Snapping Sailback

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Snapping Sailback

Creature — Dinosaur

Flash

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

pizzanui on Generic_Beef_Jr

1 day 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!

TheDeckMaker2300 on Ixalan Park (#1 Gishath Commander)

4 days ago

That's cool ideas

However there's three more thing you could/should put in

Number 1

https://magic.wizards.com/en/articles/archive/news/rivals-ixalan-oracle-changes-2018-01-11

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.

Number twoRite of Passage it pretty much gives the whole army Snapping Sailback enrage trigger

Number 3Temple Altisaur negates all damage to all dinosaur to 1 except this one give it indestructible then all the sudden Blasphemous Act becomes a 1 sided sweep like Plague Wind (most of the time)

Oh enrage has slight more focus now

So I got three for ya

  1. Caltrops
  2. Lightmine Field
  3. Splintering Wind

The last one may not be such a good idea but with Ravenous Daggertooth + Rite of Passage it negates the damage from the leave play

McKendry2 on U/G(Simic) Rivals of Ixalan Merfolk

1 week 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

LeBeerCat on Jund Dino Enrage

3 weeks 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.

Argy on Dinosaur Tribal 2.0

2 months ago

This is too inconsistent at the moment for me to properly Comment on it.

You've set it up like a Commander deck, with almost one of every type of Creature.

For a start I would try this:

2x Bellowing Aegisaur
1x Drover of the Mighty
1x Gishath, Sun's Avatar
3x Kinjalli's Caller
1x Kinjalli's Sunwing
1x Otepec Huntmaster
1x Priest of the Wakening Sun
2x Ranging Raptors
1x Raptor Hatchling
1x Ravenous Daggertooth
3x Regisaur Alpha
4x Ripjaw Raptor
1x Snapping Sailback
1x Territorial Hammerskull
2x Thrash of Raptors
1x Tilonalli's Skinshifter

Your mana base should look more like this:

1x Field of Ruin
6x Forest
2x Mountain
2x Plains
4x Rootbound Crag
1x Scattered Groves
4x Sunpetal Grove
2x Unclaimed Territory

conk2000 on Rashmi Ouside (Please help)

2 months ago

I like the idea. I would remove the Shielded Aether Thief and Snapping Sailback, I think that is the easiest cuts to make.

My options for replacing are some mixture of: Panharmonicon, Opt or possibly Saheeli Rai.

sylvannos on Need help building around a ...

2 months ago

You don't need anything other than Pyroclasm/Anger of the Gods/Pyrohemia and creatures with enrage. You can ramp with Search for Tomorrow and Sakura-Tribe Elder (that way, you don't kill your own mana dorks).

The list I've been messing around with so far is:

1x Cavern of Souls
3x Forest
1x Kessig Wolf Run
5x Mountain
4x Raging Ravine
4x Stomping Ground
4x Wooded Foothills

1x Hazoret the Fervent
1x Nylea, God of the Hunt
1x Purphoros, God of the Forge
1x Rhonas the Indomitable
4x Ripjaw Raptor
2x Simian Spirit Guide
4x Snapping Sailback
1x Xenagos, God of Revels

3x Blood Moon
4x Braid of Fire
4x Lightning Bolt
4x Pyroclasm
4x Pyrohemia
4x Search for Tomorrow

Sideboard:
2x Ancient Grudge
1x Blood Moon
1x Chandra, Flamecaller
1x Choke
4x Destructive Revelry
2x Grafdigger's Cage
1x Grim Lavamancer
2x Scavenging Ooze
1x Vexing Shusher

I'm hoping we get a wider variety of enrage creatures later in the block, because right now I feel as though this list is weaker than playing Dragons (Thundermaw Hellkite and Stormbreath Dragon, specifically) or Tooth and Nail.

TheDeckMaker2300 on Ixalan Park (#1 Gishath Commander)

2 months ago

your going to probably thank me for this

Shaman en-Kor

probably they easiest way to get the largest amount of enrage triggers, it redirects damage to creatures in 1's and its free to trigger so redirect 3 damage to Sun-Crowned Hunters thats 9 damage to a player.

and heres the best part for 1W you can force the damage from a source too the shaman even opponents creatures from something else

and heres something adorable for dinosaur tribal Rite of Passage give everybody the Snapping Sailback enrage

oh and look at this combo

Dual Nature + Burning Sun's Avatar + Changeling Berserker or Changeling Hero or Changeling Titan = INFINITE DAMAGE

heres the instructions on how to do this

  1. after you have Dual Nature on the field once you get a Gishath trigger Congregation at Dawn the champion and Burning avatar (you only need two damage lol)
  2. stack the abilities like this make the changeling dual nature trigger last one to go off, then the real changeling champion trigger, then duel nature the dinosaur, finally the real dinosaur trigger first.
  3. the dinosaur and the clone deals 6 damage to a player (18 if you throw in Warstorm Surge)
  4. then the champion trigger activates do it to the dinosaur this will also cause the token to disapear
  5. now heres the key the last trigger happens the clone of the changeling enters the field have it exile the real one
  6. now heres what happens Dual Nature saids when the real one leaves the field so does the token so since it champion the real one it disapears
  7. stack the abilties like this nature leave last champion leaves play first
  8. the dinosaur comes back and the token they deal damage again
  9. and then the changeling token leaves then the real champion comback champion the real dinosaur again and then the token champions the real changeling
  10. rise and repeat

what do you think?

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