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 (1) metalmagic
Want (1) hardwoodteak

Printings View all

Set Rarity
Core Set 2020 (M20) Rare

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Historic Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Arena Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Shifting Ceratops Discussion

TonyStark9001 on MrBoombastic

4 months ago

MrBoombastic: "sure thing, thats great" was sarcasm. your 3 cards do not compliment the theme. Shifting Ceratops "better stats" is 1 more power, vs damage doubled. since i'm not dealing 0.5 damage anytime soon, tuskodon is better. i've already crunched the numbers regarding lands. 24 is enough to average 4 by turn 4. i don't need your suggestions, or your reasons.

MrBoombastic on

4 months ago
  • There was no sarcasm.

  • I believe that those 3 cards compliment the theme quite well.

  • Commune with Dinosaurs does not change the theme of the deck, but adds consistency.

  • Regisaur Alpha is a 4/4 body that makes a 3/3 token with haste and trample, plus it gives all the following trampling dinos haste.

  • Shifting Ceratops can come down a turn earlier, has better stats, can't be countered and it also has the option of getting trample, haste and/or reach.

  • I've personally never seen a competitive deck with an average cmc of around 3.5 that only played 24 lands. Frank Karsten once crunched the numbers and wrote an interesting and detailed article about lands: (https://www.channelfireball.com/all-strategy/articles/how-many-lands-do-you-need-to-consistently-hit-your-land-drops/)

I do sincerely want the Dino-might to bring the thunder and will try it out. Quartzwood Crasher is a cool card after all.

MrBoombastic on

4 months ago

TonyStark9001 Sure thing, that's great.

But my point still stands on Charging Tuskodon. Your deck will definitely be better if it got swapped for Regisaur Alpha or Shifting Ceratops. Commune with Dinosaurs also really gives you some great selection. You can't always expect to have Llanowar Elves in your opener, so having other options for turn 1 is always nice.

What I meant was that your beaters cost 5 and up. If you don't have your rampers on curve (or they get removed) you're stuck going 1 for 1 until you find a 5th land. The land count is also in the lower end, given your high curve.

Keep in mind that the Pioneer format is quite a lot stronger than Standard.

Don't take it to heart mate, it's just my 2 cents on how to hopefully improve the deck. If it works for you, just ignore my suggestions.

MrBoombastic on

4 months ago

You're totally right mate. That came out worse than intended. Sorry.

Let me start over:

Love the dinos, love the name.

A few things to consider:

  • For competitive play, decks like this want a strong and efficient curve. For most decks, that usually means to lower the curve. Yours starts at 5, which is too slow in many cases. Even with some ramp and removal. Some good options could be Ripjaw Raptor and Marauding Raptor - this is obviously best with Enrage creatures, but definitely outshines Otepec Huntmaster at that point. Regisaur Alpha and Ghalta, Primal Hunger are also great cards, that happen to follow your trample theme. Both should be stronger than Yidaro, Wandering Monster and Zilortha, Strength Incarnate. The latter doesn't really synergize with anything in the deck.

  • You've gone hard on the spot removal to make up for the curve. Going one for one doesn't always cut it though, when you have no early pressure or card advantage. You'll run out of juice or just get outclassed. I'm a greedy guy myself, but I've run into that same problem myself several times before.

  • I think Commune with Dinosaurs is a must in dino tribal. It just adds some good consistency + it lets you play fewer lands without fear of mana screw. 4 copies + 22-23 lands should be enough, depending on your curve.

  • Charging Tuskodon is a decent limited card, but I wouldn't play it in a competitive deck. It doesn't do enough for the cost. The sideboarded Shifting Ceratops is a lot stronger.

I'm not saying to build exactly like in this video, but she goes more in detail about deckbuilding and card choices in the first 5 minutes, so it might be of help -

Hope that helps. Good luck!

ArfiGames on Dinosaur Hub/Primer

4 months ago

Thanks! Happy to hear your keep up with it.

Yeah it’s definitely been more consistent. I found with Rotting Regisaur things were kinda clunky mana wise, having some lands that made cut down on the that I currently absolutely need for Flame Sweep.

It’s been such an important spell to combat decks based around Winota, Lurrus/Obosh Red and Mardu Knights for example. 12-13 sources has felt good since I really just need one .

Another thing with Rotting, is some of the great removal that came in Ikoria. It has sucked getting him removed with his discard trigger on the stack, sometimes not getting an attack in if Otepec wasn’t played Turn 2. I don’t feel bad with the loss of some power as I fill that space with great stuff like more Shifting Ceratops etc.

I’m sure I’ll go back to it eventually especially with Monday’s Ban Announcement! Winota going away would make me reconsider using Rotting I think.

Zephyr_Dreamcrafter on 2 Fast, 2 Big

5 months ago

@Ninokun

Thank you for the comment! I would like to include Aggressive Mammoth for that board wide trample effect, but unfortunately six mana is too high for this deck to try use. While Castle Garenbrig can make it so that five mana equals six, for that much mana you really want to be dropping something that will kill the opponent right away, such as a hasty Shifting Ceratops or a God-Eternal Rhonas. Thank you for the input however it's much appreciated.

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