Creature — Dinosaur
Whenever Territorial Hammerskull attacks, tap target creature an opponent controls.
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Territorial Hammerskull Discussion
2 days ago
Yeah, Imperial Aerosaur has a really nice effect but is pretty weak for 4 Mana and 3/3 stats, while Horncrest is a very risky card but it snowballs really hard when you go full aggro and most of the time you can attack the oppenent directly without a lot of blockers because the deck has a lot of flyers and cards which tap the oppenent's creatures like Kinjalli's Sunwing or Territorial Hammerskull.
1 week ago
Also, I'd suggest you don't put the cards in your deck in the maybeboard; to me that reads as "He has two Ripjaw Raptors" for example.
2 weeks ago
I have an opinion, but it's seriously just an idea. Maybe try cutting white completely. Green/ Red Dino's seems like it would be much more effective. You could cut down the number of creatures to about 20 total first, then add in multiples of Blossoming Defense, Heroic Intervention, Lightning Strike, and Abrade. Access to removal is going to be key in Dinos because of their casting Cost. I would keep 23 lands in the build.
Dual Shot x2
This is all still relatively budget friendly changes, but it would make the deck synergize more efficiently. Gishath can also still be played with Unclaimed Territory.
Blossoming Defense and Heroic Intervention give you protection from burn and bounce. Shaper's Sanctuary rewards you with a draw card when something is targeted.
Let me know what ya think!
2 weeks ago
I went to a sealed box tourney this weekend and made an insane naya dino deck.I had Carnage Tyrant, 2x Drover of the Mighty 2x Otepec Huntmaster, 1x Rampaging Ferocidon, 1x Regisaur Alpha, 1x Ripjaw Raptor, 3x Savage Stomp, 4x Commune with Dinosaurs, Kinjalli's Sunwing and Priest of the Wakening Sun 2x Territorial Hammerskull, 2x Ranging Raptors, 2x Steadfast Armasaur and Huatli, Warrior Poet with 16 lands with 2 Unclaimed Territory
What I learned is that a turn 3 hasty Ripjaw Raptor is pretty hard to beat. So is a hasty turn 4 carnage tyrant.
Commune with dinosaurs is amazing and should be banned. It helped fix my mana, find ripjaw, regisaur, or tyrant. So at least one of theses bombs came out each game I played. I did have to tuck the planeswalker one time, and pass on the tyrant to get a plains on turn 1, but only 2 bad experiences when I casted it easily 15x this weekend is well worth it. I am sorry I recommended removing it before.
stomp the yard + ripjaw is insanely good. 1 mana cantrip removal spells that leave a +1/+1 counter, and you get to still attack.
Rampaging Ferocidon under performed, sometimes stopping me from gaining life with the priest, and because of having mana reduction/ acceleration there were other cards I preferred to cast on turn 3. It felt like a win more card that would come down later when I was already winning and was really bad when played while losing.
Turn 1 priest is hard to race, I had two games where I won with 30+ life to 0. I never needed to tutor due to the commune.
I went 4 - 0 (8 - 1 individual matches) only losing one game to the mirror match where they had a Regisaur Alpha, Huatli, warrior poet, and more Charging Monstrosaur and Raging Swordtooths than I could stomp out.
So my recommendations is remove 2 Rampaging Ferocidon and up Ripjaw raptor to 4. My white package was pretty solid but not needed. I did enjoy kinjalli's sunwing as watching my opponents try to find blockers to have them come into play tapped and get stomped the turn after they untap to block is rather cruel.
This deck is going to be fun to pilot!!!
2 weeks ago
I would recommend that you remove the Anointed Deacons and Legion Conquistadors as they seem very weak, also I don't think you need cards like Territorial Hammerskull as they don't fit with the deck. Also add more kill spells such as Fatal Push. Ask me if you need any more help :)
3 weeks ago
Dinosaur tribal I have Ben waiting for definately building it
Now for suggestions
I will start with Dinosaurs
- Steadfast Armasaur This stegosaur has a first strike sneak attack if you have the mana
- Territorial Hammerskull Let's push atleast one blocker out of the way for gishath
- Taurean Mauler,Chameleon Colossus,Mirror Entity the three secret dinosaurs that are probably the best ones
- Deathgorge Scavenger you will get meren deck users screaming at the top of their lungs with this dude
- Rampaging Ferocidon I know this hurts you but other players weenie token and life gain deck will be screwed with this.
- Charging Monstrosaur,Colossal Dreadmaw big fattys for aggro
- Thrash of Raptors just one dino = 5/3 with trample
- Snapping Sailback hey look another Fungusaur but has flash and bigger start
4 weeks ago
multimedia Thank you for writing and suggesting many cards! I appreciate it.
You raise a good point, i think i was overvaluing Territorial Hammerskull and the Sunwing is a flier, stops that haste and is the same CMC. Why WOULDNT i run it? I'm doing a direct swap 2:2 for the hammerskull. Expecially with Ramunap Red still rampant.
I see where you're coming from, and consistency is the key here, and t1 white is uncommon, maybe you're right. I'll test out dropping the caller entirely and increasing the Tyrant and the other two 'rampers'. Whats your thoughts on 1 or 2 Priest of the Wakening Sun?
Im not seeing how Walking Ballista can draw me cards, am i missing an interaction here? but Shaper's Sanctuary... Wow yeah, i didnt really think about those interactions when i first saw the card and dismissed it. Would you mainboard this or sideboard, and what would you drop (maybe 2 copies?)
4 weeks ago
Isn't Kinjalli's Sunwing better than Territorial Hammerskull? It can have much more impact on your opponent and it's flying with 3 toughness. A flying Dino is kind of important because otherwise flying creatures, Pirates can just fly right over your Dinos and hit you. Sunwing takes away haste from your opponent while still being a Dino making it very good in the Ramunap Red matchup as well as the mirror match and not letting creatures crew the turn they're played.
I see no reason to not use Commune with Dinosaurs as a 4 of. It's only one mana making it excellent turn one or turn ten. Think of Commune as having the same utility as Attune with Aether does in green energy decks. It allows those decks to play a smaller amount of lands. Commune can find a Dino or a land in the top five which is a lot. Consider cutting 2x Prepare for two more Commune. I would choose between using Prepare or Savage Stomp you don't need both.
I would also choose between playing either Kinjalli's Caller, Otepec Huntmaster and Drover of the Mighty. I don't think you need all of them because I can foresee games where all you draw are these Dino rampers and not actual Dinos. This is another reason that Commune is good because it can help to find a Dino to use these rampers with. Currently the manabase only has six turn one possible lands to give you a white source for a turn one Caller. This is not ideal and is the reason I would cut it. Consider cutting 3x Caller for a fourth Huntmaster, a fourth Drover and a third Carnage Tyrant?
I would take a look at Shaper's Sanctuary, Mouth or Walking Ballista for some draw. Mouth gives you a creature although not a Dino and then Feed is good with quite a few Dinos especially Alpha. Sanctuary is going to surprise a lot of players, it's kind of broken in this format where creatures will rule because it's only one mana. Ramunap Red is relying on Earthshaker, Crasher or burn to kill or tap down you're Dino blockers all these interactions let you draw a card with Sanctuary.