Territorial Hammerskull


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) Common

Combos Browse all

Territorial Hammerskull

Creature — Dinosaur

Whenever Territorial Hammerskull attacks, tap target creature an opponent controls.

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Territorial Hammerskull Discussion

brandonsperry25 on Jurassic World: The Indominus Strikes Back

5 days ago

I think if I'm looking for spots for the enchantments, I'm going to start by making sure that the dinosaurs I have in the deck are all worth the spot. Bonded Horncrest is just a body in my opinion. Not being able to attack or block without another creature is a pain. It didn't really perform all that great for me so it was an easy cut. I like Thundering Spineback and its utility but early testing for me hasn't been great either. I don't get to use the ability as often as I'd like and hard casting it feels underwhelming. He's still in my deck though, because dinosaurs, so its hard for me to say just cut it. Not a fan of Territorial Hammerskull. I like the ability but I don't really see myself attacking with it unless its been boosted up enough to withstand some blockers.

Next, I like what you have going with the Prey Upon aspect with cards like Ulvenwald Tracker, Pounce and Savage Stomp. These cards are all pretty sweet but they were cuts in my deck just because I wanted to focus my spells to ramp or Overrun/Indestructibility type effects. Not saying you should go that route necessarily, but those are cut options. The last thing I think I'm questioning (and it all depends on your meta obviously) is how is Aura Shards working for you? I feel like in my meta that would be a wasted slot because we don't run an overwhelming amount of enchantments or artifacts that would need to be dealt with that sort of power. Unless they're running Zur the Enchanter or something, in which case that card is awesome!

Anyway, hopefully this helps. If you want to see a different take on this deck, take a look at mine here:

"Why the heck do I need comet insurance?" -Gishath

Commander / EDH brandonsperry25


manablaster585 on Mono Red Dinosaurs

2 weeks ago

I just made a version of this deck recently. How has it been playing for you?

I have been toying with the idea of adding a playset of Dinosaur Stampede or even splashing white for Territorial Hammerskull and Kinjalli's Sunwing. White would open up some options for anti enchantment also.

mr_funk on Naya Dinosaurs

1 month ago

You can use Savage Stomp to your advantage with enrage dinos. if you dont have/want many of those in your deck, consider cutting Raging Swordtooth . on that note, Raptor Companion and Tilonalli's Skinshifter both die to Swordtooth's ETB effect.

I would do 4 total of Drover of the Mighty . its a 2-drop 3/3 with an upside. you'll most likely have a dino out, but if not, its still a mana dork to ramp out the big guns.

Thaumatic Compass and New Horizons seem slow for an aggro deck. have you been having success with those, specifically? i'd say probably cut them for a combination of Drover of the Mighty and other dinos. maybe some main deck Lightning Strike or Cast Out for a bit of general removal that doesnt require a creature.

Lastly, have you considered Burning Sun's Avatar (had pretty good success with that guy), Ripjaw raptor (price tag sucks, but the dude is good), Kinjalli's Sunwing , or Imperial Aerosaur (a well-timed, surprise flying dino bomb can close a game)?? if you're going low-to the ground aggressive some other worthy considerations are Sky Terror, Nest Robber, Metallic Mimic, Raptor Hatchling , Territorial Hammerskull, Rampaging Ferocidon, Bonded Horncrest (not in love with him, but not terrible with low curve aggro), Thrash of Raptors, and Dinosaur Stampede. i was rocking a RW dino aggro list and got top 8 at FNM at my LGS. changed the list so much and went Naya, so the relevance isnt there as much. worth noting that low-curve aggro dinos are actually playable. Nest Robber was mvp.

Argy on Dinosaur Tribal 2.0

1 month 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

MikeBudimon on 10€ Budget R/W DINOS

2 months 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.

hecklefeckle on Three Kingdom Ixalan League

2 months ago

I'd run Verdant Sun's Avatar over the Dusk Legion Dreadnought, and absolutely both Territorial Hammerskulls and the Ranging Raptors. Probably pitch a cobbled wings and swashbuckling for em.

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.

PickleNutz on Dino (WIP) Help needed

2 months 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.


Territorial Hammerskull x3

Kinjalli's Caller x2

Imperial Aerosaur x2

Bellowing Aegisaur x3

Ixalan's Binding x3

Plains x5

Sunpetal Grove x2

Unknown Shores x1

Rile x2

Dual Shot x2


Rootbound Crag x2

Unclaimed Territory x3

Forest x2

Mountain X1

Abrade X1

Lightning Strike x2

Regisaur Alpha x2

Rampaging Ferocidon x4

Blossoming Defense x4

Heroic Intervention x2

Shaper's Sanctuary 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!

Force_of_Willb on

2 months 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!!!

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