|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Common|
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Target creature gets +3/+0 and gains first strike until end of turn.
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Sure Strike Discussion
8 hours ago
Sure Strike Sure Strike (XLN) missing picture.
Blazing Hope Blazing Hope (RIX) missing picture.
Dovin Baan missing Emblem.
Gideon of the Trials missing Emblem.
Regal Caracal missing token. 1/1 White Cat with Lifelink.
3 days ago
It seems that you maybe a new player or new to standard but your deck has too many singletons.You want that your deck is as consistent as possible and by first you can choose what you want your deck to do.
Example your deck is BR (rakdos) so it is usually really aggressive so you are seeking cards that cost max 4 mana (With few exceptions).
You should take out Wily Goblin Deadeye Tracker <- (To side) Pitiless Plunderer Lightning-Rig Crew <- (maybe for side) Angrath's Marauders Angrath's Fury Blazing Volley Brass's Bounty Hijack Morbid Curiosity Vraska's Scorn Wrangle Dual Shot Skulduggery Vona's Hunger Treasure Map Flip Vanquisher's Banner Revel in Riches and Blood Sun and Walk the Plank . You should switch Angrath, Minotaur Pirate and Vraska, Scheming Gorgon for Chandra, Torch of Defiance if you are made out of money and if not then Angrath, the Flame-Chained will just done fine
For good 1 drop you should add 4x Fanatical Firebrand because he is useful even when games get long because sometimes that 1 dmg that he can do directly to face mattes some time. 3 more Dire Fleet Captain because they are hard to kill when you got 2-3 pirates attacking with it. 1 Kari Zev, Skyship Raider because she is reliable 2 drop because she is hard to kill and brings buddy when attacking and 2 Captain Lannery Storm because she has haste and ramps little bit for you to make wider board or faster Angrath. 1 more Dire Fleet Neckbreaker should do fine because she doesn't have evasive abilites but buffs pirates so much that they become even more menacing. (Hazoret would be amazing in aggro deck but she isn't pirate so you don't have to include her if you don't want / can't]
For other spells 1 more Lightning Strike 2 Vraska's Contempt 2 Kari Zev's Expertise 1 Vance's Blasting Cannons Flip and 3 Shock (or 1 Magma Spray and 2 Shock ) and if you are able to get then 4 Fatal Push and try to put them in as you like
And add 1 more land and if you can you should get 4 Canyon Slough because they make decks more consistent thanks to that cycling
For side take out Blight Keeper Brass's Bounty Costly Plunder Dire Fleet Captain Dire Fleet Neckbreaker Revel in Riches Skittering Heartstopper Storm Fleet Arsonist Sure Strike Wily Goblin because simply they don't do much in most sitsuations
These are just my thoughts and you don't need to change anything because I say so but these are what I recommend for your deck. If you want / need I can explain why I would take those cards out that I mention and what I would put in
5 days 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 weeks ago
Bloodwater Entity is probably stronger in here than Cryptic Serpent, only because it is evasive and recurs a card for you. Since it looks like the way you intend to win is with Enigma Drake, you may get more use out of Magma Spray than Shock for things like Scrapheap Scrounger, or at least have it is a sideboard card. I am a little curious why you are running Compelling Argument when Essence Scatter would probably do much more for you. If you want more damage to a player Inferno Jet is pretty cool. One last thing, Invigorated Rampage Sure Strike and Dive Down can make Enigma Drake very scary very fast.
3 weeks ago
agreed, but to be honest i dont really know what i wanna do with the sideboard yet. I like what Siren's Ruse does in terms of defense, but it also takes one of my attackers away. dive down and Sure Strike seems better if you want to keep your attacker, but the latter has no defense, and the former can still be destroyed by huge bodies. Ive been thinking about Dreamcaller Siren quite a bit, and i think it can setup the situation where you get clean hits through quite nicely. Just not sure whether i wanna add more 4 manna stuff. Captivating Crew seems infinitely worse than just adding another Hostage Taker though, ur right there. The mill was for control match-ups, with a very hopeful mindset that i can actually land the fish(probably wont happen though) but i kinda feel like Navigator's Ruin could work against approach decks. Ill take the ones you mentioned out of the sideboard. Thanks! Though, what would your suggestions for sideboard be? I definitely wanna think Fiery Cannonade, Cancel and Sentinel Totem feels right, as it helps answer threats from token decks, control decks and embalm effects.
1 month ago
1 month ago
Honestly I dont know bout your maybe board, but id take out Riddleform. Brute Strength and Sure Strike can help put some pressure on the opponent and ive always enjoyed throwing Onward / Victory in here. (Might as well use the energy)Theyre great for sideboard at least to make this a really awesome tempo deck.
1 month ago
Sword is broken with krenko, especially like I said with the altar. Krenko with sword +any goblin and the altar creates an infinite combo for infinite 1/1 goblins. You could theoretically win turn 3 with it. Also cards I'd suggest tossing.Sparkmage Apprentice Doesn't help Krenko and the one damage it does when it comes in is inconsequential.Ornithopter It's a free flying blocker at best, but it doesn't offer you any real benefits other than a potential few extra life points that shouldn't matter since you should be faster than anyone else anyway.Forgotten Cave Cycling is awesome, don't get me wrong but you've got much better options than this, Look into a Wheel or something instead.Sure Strike The spell isn't bad, for most decks I'd usually say go for it, but goblins are a swarm tribe. You're looking for lots of tiny bits of damage, one guy doing an extra 3 doesn't do much for you.Collateral Damage There is no reason to run this over Lightning BoltTrial of Zeal You aren't running any Cartouches, this is basically an expensive lightning bolt.There's a few others I think are sub-optimal, but those are the big changes I'd consider making personally. As for ideas on what would be better in their place...Purphoros, God of the Forge costs some $$$, but you'll be dumping goblins all over the place so he can win the game for you on his own, definitely worth the investmentFervor Haste is gonna be important for your goblins, you have some creatures that do it, having something a little harder to get rid of that gives haste is definitely welcome.In the Web of War More haste and now all your goblins are 3/1 when they drop. Definitely a game changerRummaging Goblin Draw is important, and while discard is a pain, goblins have the best discard option ever, Squee, Goblin Nabob he can be a permanent way for you to grow your hand without ever having to actually lose anything important.Goblin Recruiter Red doesn't have a lot of tutors, this guy is great for that AND he's got the ability to pull as many as you want, gotta play him smart though.Goblin Assassin He might hurt you too, but with krenko pumping out buttloads of tokens, it's essentially a boardwipe for everyone except you.