Thrashing Brontodon

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Uncommon

Combos Browse all

Thrashing Brontodon

Creature — Dinosaur

1, Sacrifice Thrashing Brontodon: Destroy target artifact or enchantment.

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Thrashing Brontodon Discussion

oliveoilonyaasscureshemorrhoid on Thriller (Sidisi Remix)

3 hours ago

Grimgrin, Corpse-Born and Cryptbreaker have good synergy. Grimgrin is a beater, affects the board with specific removal, is a sacrifice engine, and goes well with Necrotic Ooze/Phenax, and like Cryptbreaker (gotta love them one drops) it goes well with this commander and her expendable zombies.

Sultai Ascendancy is a rather weak card, it's a 3 drop with no immediate effect, only digs two cards deep, only mills one card and at upkeep, and is one less creature to be made a 2/2 zombie from Sidisi. Jace, Vryn's Prodigy  Flip isn't the best, he flips too quickly, his ultimate mills your opponent's not you, unlike Eternal Witness it can only recur instant/sorceries then exiles them. Thrashing Brontodon is a good piece of removal but you could upgrade with Reclamation Sage/Caustic Caterpillar/Assassin's Trophy. Vizier of Many Faces is alright, I thought I should mention Clever Impersonator/Phyrexian Metamorph/Evil Twin. Maybe Drana instead of Taigam? Venser, Shaper Savant/Royal Assassin/Archfiend of Depravity v Dream Eater? Just stuff to consider. Training Grounds is a wasted slot, it works with a handful of cards and synergy is good but always assume the worst case scenario, and ask if you would really target this card with Skullwinder.

I think you've made a fine deck otherwise. And to answer your question about a card that shuffles back alone, would Beacon of Unrest suffice?

FlabbyAbs on BG Dredge (GRN Standard)

17 hours ago

I can't tell if Thrashing Brontodon is viable rotation. But he is certainly viable somewhere in the 75 to me.

Molderhulk and Lurcher seem underwhelming to me without more dredge. Possibly a few copies altogether.

Other less likely choices would be Merfolk Branchwalker, Seekers' Squire, and Banewhip Punisher.

A lot of people forget about Tendershoot Dryad. I been tinkering a copy in my GB Journey dredge deck and found he's very reliable with Journey. Cheers!

LoneCrusader399 on The Stomp Chomp Romp

2 days ago

Adventurous Impulse is good against removal heavy decks, ensures you hit land drops early and keeps the gas going later. Playing 4 between the main and sideboard seems solid. I'd probably cut the Titanic Growths as you're just asking to be two-for-oned.

I'd absolutely play 3-4x Thrashing Brontodon. You want outs to the SfA's and Conclave Tribunals that'll be running around.

The meta is obviously going to change, but having some number of Vine Mares in the 75 will probably be necessary depending on how good B/X decks are going to be.

Deathgorge Scavenger and Vivien Reid will be good sideboard options.

molok on GB Stompy (GRN Standard)

2 days ago

I think you should be looking for a few more 3-drops such as Jadelight Ranger or Thrashing Brontodon. Your most powerful draws come from Elf T1 into fatty creature T2 so you want more chances to have that happen.

I'm not a fan of Druid of the Cowl and would prefer those to be more Thorn Lieutenant as the Druid does not apply any real pressure by itself.

On the curve in general, you're glutted on 4-drops and I'd look to cutting Goreclaw. Also not a fan of Aggressive Mammoth because it either (a) comes down early because you had ramp, but then it's just giving trample to some elves or (b) arrives so late that the game is practically already over one way or another.

On the mana for Assassin's Trophy - you have a 75% chance to get a black source by turn 3, so about 1/4 of the time you may not be able to cast it when you want. That's a higher fail-state than I'm personally comfortable with. I'd rather have 1 swamp or guildgate and 2 District Guide in order to find them.

molok on GB Stompy (GRN Standard)

2 days ago

I think you should be looking for a few more 3-drops such as Jadelight Ranger or Thrashing Brontodon. Your most powerful draws come from Elf T1 into fatty creature T2 so you want more chances to have that happen.

I'm not a fan of Druid of the Cowl and would prefer those to be more Thorn Lieutenant as the Druid does not apply any real pressure by itself.

On the curve in general, you're glutted on 4-drops and I'd look to cutting Goreclaw. Also not a fan of Aggressive Mammoth because it either (a) comes down early because you had ramp, but then it's just giving trample to some elves or (b) arrives so late that the game is practically already over one way or another.

On the mana for Assassin's Trophy - you have a 75% chance to get a black source by turn 3, so about 1/4 of the time you may not be able to cast it when you want. That's a higher fail-state than I'm personally comfortable with. I'd rather have 1 swamp or guildgate and 2 District Guide in order to find them.

Lordrain1922 on Golgari Journey

3 days ago

Journey is actually pretty easy to flip surprisingly check out my list for a few ideas.


Journey to Wins

Standard Lordrain1922

SCORE: 29 | 22 COMMENTS | 2851 VIEWS | IN 16 FOLDERS


things like Vicious Offering are incredibly powerful allowing you to flip a journey and kill a creature all for 2 mana all of which can easily happen on turn 3. Turn one dual land and elf turn two land and journey turn three land kill something for -5/-5 get the elf back flip the journey and have 3 mana available for use. Another way the combo works well turn 1 land elf turn two land Thrashing Brontodon turn three land enchant sac brontodon targeting the enchantment trigger goes on stack journey flips you get brontodon back and the "destroy target enchant" effect fizzles. I flip journey all the time and do very well with discard as well. I don't see any significant win cons outside of the flying demon everything else can pretty easily be taken care of. I would definitely consider dropping all 4 branchwalkers and probably two jadelight rangers. outside of exploring they have no effect on the board state. I would surely bump the Journey up to 4 of at minimum a 3 of they are in the name of the deck the last thing you want to do is not have it in most of your games which is very possible at only 2 of. Also keep in mind there is absolutely nothing wrong with having off color bombs in the deck. A flipped journey taps for any color and of course the name of the game is recursion with journey so just throw it into the graveyard and bring it back in for 5 mana.

Zarathoustra on Raptor's kinda raptor Deck

1 week ago

I play a similar dino deck, 20 lands is enough given all the mana tools you have. Regisaur Alpha would give all your creatures haste, and if you want to trigger enrage ability you can go for Raging Swordtooth.

I agree, you should consider adding something against flying creatures. Plummet in sideboard maybe ?

Naturalize and Thrashing Brontodon you also help if your opponent plays enchantements/artifacts.

Check http://tappedout.net/mtg-decks/08-09-18-angry-dinos/, I also run Samut, the Tested.

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