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Savage Stomp cost 2 less to cast if it targets a Dinosaur you control.
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control.
Savage Stomp Discussion
3 months ago
3 months ago
Actually, I will give a few thoughts.
The Immortal Sun - What does this do for your deck or game plan? It tries to do a lot but instead only does a little of a bunch of things for too high of a cost.
Decimate - Zacama, Primal Calamity should take care of most of your artifact and enchantment destruction on his own, making this redundant, but this card also comes with the unfortunate problem that you can ONLY cast it if you have viable creature, artifact, enchantment, AND land targets. If you are missing any one of the 4 it's a dead card, and if one of those 4 is your own then you're forced to destroy that. Now, if you find that you really need more artifact and enchantment hate look into cards like Krosan Grip or Force of Vigor .
Savage Stomp - Why would you risk your creatures with this? If you are able to target them then you already have removal in the form of Path to Exile or Swords to Plowshares , not to mention Zacama, Primal Calamity ability to deal damage to creatures. If your opponent has a combat trick then you just lost your creature. It's a gimmicky card and I think there are better things you can do with the card slot in your deck. For example, Aggravated Assault or Reckless Assault will give you multiple combats which will really let you bring the full power of your dinosaurs to bear without giving your opponents time to recover.
Priest of the Wakening Sun - Why? If you need a fetch then run cards like Worldly Tutor , Finale of Devastation or Chord of Calling . If you need lifegain there are plenty of better sources. This just reveals cards in your hand to your opponents, gains a tiny bit of life, and kills an entire turn with your expensive fetch.
Atzocan Seer - Skip the returning Dinosaurs. You're a creature deck, and a big one at that. Just focus on constantly dropping big creatures and hitting your opponent, putting so much pressure on them that they don't have time to worry about strategy. Aggro decks don't really worry about their graveyard. As for the mana, you'd be far better served with Birds of Paradise or Sylvan Caryatid , or if you go non-budget then Bloom Tender .
Gigantosaurus - I'm honestly really not a fan of anything that costs 5 of the same color. This pretty much kills anything else you were planning on doing on your turn, which is absolutely not what you want to have happen. Sure it's a 10/10, but it's really not worth that downside, especially without trample. Look at Carnage Tyrant for a fantastic alternative.
Kinjalli's Sunwing - This draws unnecessary hate and really doesn't help your game out that much. You have a deck of giant dinosaurs. This shouldn't be an issue. If you really feel you need it then look into Authority of the Consuls or Urabrask the Hidden instead.
Runic Armasaur - Too specific and unreliable. There are better uses for the card slot.
Sakura-Tribe Elder - While a good card, your deck can't take full advantage of this and would be better off running land fetches like Tempt with Discovery , Nature's Lore , or Skyshroud Claim , all of which are better and come out untapped.
Samut, Voice of Dissent - Why in heaven's name are you running this? This card is awful? If it's for the haste then there are tons of better cards. Look at Fervor , Rhythm of the Wild , or Fires of Yavimaya . Even Urabrask the Hidden would be a better way to spend 5 mana. Is it for the untap effect? There are still much better options such as Seedborn Muse . This card burns 5 mana for no good reason. No. Just no.
Shalai, Voice of Plenty - Meh. I'd run Leyline of Sanctity or Privileged Position instead. Asceticism , Archetype of Endurance , and Sterling Grove are other good options. All are harder to hit and kill. It's nice but overall i'd run the alternatives instead.
Shifting Ceratops - Doesn't do enough. It's nice but not good enough overall.
Territorial Hammerskull - While not inherently bad, it's also just "meh". It's okay. I'd rather have cards that give your creatures trample and just march your dinosaurs through your opponents, and/or bigger and better creatures.
Jaya, Venerated Firemage - Why? This is a waste of a good slot. Run Warstorm Surge and get a far better effect than her. If you want more damage then run Dictate of the Twin Gods . She's really not worth it.
Samut, Tyrant Smasher - This card is awful. Run any, and I mean any haste enabler instead. Her negative is awful and her passive is better on any other card. Honestly, run Xenagos, God of Revels . He's amazing, gives haste, doubles a creature's power, and add's their power to their toughness.
Temple of the False God - I've taken this out of most, if not all, of my decks by now. It's not great honestly. It seems really good, but if you get it early game then it's a dead land that stares up into you and slowly seeps the joy out of your soul, and if you get it late game then it's just an extra mana that really doesn't matter to you.
4 months ago
Draconos89: I appreciate the shout-out, but I must admit I don't play Arena or MTGO, so my knowledge base isn't well suited to decks in those metas. Off the top, I definitely understand a lot of the reasoning that Lambofan217 has in his above breakdown, and would recommend going more in that direction for your deck as well.
In general, lifegain strategies are really only beneficial against aggro decks, so cards like Verdant Sun's Avatar and Imperial Ceratops fare much better in your sideboard against faster/more aggressive decks.
Rather than Kinjalli's Caller for ramp, why not Drover of the Mighty and/or Otepec Huntmaster ? If you draw into Drover after you have Marauding Raptor on the field, it is a 3/3 and thus will survive the Raptor's attack. While Huntmaster won't survive post-Marauding Raptor, it acts like another Raptor in the deck by also being a 2cmc creature that reduces the cost of your Dinos, but also has the upside of haste-ing whichever dinos enter the board after it. This helps keep pressure up on your opponent until you can drop Regisaur Alpha for the blanket haste as well. I think these non-Dino ramp creatures will be more effective in your deck than Kinjalli's Caller.
I don't really understand why you have Wilderness Reclamation in this deck, since you don't utilize any instant-speed effects besides Icon of Ancestry that benefit you keeping the mana open. I think if you keep this, you should consider adding some more mana-sinks you can activate at instant speed, like Thundering Spineback to use your mana to start building up a herd of 4/4 trample dino tokens.
I honestly think the deck is better served without Wilderness Reclamation, and replacing it with more dig/search effects to take some pressure off of Vivien. Commune with Dinosaurs seems like it would be really good in Dino tribal, since if you somehow whiff and find no dinosaurs in the top 5, you can at least grab a land instead and filter out 5 cards to get you closer to more dinos. Plus, if you include Thunderherd Migration , you can T1 Commune to dig and find a dino, then T2 Thunderherd Migration revealing the same dino you found with Commune and continue ramping to get your big dinos out faster.
Savage Stomp seems like an auto-include in any dinos deck, but especially one utilizing the Enrage mechanic. It only costs G when you target a dino, and since Fighting has the opponent's creature deal damage back it is a guaranteed Enrage trigger on top of targeted removal. That seems incredibly useful. I would probably also include one or two copies of Dinosaur Stampede as a win-con, since it is a combat trick and grants all your dinos Trample to push through that last bit of lethal damage.
Again, take all of this with a grain of salt, since I don't know very much about the MTGA meta, or what type of "typical dinosaur decks" you are trying to be different from. Either way, Dinos are pretty freaking badass though, and it seems like you have strong bones in this deck to improve upon!
4 months ago
I have been playing Dinosaur Tribal ever since Ixalan came out and have a few things to suggest. The main problem still is that the white dinosaurs kind of suck in today's standard. I had splashed into Jund dinos way back in Guilds of Ravnica and find it much more consistent and competitive against the top tier decks of the meta. With the support that those colors got in M20, its safe to say that that is still going to be your best option. Now for individual reasons about cards.
Kinjalli's Caller : Though the mana reduction and the high health body is very attractive, the main focus for dinosaur decks is to push damage through. With this having 0 power, it does literally nothing on its own.
Imperial Ceratops : Even with Maruading Raptor being able to hit this as it comes down, lifegain generally isn't revelant in a ramp style deck. Granted, it does well against aggro, so I would use this in your sideboard if you keep with the white color.
I'm gonna put Verdant Sun's Avatar and Silverclad Ferocidons together here. These bad boys cost 7 mana. That alone is a huge thing to make happen. 4/5 times you will find these stuck in your hand and unable to be played.
Blood Sun : I understand that this meant to combo with Lotus Field however having a 3 mana enchantment that doesn't affect your board at all is really bad. I was recommend playing Ripjaw Raptor instead. With Marauding Raptor , it's essentially 3 mana and it gives you a creature that can continue to draw more.
Wilderness Reclamation : I see that you want to run Vivien, Champion of the Wilds in your deck and that's completely fine, however, you will probably find that you will rarely end up playing anything at instant speed, making the extra mana unusable. Also, if you draw this late, it ends up being a dead draw.
Raptor Hatchling : I love this card don't get me wrong. However, I think this is better save as a sideboard option against aggro, especially mono red.
Now a couple of cards that I would recommend would be Regisaur Alpha , Ripjaw Raptor , Savage Stomp , and Domri, Anarch of Bolas as they speed up your deck and add more power to the board, as well as giving you some removal options and enrage triggers. If you want cards to use against control, Carnage Tyrant still typically gets the job done.
4 months ago
Eggs has been added.
Sorry to keep tagging you, but just to clarify, what would you consider a "critical mass" of lords? Cards such as Kinjalli's Caller and Forerunner of the Empire aren't traditional lords, but they define deck construction as much as Elvish Archdruid or Lord of the Undead . Same with cards like Dinosaur Stampede and Savage Stomp . The tribe is small, but it's popular in casual, and as cdkime mentions, there's likely only going to be more of them.
5 months ago
9 months ago
Thanks! The first three cards really appealed to me for they're double duty as enablers and finisher cards rolled into one.
One of the main troubles I've found with this deck from a construction point of view is fitting in great cards that play one role while also trying to maintain a critical mass of enrage creatures. This is where the choice of Savage Stomp or the lockets come in. I would love to drop out stomp for Path to Exile , but at the same time, savage stomp has a nice secondary synergy as an enrage enabler since fighting means my own creature gets damaged. Though, that does seems extremely situational...
Do you Think Zetalpa, Primal Dawn is enough of a threat to keep in? I'm looking for a few more cards to cut in favor of flavorful ramp, Ranging Raptors , and another full board enabler Splintering Wind
9 months ago
Savage Stomp occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%