don't need a bunch of mana.

Your hand: Swamp, Cartouche of Zeal, Vicious Conquistador, Wanted Scoundrels, Wily Goblin, Shock, Captain Lannery Storm. One lander that doesn't put a creature out on turn 1? Mull to 6.

Your hand: Swamp, Mountain, Wily Goblin, Invigorated Rampage, Lightning Strike, Captain Lannery Storm. Not ideal, since you can only really cast Lightning Strike, but another mountain or dragonskull summit can bring all your cards online. At least you can remove a mana dork while you wait for that. Keep.

My hand: Forest, 3x Sunpetal Grove, Attune with Aether, Savage Stomp, Aether Hub. Nope. Mull to 6.

My hand: Aether Hub, Commune with Dinosaurs, Kinjalli's Sunwing, Samut, the Tested, Ripjaw Raptor. I can aether hub and commune for a land, then the hand is great. But if I fail to find a land then I'm stuck with one colorless mana. Let's see: 54 cards in library, 21 of which are lands. I'm on the draw so I get the top 6 cards and a scry to find a land? That's a %35-40ish chance any individual card will be a land? That feels good enouh, I'll try it and either regret it later or feel like a statistician god despite me being really bad at this.

You scry: Vicious Conquistador to the top.

I scry: Otepec Huntmaster to the bottom.

T0, you play Mountain.

T0, me: draw Attune with Aether. That will do. I play Aether Hub , cast Attune with Aether for Forest.

T1, you draw: Vicious Conquistador. Play mountain, play Vicious Conquistador.

T1, me: draw Forest, play it. I cast Commune with Dinosaurs, revealing 2x Aether Hub, Rootbound Crag, Commune with Dinosaurs, Forest. I take Rootbound Crag.

T2, you: draw Dragonskull Summit. Play it, cast Captain Lannery Storm. Swing for 3 and an additional 1. Make a treasure.

T2, me: draw Ripjaw Raptor. Play Rootbound Crag, cast Kinjalli's Sunwing.

You: 20, Me: 16

T3, you: draw Invigorated Rampage. You pay 2 for Wily Goblin, coming in tapped making a treasure. You swing with the team, making a treasure. You sacrifice two treasures for red, casting Lightning Strike on the Kinjalli's Sunwing before blocks. sacrifice another treasure for red, tapping the swamp to cast Invigorated Rampage pumping your team by 2 each. You hit for 7 and an additional 1.

T3, me: draw Rootbound Crag, play it. Cast Ripjaw Raptor.

You: 20, Me: 8

T4, you: draw Unclaimed Territory. Play it naming pirate. You want that ripjaw gone. Luckily having gold isn't so important with 4 mana out, so it's safe to swing with the team and pump whoever you have to. You swing with the team. I block Captain Lannery Storm. You cast Invigorated Rampage on her trading with the raptor, and trampling for 1. I draw Mountain on the enrage trigger. You hit me (including trample) for 3 and an additional 1.

T4, me: draw Carnage Tyrant. Play Forest. I get to pick between Kinjalli's Sunwing and Ripjaw Raptor for blocks. ripjaw can block more trample if you top deck another rampage type card, and Kinjalli's Sunwing can stop either current threat and haste. So I would die to Glorybringer if I play Ripjaw Raptor (for example), and die to another Invigorated Rampage if I play Kinjalli's Sunwing... hm. Well I haven't seen a glorybringer, and you've already played out two Invigorated Rampage. Seems more valid to be scared of Glorybringer or something else hasty. I cast Kinjalli's Sunwing.

You: 20, Me: 4

T5, you: draw Wanted Scoundrels, play it tapped. You don't want to lose a creature, but attacking now means Shock and Lightning Strike are both lethal top decks. You swing with the team, I block Vicious Conquistador. You hit me for 1 and an additional 1, Vicious Conquistador dies.

T5, me: draw Regisaur Alpha, sweet. I play Mountain and Regisaur Alpha making a 3/3 dino token.

You: 20, Me: 2

T6, you: draw Cartouche of Zeal. Hm, well haste doesn't matter so long as Kinjalli's Sunwing lives. But you can force bad blocks by pumping Wanted Scoundrels and making it so Regisaur Alpha can't block. You get to force me to decide if I want to lose my token, or double block and lose the sunwing. If I double block, it does get me treasure though, not sure if you care now that I have 6 lands out. If you swing with both, double blocking would put me at 1 which makes vicious conquistador another lethal top deck. I think that's the plan now, make every top-deck lethal. You cast Cartouche of Zeal on Wanted Scoundrels making it so Regisaur Alpha can't block. I double block the scoundrel's dropping to 1. Kinjalli's Sunwing and Wanted Scoundrels both die. I get

T6, me: draw Kinjalli's Caller, not a bad "free" blocker. I cast Kinjalli's Caller, Ripjaw Raptor, and sacrifice two gold and cast Samut, the Tested. I tick her up and give Regisaur Alpha double strike, swinging for 8.

You: 12, me: 1

T7, you: draw Wanted Scoundrels, play it.

T7, me: draw Regisaur Alpha. Cast Carnage Tyrant, Tick up Samut, the Tested and give Carnage Tyrant double strike. I attack with Regisaur Alpha, 3/3 dino token with trample, Ripjaw Raptor, and Carnage Tyrant with double strike. There's 25 damage if unblocked, you're at 12. Blocking the tramplers would only bring damage down to 21, so we have to block more profitably than that... Easiest is to block regisaur with wily - and then scoundrels blocks ripjaw... That prevents the most damage and is 17 damage unblocked. Yup, that's game. GG.

For reference your next draws were: Vicious Conquistador, Captain Lannery Storm, and Wily Goblin. Would have had to survive a whole extra turn for Vicious Conquistador to win after summoning sickness - but a few turns earlier could have made a big impact.

That game was even closer to the last. This time I was on the draw, didn't have lifegain, and still stabilized. I'm wondering if Bomat Courier could replace Wily Goblin (also reduces the need for double red), but it might not fit in your sweet budget list. Other than that, maybe you're just over-loaded on creature pump cards that require a creature in play to matter? I actually do like Sword-Point Diplomacy in your deck, even though I don't think it's a good card. I think in a budget list like this going high variance fun and conditionally powerful cards is the way to go. Things like the old Vexing Devil and Browbeat make for fun high flavor games even if they aren't good cards 70% of the time.

I was surprised to see you consistently remove Kinjalli's Sunwing, but it makes sense. It's so good against aggro, but it is a bit fragile. Might consider Authority of the Consuls in the sideboard instead of an extra sunwing, as it's a bit better against aggro and is harder to remove (especially because Duress and Kitesail Freebooter are so weak against dinos, they might be sided out / not come in.). Unsurprisingly Regisaur Alpha is super sweet. Getting two blockers when I need it and making my attackers have haste is crazy. It very well might have been the key to winning last game, as I wouldn't have been able to beef up my tyrant and win the turn I played him, and I would have played defensively if I hadn't first calculated lethal with you having no cards in hand.

Cool deck, going to upvote. Looking forward to see what you do in the sideboard. All I would change is getting rid of Wily Goblin, it's not very fun or powerful once resolved - so I don't think it fits in a budget list.

xoorath on Huatli: The only dino gyno I know...

23 hours ago

Matchup against Treasure Production Control

Here's how it went:

Game one, treasure production control versus huatli: the only dino gyno I know...

You roll 2, I roll 5. I'll be on the play.

My hand: Forest, Inspiring Vantage, Kinjalli's Caller, 2x Attune with Aether, Otepec Huntmaster, Drover of the Mighty. No action, but I can get lands out of my deck. Seems okay. Keep.

Your hand: Island, Drowned Catacomb, Siren Stormtamer, Opt, Kitesail Freebooter, Disallow, Cartouche of Knowledge. Seems legit, keep.

T0, me: Forest, Attune with Aether for another Forest.T0, you: draw Opt. Play Island and Siren Stormtamer.

Me: 20 +2e, You: 20

T1, me: Draw Plains. Play Inspiring Vantage, Kinjalli's Caller, and cast Attune with Aether finding a mountain.T1, you: Draw Swamp. Play Swamp, cast Kitesail Freebooter. Nothing to exile... oh well, we know the opponent is flooded. Swing with siren for 1.

Me: 19 +4e, You: 20

T2, me: draw Commune with Dinosaurs, casting it. Revealing Commune with Dinosaurs, 2x Drover of the Mighty, and two lands. Ouch, at least those are gone from the top. I take Aether Hub. Play Forest and Drover of the Mighty.T2, you: draw Island. Play Drowned Catacomb. Let's hold this Disallow up since there's a potential 5 drop dino comming. We'll dig for action when we have enough mana to deny our opponent action and dig. We swing for two in the air.

Me: 17 +4e, you: 20

T3, me: Draw Charging Monstrosaur. I'd love to windmill slam this, but there's 3 mana up, and 2 damage in the air isn't really a problem. Let's see if they tap out for something. Play Aether Hub, and get in with Drover of the Mighty for 1. Post combat, play Otepec Huntmaster.T3, you: Draw Captain Lannery Storm. Finally some gold action, but no way to cast her yet. Let's play Island, swing for two and wait to play Opt at end of turn looking for action or more control.

Me: 15 +4e, You: 19

T3, me: Draw Regisaur Alpha, sweet. Let's see if you tap out for removal now that damage is symetric. I swing for two, you don't dig for removal since you're ahead you just take symetric beats and hold up a counter. Post combat I play Regisaur Alpha. In response you cast Opt seeing if there's a better response than Disallow. You find Drowned Catacomb and put it to the bottom, drawing Spell Pierce. You cast Disallow, countering Regisaur Alpha. I play a Mountain and pass. T3, you: Draw Captain Lannery Storm. You cast Opt hoping for a red source. You reveal Dragonskull Summit and play it. Casting Captain Lannery Storm, leaving up one blue for Spell Pierce in case it matters. You swing for 4, and make a treasure. I block Captain Lannery Storm with Kinjalli's Caller, taking 2.

Me: 13 +4e, you: 17

T4, me: draw Rootbound Crag. Not what I wanted. I play it and cast Charging Monstrosaur. I swing with it, Otepec Huntmaster, and drover of the mighty. You have no response and take 9.T4, you: draw Swamp. Yeah, that wont kill a dino. Hm. You play swamp. Pay two for Cartouche of Knowledge on Captain Lannery Storm. This draws you another Dragonskull Summit. You need to block something to survive, and best case scenario has you killing the dino. You decide the plan will be to get in with the lannery storm in hand, use the other lannery storm with the cartouche to block the dino and sacrafice two treasures to pump her up and trade with the dino. You still take trample, but there's no other way to kill it with just one creature currently. You cast Captain Lannery Storm, and have her swing for 2 getting a treasure. I block with Kinjalli's Caller.

Me: 13 +4e, you: 8

T5, me: draw Sunpetal Grove, playing it. I see the Captain Lannery Storm play, but since I have no other action, and you could decide to chump drover killing him too (once there's no more dino in play), I decide to hold onto my boardstate. Pass.T5, you: Draw Swamp, play Dragonskull Summit. Sweet, now you don't have to trade with the cartouche'd Captain Lannery Storm since you'll have 3 treasure to sac when chumping. You swing with Captain Lannery Storm and Siren Stormtamer. You think so long as you have Kitesail Freebooter up, it should be good enough to chump and live another turn if things go sideways. All damage is flying, no blocks. I take 4.

Me: 9 +4e, you: 8

T6, me: Draw Rootbound Crag and play it. I notice you'll have leathal in the air next turn if you make two treasures and sacrafice it all. I swing with Charging Monstrosaur. and Drover of the Mighty. You want to stay out of Lightning Strike range, so you can take 4 damage. So you think about the plan where you kill Charging Monstrosaur, but that takes out your win condition next turn. If you block enough damage to stay out of Lightning Strike range, it means losing Kitesail Freebooter and Captain Lannery Storm, putting the opponent down to 1. Unless they cast a spell we can Spell Swindle. You decide the risk of me having two Lightning Strike's in hand (one can be countered) is a pretty low risk. You block Drover of the Mighty with Captain Lannery Storm and take 5.T6, you: draw Metallic Mimic. Play Swamp and swing all in. Before damage you sacrafice all the treasure for blue, making damage lethal. GG.

So that was a close match. We were both lacking a bit of action, but your deck found a way to dig to cast those lannery storms which is nice. Holding up counterspells for what you care about was great. My deck got pretty badly flooded, but I knew that was a risk when I kept the hand. Having only two dino's probably wont survive against control, so I'll keep that in mind on the following games.

You bring in 3x Essence Scatter, going down 2x Spell Pierce and a Disallow for that. (countering an ETB trigger is worse than countering the creature it comes on, in this matchup). Fatal Push for the mana dorks would be nice, but it's a bad late game draw which seems to matter here. Let's just run it like that.

I bring in 2x Prowling Serpopard, going down 1x Kinjalli's Sunwing, 1x Charging Monstrosaur. Tempted to bring in Cast Out, but decide not to.

I lost, I'll be on the play.

My hand: Forest, Sunpetal Grove, Drover of the Mighty, Savage Stomp, Ripjaw Raptor, Regisaur Alpha, Carnage Tyrant. Just need one more land to function, sounds fine.

Your hand: Island, Essence Scatter, Metallic Mimic, Disallow, Mechanized Production, Deadeye Plunderers, Herald of Anguish. Can't do a one lander. Mull to 6.

Your hand: Island, Siren Stormtamer, Siren Stormtamer, Opt, Essence Scatter, Unlicensed Disintegration. Tempting, but so many cards are dead if we don't get another land. Mull to 5.

Your hand: 2x Island, Drowned Catacomb, Siren Stormtamer, Metallic Mimic. fine, keep. scry: Herald of Anguish to the bottom.

T0, me: Forest, go.T0, you: Draw Prying Blade. The plan will be mimc naming pirate then cast stormcaller, so let's just play Island and Prying Blade. Go.

T1, me: Draw Samut, the Tested. Play Sunpetal Grove, cast Drover of the Mighty.T1, you: draw Supreme Will decent... Play Drowned Catacomb, cast Metallic Mimic naming pirate.

T2, me: draw Rootbound Crag sweet. Play that, cast Ripjaw Raptor. Go.T2, you: draw Swamp. Play it, cast Siren Stormtamer. Can't cast Supreme Will anyways, so equip Siren Stormtamer with Prying Blade.

T3, me: draw Savage Stomp. Let's get samut down while you're tapped out. Play Samut, the Tested. Tick her up giving Ripjaw Raptor double strike. Swing with Ripjaw Raptor. You can't do much about that and take 8.T3, you: draw Swamp. Play Swamp.

Me: 20, You: 12

T4, me: draw Ripjaw Raptor. Cast Savage Stomp targeting Ripjaw Raptor and metalic mimic. You play Supreme Will hoping to at least tap me down. I don't pay the cost. I cast the other Savage Stomp doing the same. You begrudgingly sacrafice Siren Stormtamer to counter that. I tick up samut giving Drover of the Mighty double strike. I swing with the team. You block Drover of the Mighty taking 7.T4, you: draw Spell Swindle, scoop.

Having to mull for mana really killed you that game. Not having as much or more action than a midrange deck makes it pretty tough.

Your hand: Island, Dragonskull Summit, Metallic Mimic, Cartouche of Knowledge, Supreme Will, 2 Kitesail Freebooter. Keep.

My hand: Sunpetal Grove, Aether Hub, Kinjalli's Sunwing, 2 Kinjalli's Caller, Ripjaw Raptor. Seems okay, keep.

T0, You: Play Dragonskull Summit tapped.T0, me: Draw Inspiring Vantage. Play it, play Kinjalli's Caller.

T1, you: Draw Drowned Catacomb. Play Island, play Kitesail Freebooter. Take nothing.T1, me: Draw Drover of the Mighty. Play Aether Hub, cast Kinjalli's Sunwing. Drover could fix for green, but I don't want to risk fatal push and lose my only energy, setting me back a turn. I'll wait.

T2, you: draw Opt. Play Drowned Catacomb, play Metallic Mimic naming pirate. hold up blue mana for EOT opt.T2, me: draw Savage Stomp. Play Sunpetal Grove tapped. Cast Savage Stomp targeting Kinjalli's Sunwing and Metallic Mimic, killing mimic and putting a +1/+1 counter on the sunwing. Swing with Kinjalli's Sunwing for 3 (noting it's taken 2 damage, should still survive if you block). You declare no blocks, taking 3. Post combat I play Kinjalli's Caller. EOT you play Opt, putting Mechanized Production on the bottom drawing Swamp.

Me: 20 +1e, You: 17

T3, you: draw Siren Stormtamer, play Swamp, cast Siren Stormtamer tapped. Pass the turn leaving up supreme will.T3, me: draw Carnage Tyrant. I see 3 mana up expecting a counter. I move to combat, swinging for 3 in the air. You take 3. Postcombat I play Drover of the Mighty. You let it resolve, keeping Supreme Will for a possible ripjaw, regisaur, or monstrosaur later, since you only have one counter.

me: 20 +1e, you: 14

T4, you: draw Island, play it. Pay two for Kitesail Freebooter to see if the coast is clear. You take nothing and see the Carnage Tyrant, so that sucks - but at least supreme will can dig for an answer. You're not sure there's anything in the deck that can answer it except blockers, but we'll play this through.T4, me: draw Carnage Tyrant. Well, no surprises now. I wont be able to surprise attack with a hastey one next turn, so I might as well throw him down. I move to combat, swinging for 3. No blocks. Post combat, play Carnage Tyrant. EOT you supreme will, spotting Spell Swindle, Herald of Anguish and two lands. You take Herald of Anguish hoping to dop deck a land, survive one turn, and use him and something else to block the tyrant....

me: 20 +1e, you: 11

T5, you: draw Herald of Anguish. not good. Play Cartouche of Knowledge on a Kitesail Freebooter, drawing Disallow. I think the only line now is to top deck a Spell Swindle next turn and somehow hit something big enough to let you cast both heralds? Even then we need removal for Kinjalli's Sunwing or they come into play tapped. So we need a ton of things to go right - let's try our best.

T5, me: draw Prowling Serpopard. swing with Kinjalli's Sunwing, Drover of the Mighty, and Carnage Tyrant. Let's double block with Kitesail Freebooter's on the Kinjalli's Sunwing, Siren Stormtamer chumps Drover of the Mighty. Take 7, Siren Stormtamer and the Kitesail Freebooter with the cartouche die. Post combat I play Carnage Tyrant number 2, you scoop.

I think Bontu's Last Reckoning in the sideboard could have helped you stabalize, and maybe Doomfall. I think Kitesail Freebooter is a sweet card, but against such a creature heavy deck, she's just a 1/2 flier for 2 most of the time. Disallow seems versitile, but I'd keep an eye out how often you would use it over a negate. Herald of Anguish also seems nuts when you have treasure and equipment out, but when he's on his own he doesn't seem very good. I wouldn't go so far as to call him a win more card, but I just don't think he's good enough in a vaccume to be played in a deck with so many spells and creatures that don't generate artifacts. The synergy is there, but it doesn't feel very strong.

Anyways, cool deck man. Might be hard to edge out a midrange creature deck like naya dino's, but with some tweaking I think it could reliably be done - so long as it's a big enough slice of the meta to fight using your sideboard.

xoorath on Treasure Production Control

23 hours ago

Hey, sweet deck! I did some playtesting against my dino deck Huatli: The only dino gyno I know... if you're interested. Here's how it went:

Game one, treasure production control versus huatli: the only dino gyno I know...

You roll 2, I roll 5. I'll be on the play.

My hand: Forest, Inspiring Vantage, Kinjalli's Caller, 2x Attune with Aether, Otepec Huntmaster, Drover of the Mighty. No action, but I can get lands out of my deck. Seems okay. Keep.

Your hand: Island, Drowned Catacomb, Siren Stormtamer, Opt, Kitesail Freebooter, Disallow, Cartouche of Knowledge. Seems legit, keep.

T0, me: Forest, Attune with Aether for another Forest.T0, you: draw Opt. Play Island and Siren Stormtamer.

Me: 20 +2e, You: 20

T1, me: Draw Plains. Play Inspiring Vantage, Kinjalli's Caller, and cast Attune with Aether finding a mountain.T1, you: Draw Swamp. Play Swamp, cast Kitesail Freebooter. Nothing to exile... oh well, we know the opponent is flooded. Swing with siren for 1.

Me: 19 +4e, You: 20

T2, me: draw Commune with Dinosaurs, casting it. Revealing Commune with Dinosaurs, 2x Drover of the Mighty, and two lands. Ouch, at least those are gone from the top. I take Aether Hub. Play Forest and Drover of the Mighty.T2, you: draw Island. Play Drowned Catacomb. Let's hold this Disallow up since there's a potential 5 drop dino comming. We'll dig for action when we have enough mana to deny our opponent action and dig. We swing for two in the air.

Me: 17 +4e, you: 20

T3, me: Draw Charging Monstrosaur. I'd love to windmill slam this, but there's 3 mana up, and 2 damage in the air isn't really a problem. Let's see if they tap out for something. Play Aether Hub, and get in with Drover of the Mighty for 1. Post combat, play Otepec Huntmaster.T3, you: Draw Captain Lannery Storm. Finally some gold action, but no way to cast her yet. Let's play Island, swing for two and wait to play Opt at end of turn looking for action or more control.

Me: 15 +4e, You: 19

T3, me: Draw Regisaur Alpha, sweet. Let's see if you tap out for removal now that damage is symetric. I swing for two, you don't dig for removal since you're ahead you just take symetric beats and hold up a counter. Post combat I play Regisaur Alpha. In response you cast Opt seeing if there's a better response than Disallow. You find Drowned Catacomb and put it to the bottom, drawing Spell Pierce. You cast Disallow, countering Regisaur Alpha. I play a Mountain and pass. T3, you: Draw Captain Lannery Storm. You cast Opt hoping for a red source. You reveal Dragonskull Summit and play it. Casting Captain Lannery Storm, leaving up one blue for Spell Pierce in case it matters. You swing for 4, and make a treasure. I block Captain Lannery Storm with Kinjalli's Caller, taking 2.

Me: 13 +4e, you: 17

T4, me: draw Rootbound Crag. Not what I wanted. I play it and cast Charging Monstrosaur. I swing with it, Otepec Huntmaster, and drover of the mighty. You have no response and take 9.T4, you: draw Swamp. Yeah, that wont kill a dino. Hm. You play swamp. Pay two for Cartouche of Knowledge on Captain Lannery Storm. This draws you another Dragonskull Summit. You need to block something to survive, and best case scenario has you killing the dino. You decide the plan will be to get in with the lannery storm in hand, use the other lannery storm with the cartouche to block the dino and sacrafice two treasures to pump her up and trade with the dino. You still take trample, but there's no other way to kill it with just one creature currently. You cast Captain Lannery Storm, and have her swing for 2 getting a treasure. I block with Kinjalli's Caller.

Me: 13 +4e, you: 8

T5, me: draw Sunpetal Grove, playing it. I see the Captain Lannery Storm play, but since I have no other action, and you could decide to chump drover killing him too (once there's no more dino in play), I decide to hold onto my boardstate. Pass.T5, you: Draw Swamp, play Dragonskull Summit. Sweet, now you don't have to trade with the cartouche'd Captain Lannery Storm since you'll have 3 treasure to sac when chumping. You swing with Captain Lannery Storm and Siren Stormtamer. You think so long as you have Kitesail Freebooter up, it should be good enough to chump and live another turn if things go sideways. All damage is flying, no blocks. I take 4.

Me: 9 +4e, you: 8

T6, me: Draw Rootbound Crag and play it. I notice you'll have leathal in the air next turn if you make two treasures and sacrafice it all. I swing with Charging Monstrosaur. and Drover of the Mighty. You want to stay out of Lightning Strike range, so you can take 4 damage. So you think about the plan where you kill Charging Monstrosaur, but that takes out your win condition next turn. If you block enough damage to stay out of Lightning Strike range, it means losing Kitesail Freebooter and Captain Lannery Storm, putting the opponent down to 1. Unless they cast a spell we can Spell Swindle. You decide the risk of me having two Lightning Strike's in hand (one can be countered) is a pretty low risk. You block Drover of the Mighty with Captain Lannery Storm and take 5.T6, you: draw Metallic Mimic. Play Swamp and swing all in. Before damage you sacrafice all the treasure for blue, making damage lethal. GG.

So that was a close match. We were both lacking a bit of action, but your deck found a way to dig to cast those lannery storms which is nice. Holding up counterspells for what you care about was great. My deck got pretty badly flooded, but I knew that was a risk when I kept the hand. Having only two dino's probably wont survive against control, so I'll keep that in mind on the following games.

You bring in 3x Essence Scatter, going down 2x Spell Pierce and a Disallow for that. (countering an ETB trigger is worse than countering the creature it comes on, in this matchup). Fatal Push for the mana dorks would be nice, but it's a bad late game draw which seems to matter here. Let's just run it like that.

I bring in 2x Prowling Serpopard, going down 1x Kinjalli's Sunwing, 1x Charging Monstrosaur. Tempted to bring in Cast Out, but decide not to.

I lost, I'll be on the play.

My hand: Forest, Sunpetal Grove, Drover of the Mighty, Savage Stomp, Ripjaw Raptor, Regisaur Alpha, Carnage Tyrant. Just need one more land to function, sounds fine.

Your hand: Island, Essence Scatter, Metallic Mimic, Disallow, Mechanized Production, Deadeye Plunderers, Herald of Anguish. Can't do a one lander. Mull to 6.

Your hand: Island, Siren Stormtamer, Siren Stormtamer, Opt, Essence Scatter, Unlicensed Disintegration. Tempting, but so many cards are dead if we don't get another land. Mull to 5.

Your hand: 2x Island, Drowned Catacomb, Siren Stormtamer, Metallic Mimic. fine, keep. scry: Herald of Anguish to the bottom.

T0, me: Forest, go.T0, you: Draw Prying Blade. The plan will be mimc naming pirate then cast stormcaller, so let's just play Island and Prying Blade. Go.

T1, me: Draw Samut, the Tested. Play Sunpetal Grove, cast Drover of the Mighty.T1, you: draw Supreme Will decent... Play Drowned Catacomb, cast Metallic Mimic naming pirate.

T2, me: draw Rootbound Crag sweet. Play that, cast Ripjaw Raptor. Go.T2, you: draw Swamp. Play it, cast Siren Stormtamer. Can't cast Supreme Will anyways, so equip Siren Stormtamer with Prying Blade.

T3, me: draw Savage Stomp. Let's get samut down while you're tapped out. Play Samut, the Tested. Tick her up giving Ripjaw Raptor double strike. Swing with Ripjaw Raptor. You can't do much about that and take 8.T3, you: draw Swamp. Play Swamp.

Me: 20, You: 12

T4, me: draw Ripjaw Raptor. Cast Savage Stomp targeting Ripjaw Raptor and metalic mimic. You play Supreme Will hoping to at least tap me down. I don't pay the cost. I cast the other Savage Stomp doing the same. You begrudgingly sacrafice Siren Stormtamer to counter that. I tick up samut giving Drover of the Mighty double strike. I swing with the team. You block Drover of the Mighty taking 7.T4, you: draw Spell Swindle, scoop.

Having to mull for mana really killed you that game. Not having as much or more action than a midrange deck makes it pretty tough.

Your hand: Island, Dragonskull Summit, Metallic Mimic, Cartouche of Knowledge, Supreme Will, 2 Kitesail Freebooter. Keep.

My hand: Sunpetal Grove, Aether Hub, Kinjalli's Sunwing, 2 Kinjalli's Caller, Ripjaw Raptor. Seems okay, keep.

T0, You: Play Dragonskull Summit tapped.T0, me: Draw Inspiring Vantage. Play it, play Kinjalli's Caller.

T1, you: Draw Drowned Catacomb. Play Island, play Kitesail Freebooter. Take nothing.T1, me: Draw Drover of the Mighty. Play Aether Hub, cast Kinjalli's Sunwing. Drover could fix for green, but I don't want to risk fatal push and lose my only energy, setting me back a turn. I'll wait.

T2, you: draw Opt. Play Drowned Catacomb, play Metallic Mimic naming pirate. hold up blue mana for EOT opt.T2, me: draw Savage Stomp. Play Sunpetal Grove tapped. Cast Savage Stomp targeting Kinjalli's Sunwing and Metallic Mimic, killing mimic and putting a +1/+1 counter on the sunwing. Swing with Kinjalli's Sunwing for 3 (noting it's taken 2 damage, should still survive if you block). You declare no blocks, taking 3. Post combat I play Kinjalli's Caller. EOT you play Opt, putting Mechanized Production on the bottom drawing Swamp.

Me: 20 +1e, You: 17

T3, you: draw Siren Stormtamer, play Swamp, cast Siren Stormtamer tapped. Pass the turn leaving up supreme will.T3, me: draw Carnage Tyrant. I see 3 mana up expecting a counter. I move to combat, swinging for 3 in the air. You take 3. Postcombat I play Drover of the Mighty. You let it resolve, keeping Supreme Will for a possible ripjaw, regisaur, or monstrosaur later, since you only have one counter.

me: 20 +1e, you: 14

T4, you: draw Island, play it. Pay two for Kitesail Freebooter to see if the coast is clear. You take nothing and see the Carnage Tyrant, so that sucks - but at least supreme will can dig for an answer. You're not sure there's anything in the deck that can answer it except blockers, but we'll play this through.T4, me: draw Carnage Tyrant. Well, no surprises now. I wont be able to surprise attack with a hastey one next turn, so I might as well throw him down. I move to combat, swinging for 3. No blocks. Post combat, play Carnage Tyrant. EOT you supreme will, spotting Spell Swindle, Herald of Anguish and two lands. You take Herald of Anguish hoping to dop deck a land, survive one turn, and use him and something else to block the tyrant....

me: 20 +1e, you: 11

T5, you: draw Herald of Anguish. not good. Play Cartouche of Knowledge on a Kitesail Freebooter, drawing Disallow. I think the only line now is to top deck a Spell Swindle next turn and somehow hit something big enough to let you cast both heralds? Even then we need removal for Kinjalli's Sunwing or they come into play tapped. So we need a ton of things to go right - let's try our best.

T5, me: draw Prowling Serpopard. swing with Kinjalli's Sunwing, Drover of the Mighty, and Carnage Tyrant. Let's double block with Kitesail Freebooter's on the Kinjalli's Sunwing, Siren Stormtamer chumps Drover of the Mighty. Take 7, Siren Stormtamer and the Kitesail Freebooter with the cartouche die. Post combat I play Carnage Tyrant number 2, you scoop.

I think Bontu's Last Reckoning in the sideboard could have helped you stabalize, and maybe Doomfall. I think Kitesail Freebooter is a sweet card, but against such a creature heavy deck, she's just a 1/2 flier for 2 most of the time. Disallow seems versitile, but I'd keep an eye out how often you would use it over a negate. Herald of Anguish also seems nuts when you have treasure and equipment out, but when he's on his own he doesn't seem very good. I wouldn't go so far as to call him a win more card, but I just don't think he's good enough in a vaccume to be played in a deck with so many spells and creatures that don't generate artifacts. The synergy is there, but it doesn't feel very strong.

Anyways, cool deck man. Might be hard to edge out a midrange creature deck like naya dino's, but with some tweaking I think it could reliably be done - so long as it's a big enough slice of the meta to fight using your sideboard.

xoorath on Huatli: The only dino gyno I know...

1 day ago

Mirror matchup against Ixalan Dino

You rolled 7. I rolled 1. You're on the play.

Your hand: Mountain, Aether Hub, 2x Gift of Paradise, Walking Ballista, Cast Out, Rhonas the Indomitable. Seems good if we can cast one gift of paradise. Keep.

My hand: Plains, Forest, Attune with Aether, Rootbound Crag, Otepec Huntmaster, 2x Ripjaw Raptor. Snap keep.

T0, you: Mountain pass.

T0, me: Draw Regisaur Alpha. Play Forest, cast Attune with Aether finding Forest. pass

(you: 20life, me: 20life + 2energy)

T1, you: Draw Drover of the Mighty. Play Aether Hub, tap for green casting Drover of the Mighty. (so long as there's no removal this turn, gift of paradise comes down more reliably next turn.)

T1, me: Draw Attune with Aether. Play Rootbound Crag. Cast Otepec Huntmaster (turn 3 ripjaw will be sweet)

(you: 20life, me: 20life + 2energy)

T2, you: draw Aether Hub. Play Aether Hub. Tap Drover of the Mighty for green, hub and mountain to cast gift of paradise targeting the untapped aether hub.

T2, me: draw Kinjalli's Caller. Play Plains, cast Kinjalli's Caller, pay two green for Ripjaw Raptor. Tap Otepec Huntmaster to give ripjaw haste, swing for 4.

(you: 16life 1energy, me: 20life + 2energy)

T3, you: draw Drover of the Mighty. Will probably need to Cast Out that ripjaw, I'll wait to do it once I know if there's a bigger threat.

T3, me: draw Kinjalli's Sunwing. Play Forest, pay three for Regisaur Alpha creating a token. I'm tempted to also cast the sunwing and attack with the team, but I'm scared you might have mana up for Settle the Wreckage. I play it safe, tapping the huntmaster to give Regisaur Alpha haste, and swing with him, the token, and ripjaw. You chump Regisaur alpha, tapping Drover of the Mighty for mana, and cast Cast Out targeting ripjaw, taking 3. You hope to draw an answer or something that will turn on rhonas. Post combat I cast Kinjalli's Sunwing, hoping to make blocking impossible for lethal next turn.

(you: 13life 1energy, me: 20life + 2energy)

T4, you: draw Regisaur Alpha. Play Rhonas the Indomitable tapped.

T4, me: draw Drover of the Mighty. Cast Ripjaw Raptor. Swing for 15.

I got a crazy good opening hand, and you couldn't turn on Drover of the Mighty with your construct and god creatures. A lack of synergy probably hurt the odds, but you were up against a tough hand. Onto game 2!

You bring in 2 Lightning Strike hoping to kill the mana dorks. Take out 2 Cast Out. Dino's is going wide, cheaper spot removal will probably help more.

I bring in Settle the Wreckage, and two Abrade. Going down two Charging Monstrosaur, one Carnage Tyrant. Rational is similar, I want the mana dorks gone. I also think the matchup will be a bit grindy, and nuking some attackers will be relevant. It might get you to a high cost dino, so I'll have to be careful.

Your hand: One Sheltered Thicket and only one Commune with Dinosaurs to fix. Too risky, mul to 6.Your hand: 2 Forest, Abrade, Walking Ballista, Carnage Tyrant, Regisaur Alpha. That's better, but I'll need red. Might be able to ballista a drover of the mighty if I need to. Keep.

My hand: Aether Hub, Forest, Attune with Aether, Rootbound Crag, Kinjalli's Sunwing, Savage Stomp, Regisaur Alpha. Keep.

T0, you: Play Forest, pass.

T0, me: Draw Rootbound Crag, Play Forest, Attune with Aether for a Plains. pass.

(you: 20life, me: 20life + 2energy)

T1, you: Draw Abrade, play Forest. pass.

T1, me: Draw Aether Hub. Play Rootbound Crag.

(you: 20life, me: 20life + 2energy)

T2, you: Draw Sunpetal Grove. Play Sunpetal Grove, pass.

T2, me: Draw Drover of the Mighty. Play Kinjalli's Sunwing, pass.

(you: 20life, me: 20life + 2energy)

T3, you: Draw Rootbound Crag (good timing!). Play Rootbound Crag.

T3, me: Draw Ripjaw Raptor. Play Rootbound Crag, swing for 2 flying. You Abrade the Kinjalli's Sunwing. Second main I play Ripjaw Raptor.

(you: 20life, me: 20life + 2energy)

T4, you: draw Regisaur Alpha. Pay 4, Walking Ballista with x=2. Really hoping we have a better answer to ripjaw than a ton of pings....

T4, me: draw Aether Hub. Cast Savage Stomp targeting the ballista. In response you remove both counters and hurt me for 2. Savage Stomp has no legal target as it resolves, resolves and fizzles, no counter for ripjaw. Ripjaw swings for 4. Post combat, play Drover of the Mighty.

(you: 16life, me: 18life + 2energy)

T5, you: draw Sunpetal Grove. Play Sunpetal Grove, cast Regisaur Alpha. Going to stay back on defense...

T5, me: draw Inspiring Vantage. Play Inspiring Vantage tapped. Pay 5 for regisaur, making a token. Swing with ripjaw, the token, and drover of the mighty. You want to regain some board state. You have Regisaur Alpha block drover, and the tokens trade. Tokens die, drover dies.

(you: 12life, me: 18life + 2energy)

T6, you: draw Lightning Strike. Play Regisaur Alpha making a token.

T6, me, draw: Drover of the Mighty. Play Aether Hub. I swing with the team. You have one Regisaur Alpha block a token. The other Regisaur Alpha blocks drover of the mighty. Your token chumps Regisaur Alpha. My Drover of the Mighty and tokens both die, you take 4. Postcombat I play Drover of the Mighty

(you: 8life, me: 18life + 2energy)

T7, you: Draw Walking Ballista. Passing the turn, thinking about blocks that need to happen. Hoping to profitably trade with better followups in hand.

T7, me: Draw Savage Stomp. I cast Savage Stomp targeting my Ripjaw Raptor and your Regisaur Alpha. Resolves, I draw a Drover of the Mighty. I move to combat, swing with the team. You Abrade the Ripjaw Raptor now that it's taken damage. I draw Kinjalli's Sunwing but ripjaw dies. You consider profitably blocking the Drover of the Mighty, tough call. You know if I have a poor followup it's a decent out to trade with the alpha's next turn. You go for it, killing Drover of the Mighty and taking 4. Postcombat I play Drover of the Mighty and Kinjalli's Sunwing.

(you: 4life, me: 18life + 2energy)

T8, you: draw Glorybringer. not bad! We can't attack and exert yet though because of the sunwing. Other options.... hm. We can abrade the sunwing, ballista X=1 and have it semi-trade with Drover of the Mighty by pinging it, once we trade Regisaur Alpha's. It does mean drover hits us for 3, but it dies once there's no more dinos. It's probably the best line from here. We cast Walking Ballista tapped X=1 leaving up red mana.

T8, me: draw Savage Stomp. That'll probably do it. I cast Savage Stomp targeting my Regisaur Alpha and your Regisaur Alpha. Mine gets a counter and yours dies. You start seeing another line of survival. I swing with the team. You Abrade the sunwing. You remove a counter from Walking Ballista shooting down regisaur alpha (who's taken 4 damage). Drover of the Mighty shrinks and hits you for 1. That was close....!

(you: 3life, me: 18life + 2energy)

T9, you: draw Rhonas the Indomitable. You know I have one card in hand and 6 mana up. So I either couldn't cast a Gishath, Sun's Avatar, have a hastey Charging Monstrosaur, or no action in hand... That's good news, we might have stabalized. You're missing second red source to play Glorybringer, so you cast Rhonas the Indomitable and hope Lightning Strike in hand will be enough.

T9, me: Draw Samut, the Tested. Nice, I can ping for two for the win if I get through with Drover of the Mighty. I'll try, and swing for 1 without showing samut. You think about the impact. Maybe I'm just chipping in to win a few turns from now, or maybe there's a combat trick? You don't think there's shock since lightning strike is probably better, but you know you'd be dead to lightning strike anyways. You decide not to take the risk and Lightning Strike drover the mighty. Postcombat I play samut, tick her down and hit you for 2.

(you: 1life, me: 18life + 2energy)

T10, you: draw Mountain. Holy crap, yes. You play Mountain, cast Glorybringer. Rhonas the Indomitable swings at samut. You leave glory bringer back since it can be a blocker. If Glorybringer is removed rhonas couldn't block anyways, so might as well keep a blocker in the air.

T10, I draw Charging Monstrosaur. I play it, swing for 5. You block. I trample for 1 damage. GG.

Wow, what close match. I had you on the backfoot for so long, but you kept on stabalizing. Rhonas the Indomitable is such a good card, but really can't stabalize on his own. Again Kinjalli's Sunwing was a big player, kept blockers tapped and is super good against Glorybringer. I'd suggest some of them in the sideboard at least against creature matchups. Can play a big role offensively and defensively against haste.

xoorath on Ixalan Dino

1 day ago

If you're interested, here's a write-up of some games against my similar naya dino deck. Trying to practice against the mirror. Huatli: The only dino gyno I know...

You rolled 7. I rolled 1. You're on the play.

Your hand: Mountain, Aether Hub, 2x Gift of Paradise, Walking Ballista, Cast Out, Rhonas the Indomitable. Seems good if we can cast one gift of paradise. Keep.

My hand: Plains, Forest, Attune with Aether, Rootbound Crag, Otepec Huntmaster, 2x Ripjaw Raptor. Snap keep.

T0, you: Mountain pass.

T0, me: Draw Regisaur Alpha. Play Forest, cast Attune with Aether finding Forest. pass

(you: 20life, me: 20life + 2energy)

T1, you: Draw Drover of the Mighty. Play Aether Hub, tap for green casting Drover of the Mighty. (so long as there's no removal this turn, gift of paradise comes down more reliably next turn.)

T1, me: Draw Attune with Aether. Play Rootbound Crag. Cast Otepec Huntmaster (turn 3 ripjaw will be sweet)

(you: 20life, me: 20life + 2energy)

T2, you: draw Aether Hub. Play Aether Hub. Tap Drover of the Mighty for green, hub and mountain to cast gift of paradise targeting the untapped aether hub.

T2, me: draw Kinjalli's Caller. Play Plains, cast Kinjalli's Caller, pay two green for Ripjaw Raptor. Tap Otepec Huntmaster to give ripjaw haste, swing for 4.

(you: 16life 1energy, me: 20life + 2energy)

T3, you: draw Drover of the Mighty. Will probably need to Cast Out that ripjaw, I'll wait to do it once I know if there's a bigger threat.

T3, me: draw Kinjalli's Sunwing. Play Forest, pay three for Regisaur Alpha creating a token. I'm tempted to also cast the sunwing and attack with the team, but I'm scared you might have mana up for Settle the Wreckage. I play it safe, tapping the huntmaster to give Regisaur Alpha haste, and swing with him, the token, and ripjaw. You chump Regisaur alpha, tapping Drover of the Mighty for mana, and cast Cast Out targeting ripjaw, taking 3. You hope to draw an answer or something that will turn on rhonas. Post combat I cast Kinjalli's Sunwing, hoping to make blocking impossible for lethal next turn.

(you: 13life 1energy, me: 20life + 2energy)

T4, you: draw Regisaur Alpha. Play Rhonas the Indomitable tapped.

T4, me: draw Drover of the Mighty. Cast Ripjaw Raptor. Swing for 15.

I got a crazy good opening hand, and you couldn't turn on Drover of the Mighty with your construct and god creatures. A lack of synergy probably hurt the odds, but you were up against a tough hand. Onto game 2!

You bring in 2 Lightning Strike hoping to kill the mana dorks. Take out 2 Cast Out. Dino's is going wide, cheaper spot removal will probably help more.

I bring in Settle the Wreckage, and two Abrade. Going down two Charging Monstrosaur, one Carnage Tyrant. Rational is similar, I want the mana dorks gone. I also think the matchup will be a bit grindy, and nuking some attackers will be relevant. It might get you to a high cost dino, so I'll have to be careful.

Your hand: One Sheltered Thicket and only one Commune with Dinosaurs to fix. Too risky, mul to 6.Your hand: 2 Forest, Abrade, Walking Ballista, Carnage Tyrant, Regisaur Alpha. That's better, but I'll need red. Might be able to ballista a drover of the mighty if I need to. Keep.

My hand: Aether Hub, Forest, Attune with Aether, Rootbound Crag, Kinjalli's Sunwing, Savage Stomp, Regisaur Alpha. Keep.

T0, you: Play Forest, pass.

T0, me: Draw Rootbound Crag, Play Forest, Attune with Aether for a Plains. pass.

(you: 20life, me: 20life + 2energy)

T1, you: Draw Abrade, play Forest. pass.

T1, me: Draw Aether Hub. Play Rootbound Crag.

(you: 20life, me: 20life + 2energy)

T2, you: Draw