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Creature — Dinosaur
Enrage Whenever Snapping Sailback is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)
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Snapping Sailback Discussion
1 month ago
This is my first time building an EDH deck and I was curious what could be improved.
I want to add in a boardwipe like Wrath of God or Planar Cleansing and switch something out for Wakening Sun's Avatar and then I don't have Command Tower or Reliquary Tower in and don't know if they're "required".
1 month ago
Hey, very nice for a budget under $100 Standard deck.
I have a few suggestions:
I see the strategy is ramp here, and Wayward Swordtooth helps with this although requires lands in your hand to actually ramp, but Thrashing Brontodon is a much better three drop budget Dino. The problem with Swordtooth is it's not going to be doing much of anything for a long time in a game other than helping to reduce the cost of Ghalta and maybe getting a second land drop for a turn while this is good it's not worth a three drop. Because it can't block without having the city's blessing makes it quite bad. Consider replacing Swordtooth with Brontodon?
Consider replacing 4x Forest with 4x Timber Gorge or 4x Evolving Wilds? 14x Forest is a lot, I foresee games where all you draw are Forests and not a Mountain. You need a red source just as much as a green source turn two to cast either Huntmaster or Migration.
Reckless Rage is an instant and because it's an instant I think it's better than Savage Stomp. Both these spells are one mana and they require you to have a creature in play before you can cast them, but doing 4 damage to a creature at instant speed I think outweighs putting a +1/+1 counter on a Dino. You could play both something like 3x Rage main deck and 2x Stomp in the sideboard for additional removal.
For the sideboard here's some suggestions:
- Chandra's Defeat: very good instant spell vs red can kill just about any red creature other than Hazoret. Can kill Glorybringer or Chandra, Torch of Defiance for one mana.
- Magma Spray: one mana instant removal that exiles for aggro matchups.
- Sweltering Suns: board wipe for aggro and token matchups.
- Hour of Devastation: board wipe that can also kill Gods and Planeswalkers.
- Deathgorge Scavenger: graveyard hate and lifegain Dino good to slow down The Scarab God, God-Pharaoh's Gift or embalm creatures, etc. Lifegain for aggro matchups.
- Blossoming Defense: one mana instant protection for Ghalta from nondamage removal such as Vraska's Contempt or Cast Out, etc.
- Vance's Blasting Cannons Flip: card advantage that's not a creature for Control and midrange matchups.
- Snapping Sailback: flash Dino for Control matchups.
Good luck with your deck.
1 month ago
Supersaulty having 4 3/3 dinos and a 5 cmc altisaur seems pretty unlikely. Also keep in mind that if your opponent has ghalta on the battlefield, they almost certainly have 1 or 2 other big guys out there as well. I think the problem with Temple Altisaur is that it is almost too little too late. It can't protect itself and does nothing in the face of "destroy" or "exile" effects. For the 5-drop, I personally would rather have Raging Swordtooth, Regisaur Alpha, Trapjaw Tyrant, hell, even Charging Monstrosaur and Snapping Sailback in the right deck seem better than the altisaur in my opinion.
1 month ago
First to say, I really like the idea of getting infinite Dinos and finishing your opponent with them.
But, like already stated, infinite is not possible without giving your Forerunner of the Empire indestructible, because it will kill itself once the third Dinosaur entered the battlefield.
Cards that make at least one creature indestructible (in Standard):
Destined / Lead: would need black mana to cast
Heroic Intervention: one of the better iptions, I think, because it is an instant and green.
Sheltering Light: same as above, but with white mana.
Also, I'm missing the option to finish off your opponent the turn you'd go infinite.
anything that gives your bunch of Polyraptor haste.
Bellowing Aegisaur: Prevents your first polyraptor from dying, so it can attack; but need a second Aegisaur to survive more than four damage.
Snapping Sailback: Gets bigger on himself while taking damage; would need to be on the board the turn you go infinite.
Sun-Crowned Hunters: Combine it with the two Aegisaurs and you have the MG that kills off your opponent.
Like I see this, you either have to splash white (for the bellowing ones) or find something that gives all your creatures indestructible.
2 months ago
Hey Beef, let me help you out with your dinosaur deck (this comment was too long to post on that particular thread, lol). I'm a relatively new player myself, but I've been playing dinosaurs in Standard since Ixalan dropped so I know my way around the tribe relatively well. Here's my two cents:
Let's start with your mana base. First and foremost, I'd take out Unknown Shores. It's just flat-out a bad card under most if not all circumstances. Luckily, there's a lot of great mana fixing in standard for dinosaurs. Unclaimed Territory is a straight upgrade, and it works very well in tribal decks such as yours. If you have a little extra money, I'd also try out the dual lands in Ixalan, specifically Rootbound Crag and Sunpetal Grove. Dual lands are great in three-color decks, and the ability to come in untapped most of the time is incredible value. I'd also put in a couple copies of Inspiring Vantage for early-game mana ramp, and maybe some of the amonkhet cycling lands to give you some more flexibility mid- to late-game (see: Sheltered Thicket, Scattered Groves). Generally yo want to aim for about 24 lands in a midrange deck like this, but I could see you maybe even going to 25 or 26 if you have cycling lands in there. It's probably better to stick to 24, but that's just food for thought.
Next, let's move on to your creatures. I'm a big fan of Kinjalli's Caller, so I'm glad to see it included, though I think you could pump it up to 3 or 4 copies relatively safely. Yes, it's just that good. A turn-1 0/3 is an excellent blocker, and it's an excellent source of mana ramp. You should also look to get your hands on 2-3 copies each of Otepec Huntmaster and Drover of the Mighty. Both are excellent sources of ramp, and both remain extremely relevant throughout the entire game, something that I can't say quite as much for Caller. On the flip side, I would completely remove Raptor Companion and Tilonalli's Knight. Neither is strictly bad, per se, but what you want to be doing is ramping into big dinos, and neither of these two cards helps you do that. I would also ditch Raptor Hatchling. Although I love the card flavorfully, it's very hard to make it work, because unless you can proc multiple enrage triggers (something that is very hard outside of a dedicated enrage deck), you're getting sub-optimal value for your 2-drop. Remember that Drover can also become a 3/3, but it ALSO generates mana!
Moving on, still taking a look at your 1- and 2-cost cards. I'd say relegate Demystify to the sideboard, if not just remove it completely. It's good at what it does, but it's so extremely situational that it's not worth playing in the main deck. Slash of Talons, too, is a great combat trick, but really not what you need. My favorite combat trick in the format is Sure Strike, and at only 1 more mana it's really hard to beat that value. Commune with Dinosaurs is an incredible card and should absolutely be run in every dino deck, so no complaints on that one. Rile is an extremely good card, and I think it flies under the radar of most, but in order to make better use of it you need more dinos with enrage. More on that later.
I see that you have one copy of Savage Stomp and two copies of Pounce. I'd say drop the pounces and stick to three copies of stomp. Consider this: Savage Stomp, in a dinosaur-centric deck, is basically just Prey Upon, except better on almost every level. It triggers enrage, gives a permanent +1/+1 buff, AND only costs one green. Not bad at all. Pounce, however, is just an objectively worse version of Prey Upon, and I have a hard time condoning its use in just about any deck, enrage or otherwise.
Ixalli's Diviner and Ixalli's Keeper should be dropped entirely. Neither is very good for our purposes. Remember, we are trying to ramp into large dinosaurs, and any card that doesn't help us do that probably shouldn't be in the deck. These two, therefore, should probably sit this one out.
Before I move on to 3-drops and above, I'd like to talk about enrage for a moment. Enrage is absolutely your best friend in dinosaur decks at the moment. You even have a few cards in your deck that interact nicely with enrage triggers, such as savage stomp. But you don't have many dinos in the deck with enrage yet. So let's fix that. My first suggestion is always going to be Ripjaw Raptor. Card draw every time it takes damage, and its beefy stats means it's almost always going to survive the damage. It's the kind of card that your opponent won't want to block, but also won't want to let through. Very, very powerful card. And thanks to Kinjalli's Caller, you'll almost never have to pay full price for it! Now that's value. It's an auto-include in my dinosaur decks, especially since these decks tend to run out of gas by the time the late game rolls around. Hey, Naya just doesn't draw cards, but with Ripjaw you can easily fix this weakness. Aside from that, I'd look at enrage triggers that buff creatures or deal damage to enemy creatures, but remember that enrage triggers that gain you life are rarely an optimal use of a card. By the time you hit the late game, you're trying to out-pace your opponent, using enrage and beefy creatures to swing in for lethal damage. If you really need life gain, Deathgorge Scavenger is the way to go, as its flexibility and easy trigger makes it a million times more reliable.
Unfortunately, in the rest of your deck, many of the cards are seriously subpar. Snapping Sailback is good, especially with your enrage shenanigans going on, but it competes with Ripjaw Raptor for the mid-cost green dino slot, and ripjaw is going to win every time. Rampaging Ferocidon is also pretty solid, but its recent banning means it's completely out of the question for this deck. I'd recommend you focus on a few big, beefy dinos and then just try to get those guys out onto the field. Regisaur Alpha is a personal favorite, as it does more work than I had ever expected it to, and Carnage Tyrant is a no-brainer. I'd recommend two copies of each, for consistency. The elder dinos in RIvals of Ixalan are really solid, but hard to justify running in a deck like this. I would, however, strongly recommend Etali, Primal Storm, if you think you can get the mana fixing and ramping to make it work. That card has the potential to end games single-handedly in only a few turns, and gives you a massive card advantage once you start swinging with it.
I would also consider cards such as Kinjalli's Sunwing for mainboard disruption shenanigans, and cards like Sentinel Totem to counter popular strategies in standard. Oh, and of course, limiting your deck to 60 cards will help immensely with consistency and speed.
In summary, you're on the right track. What I'd recommend is attending plenty of draft events (there's one every friday at a game store near you!) so you can get an idea for what makes certain cards good or bad, as well as to identify interesting card interactions and to sharpen your mastery of the game's mechanics. When you think you're ready, it's a good idea to buy individual cards that you need for your deck rather than buying planeswalker decks or booster packs, and there are lots of great websites where you can do so.
Best of luck!
2 months ago
That's cool ideas
However there's three more thing you could/should put in
Regal Behemoth is now a dinosaur instead of a lizard
You got another card draw and ramp at the same time card to put in.
Oh enrage has slight more focus now
So I got three for ya
2 months ago
Don't dismiss your 4-drops. They are going to be necessary for Merfolk to have a decisive finisher. You can really easily cast out your entire hand with 1,2,and 3-drops and then you're vulnerable. Kumena, Tyrant of Orazca and Herald of Secret Streams are a potentially game winning combo. The new Seafloor Oracle and Riverwise Augur are fantastic utility cards. Running a single of both can provide you necessary card draw and card value later in the game. Who doesn't love a Brainstorm in standard?!
I'm a lover of value Flash creatures, so I even run 2 Snapping Sailback as the top end of my Merfolk deck. Nobody expects you to be able to produce an actually usable 5-drop in Merfolk tribal (I'm look at you Wind Strider), It's got the biggest body in your deck, and casting it turn-5 for a surprise block will both seriously hurt your opponent's board state for your next attack, but the Sailback's Enrage trigger functions beautifully with your Herald of Secret Streams, turning into a 5/5+ Unblockable Beater. Dinosaurs are just bigger, scalier Merfolk :D
3 months ago
Its kinda hard, since I know its a enrage deck and you already have most of the G/R enrage creatures save for Ripjaw Raptor but that one is a tad expensive. Snapping Sailback Could be a okay creature, but there will probably more choices once the next set comes out. as far a what to take out. Probably a playset of one of the two fight spells should go or the playset of Rile. In my opinion, even though rile does a lot of good stuff. It Doesn't effect the board like one of the fight spells do. I'd like to help some more and will check back in if I come up with another suggestion.