Shifting Ceratops

Shifting Ceratops

Creature — Dinosaur

This spell can't be countered.

Protection from blue (This creature can't be dealt damage, enchanted, equipped, blocked or targeted by anything blue and anything blue attached to this immediately falls off.)

: Shiting Ceratops gains your choice of reach, trample, or haste until end of turn.

Browse Alters View at Gatherer

Trade

Have (0)
Want (2) spencesteck , BladeWing517

Printings View all

Set Rarity
Core Set 2020 (M20) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Historic Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Shifting Ceratops Discussion

Barbarian_Sun_Pope on

3 weeks ago

I think you have a good start here with the ramp, though you might get more mileage from some other dinosaurs. Such as Ripjaw Raptor, Regisaur Alpha, Etali, Primal Storm, Shifting Ceratops. As much as I like Ghalta, I don't think you should run 4, since he is legendary and you can't have more than one on the field. I also think you can cut the Vanquisher's Banner since your creatures are already big on their own and probably Commune with Dinosaurs because there are better ways to draw. Since you're running green and you're using a lot of creatures, you can try Lead the Stampede, Life's Legacy, or Momentous Fall to draw more cards faster. Hope this helps.

irish_trunks on Clever Gurl

1 month ago

That...is a LOT of foils.

So I've found Vanquisher's Banner doesn't do as well since you're typically gunning for Gishath to get your dinos rolling in and thus you're missing a lot of the card draw. Might consider trading it out for something to add to a potential win-con like Triumph of the Hordes.

I also highly recommend Shifting Ceratops, it's a fantastic little dino.

ArfiGames on ArfiGames

2 months ago

I could whip something up if you wanted to just send me a list of all the Dino stuff you have access to? Otherwise,

If it’s various Dinos in the sideboard, keep in mind Commune or Forerunner of the Empire. Both of those help to see those Dinos sideboarded in as 1-2 of.

I’d maybe start with 2 Thrashing Brontodon in the main and maybe 2 more in the sideboard just in case. It’s my favourite answer for artifacts and enchantments. It doesn’t really hurt the game plan either to have something like 2 in the main to start I feel.

I think definitely some amount of Rampaging Ferocidon. It seems various forms of Mono-white life gain are popular right now. Especially with new Heliod. It’s an easy card when deciding to board in or out. “They have lifegain or many creatures/tokens? ITS IN!” :)

Flame Sweep would probably be good in the Main even, to help against some of the Mono and clear out any mana dorks etc. I almost always use 4, whether sideboard or main. I’ve found it generally useful at most points.

Shifting Ceratops is quite important in the 75 for obvious reasons. It definitely another good choice for the sideboard or main. I like a split of 2 Carnage and 2 Shifting but I could see 4 Shifting if facing lots of Teferi and Blue. I’d rather have more than one Shifting out VS the decks they are good against simply because they are so resilient. Also the fact they cost less than Carnage really helps to keep things going fast.

Deathgorge Scavenger could certainly be in the Sideboard. Some to consider if you anticipate needing graveyard hate.

Shwang on I want your stuff

2 months ago

Barbarian_Sun_Pope Thanks for the heads up. I didn't even think about how Shifting Ceratops can best my entire deck. I would have no answer!

Barbarian_Sun_Pope on I want your stuff

2 months ago

Unfortunately, according to Spark Double's mtg gatherer entry you can't pay the cost of X. Should still be pretty good as copy of Gadwick though considering he can tap an additional permanent for each blue spell cast. Or you could always reset the Spark Double with Thassa later =). Also, I forgot to mention earlier that you should probably consider a little black removal in your sideboard because Shifting Ceratops is still around and your deck might have some trouble with it. The Labyrinth of Skophos can slow it down, but it's a bit mana intensive. Just something to think about. Hope this helps.

xtechnetia on I don't like where card ...

2 months ago

https://articles.starcitygames.com/premium/synergy-vs-protect-the-queen/

This has been a trend for a long time.

However, I think recent card design (from War of the Spark onwards) has exacerbated the issue to the point where a lot more people are sitting up to take notice, and the effects are being felt from Standard to Vintage. My thoughts for why:

  • Planeswalkers have never been a card type with proper answers (other than overwhelming board presence). Until WAR, this was kinda tolerable because they were at least generally high CMC permanents, and so were largely control finishers (which is fine) or an alternate angle of attack for some midrange/prison strategies (also fine). WAR introduced incredibly impactful, low-CMC planeswalkers that are difficult to answer with board presence due to how fast they come down, to say nothing of some of their static effects.
  • To contrast with creatures, although creatures have been growing stronger and stronger for years, strong creature removal (e.g. Plow, Bolt, Edict) was built into the game from the very beginning and creatures were inherently designed to generally await a turn cycle for real value (obviously ETB effects have mitigated this somewhat). Goyf is a great creature, but can easily be Pushed or Pathed or whatever; no harm, no foul. No real equivalent exists for walkers, especially since they always get one loyalty activation off before ever passing priority.
  • We are seeing an uptick in cards that dissuade classic interaction paths - the most egregious being Veil of Summer. Counterspells and discard are extremely powerful effects and it is a design flaw of the game for them to be restricted to their signature colors, but regardless of that, these effects are the linchpin on which healthy Magic thrives - i.e. nothing is beyond interaction. Veil efficiently undermines this interaction, which leads to players favoring their own linear strategies that they can guarantee to push through with Veil.
  • Beyond just Veil, though, there has been a noticeable uptick in "can't be countered" text on cards. I mean, even as a control player, I love Fry and think it's great design, but I worry when I see it alongside Shifting Ceratops, Thought Distortion, Chandra, Awakened Inferno, Destiny Spinner, and whatever else I forgot, all within a couple of sets of each other. As much as I hate to sound like a grumpy old man, I strongly get the feeling that the stereotypical new "hates counterspells/discard/removal/blah/blah/blah" players are being overly catered to.
  • The WAR walkers are emblematic of a problematic design trend: asymmetrical hate effects. Prison effects have historically been symmetrical because of how it inherently balances prison decks - e.g. a deck wishing to run Thalia, Guardian of Thraben MUST rely heavily on creature spells to function properly. And in doing so, this also encourages interesting deckbuilding design. Now, of course, we instead get Narset, Parter of Veils asymmetrically hosing extra card draw, so there are no deckbuilding concessions to make - jam in your blue deck and away you go.
  • This has been a thing for a long time in some form or another, like how hexproof supplanted shroud. You know how everyone likes to complain about being a shitty color (or at best a splash utility color)? Part of the reason is because cards are often actually properly designed with powerful but symmetrical effects (like sweepers), meaning that you have to make deckbuilding concessions to see their real power. But since Wizards decided that can just have generic goodstuff with no build around necessary, how is (and to a lesser extent ) supposed to compete with that?
  • Narset (and the other WAR walkers) are especially bad here because their asymmetric effects come in the color that cares about them the most. As a control player, I'm actually cool with a card that has Teferi, Time Raveler's static effect (although I would like it to be symmetrical, as described above), but what I cannot forgive is that said static effect is attached to a card...or in other words, the colors that care most about instant speed reaction.
  • Why is the above a problem? Mental Misstep problem. If I'm a control player playing the mirror, all I need to do is stick a Teferi and I basically can't lose. When the best counter to a card is resolving it yourself first (even if only for a particular matchup), that should set off massive warnings in everyone's minds.
  • By Wizards' own admission, best-of-1 play (i.e. a good chunk of Arena play) now influences card design. This means that we're going to get a lot more "maindeckable" cards like the new Kunoros, Hound of Athreos being a maindeckable Grafdigger's Cage. This leads to decks being really boring and similar, since every deck has to somehow be ready for everything else, and since reactive strategies inherently do better in best-of-3 (cause you need your answers to line up with the opponent's deck), that means proactive jam-first strategies are even more the way of the future than they already are.
  • It takes a lot to build around something these days. What's a mechanic that's so powerful that it's worth building around (i.e. playing otherwise suboptimal cards for)? There are only a handful that ever made it into eternal formats, like dredge, storm, miracle, and affinity. Pioneer is notably devoid of any of these, and we can see the result: fair decks are all just generic goodstuff in whatever chosen colors (and unfair decks are always shown the door if they ever put up real results).
  • Even Commander is not exempt from these trends. Part of the fun in EDH, at least nominally, is that you can explore interactions throughout all of Magic's history (like Legacy and Vintage), but at a tiny fraction of the cost and at a power level that suits you and your friends. I fear that the direct-to-Commander products Wizards pumps out undermines this, by printing generically good commanders that are stupid easy to build around (or have abilities that function from the command zone cause why not), and by printing "must includes" like Command Tower and Arcane Signet that reduce the actual number of choices players have in their decks (not to mention essentially tax players to stay competitive).

jam736 on Dino DNA

2 months ago

Cut Eerie Interlude . Go to two colors, red and green. Replace with Reckless Rage . Reckless Rage triggers enrage for most of your creatures.
If you have a Marauding Raptor out, it will kill Otepec Huntmaster . Replace with Wild Slash or other low cost removal. This will help remove creatures and planeswalkers and gets better after you play the big creatures.
Remove Domri, Anarch of Bolas and replace with 2x Shifting Ceratops and 2x Flame Sweep .

Think about how to deal with the following for sideboard cards:
1. Planeswalkers
2. Gain life against burn
3. How to exile anything

Abrade in the side that can deal with both creatures and artifacts.
Thrashing Brontodon is good in the side.
Run 2x Rampaging Ferocidon in the side. Good against life gain weenie decks.

djroguelike on Maverick

2 months ago

0-3 na Versus dia 7/1/20:

0-1 Izzet Delver (0-2): Delver é um match difícil. Dessa vez fui com Shifting Ceratops no deck e mesmo parecendo melhor contra Delver, não adiantou. Tomei um pau de Dreadhorde Arcanist , que é mais forte do que eu imaginei: junto com um Raio ele dá 6 de dano pré-block, tira qualquer criatura do campo. É um match em que 10 criaturas do oponente são terríveis.

No segundo jogo desci um Temple Garden virado e tomei um Daze por causa disso. Mereci. Comprei 3 Chokes seguidos porque não embaralhei eles direito no deck.

0-2 Izzet Delver (1-2): Fui confiante para a segunda partida, porque achei que estava pronto para esse matchup. Primeiro jogo comprei todos os hates, ganhei sem problemas. No segundo jogo apanhei de um TNN antes de comprar um Council's Judgemente. Jogo 3 perdi para um Delver sem poder usar um Path que tinha na mão porque tinha Prelate para 1 no campo. Joguei um pouco melhor, mas perdi do mesmo jeito.

0-3 D&t (0-2): Primeira vez que joguei contra o Xu. Ele é melhor que eu com o deck, mas o match é favorável para mim, com cartas mais fortes para o late game. Na primeira partida larguei uma mão com 6 cartas boa, mas sem básicas, fiquei com medo de sair da partida logo. Minha mão com 5 tinha Stoneforge e dois equipamentos, mandei os artefatos para o fundo e achei que tinha chance contra ele, com 4 cartas na mão. Ele equipou a Thalia com Jitte mais rápido que eu e o jogo saiu de mão rapidinho.

Jogo dois chegamos a uma situação de empate, eu com um KotR na mesa, e ele com um Revoker travando meu cavaleiro. Ele conseguiu melhores cartas com Recruiter e Flickerwhisp, eu só comprei terrenos, fim de jogo.

Conversei com o Heitor depois do jogo e disse que tem usado dois Sanctum Prelate , e parece uma boa contra decks azuis, no geral. Vi a lista dele e percebi que ele joga sem Ramunap Excavator e sem Tireless Tracker , que são cartas que não tem aparecido mesmo nas listas. Com tantas básicas, Ramunap parece ruim, e Tracker é ok. As duas cartas geram valor com o tempo, mas não são tão efetivas como um hatebear. Vou tirar Ramunap, Tracker talvez.

Ceratops pareceu bom, vou continuar com ele, e a Thalia, Heretic Cathar não pareceu muita coisa, mas vou testar mais um pouco.

Load more