Thunderherd Migration

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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

Thunderherd Migration

Sorcery

As an additional cost to cast Thunderherd Migration, reveal a Dinosaur card from your hand or pay 1.

Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Price & Acquistion Set Price Alerts

RIX

Ebay

Recent Decks

Thunderherd Migration Discussion

andriygoblin on Thou Shall Unseal Thy Naya Soul

3 days ago

White is a necessity for the cases you just discussed, mostly for Sideboard. Justice Strike deals great with threats like Lyra Dawnbringer and most aggro cards, since it lands on turn 2 or 3. White does not make this deck inconsistent at all since it is only duals and one Plains that supply the white. As for the going wide match up, once again, white to Sideboard Deafening Clarion to clear the board. Thinking to put another one in Sideboard. It lands on turn 2 or if I am in tough mana position on turn 3 or 4. Test it out, the mana fetching and with both Commune with Dinosaurs and Thunderherd Migration solves all the lands issues. Thanks for feedback.

Kizmetto on Nayasaurusrex {updated Oct 4th}

1 week ago

What do you think of Drover of the Mighty or Thunderherd Migration? Pros are that you have a body who can be a 3/3 easily, cons are it can easily be removed. Pros for the sorcery is its an easy ramp which happens on t2 like when you want to play the creature anyway, cons is it is a sorcery which requires a dinosaur to be good (isnt too hard but still sorcery speed feels bad when its kind of meant to be a creature heavy midrange deck?)

Argy Absolutely does feel like Roast and that saw tonnes of play. Maybe worth mainboarding just because of how many targets it demolishes... But i do still like Lava Coil mainboard for spot removal.

Testing out 1 copy of Raging Swordtooth as a sort of small board controller and being a 5/5, where i have tested Territorial Allosaurus as well, but i dont get to use its kicker as much as i had liked, but also liked the 5/5 body. THe swordtooth clears the board of tokens which is what the deck wants to do - clear the board. Maybe the singleton mainboard is good?

I think i'll try mainboarding the Thrashing Brontodon and move Runic Armasaur to sideboard for now. The brontodon still survives Deafening Clarion so thats good.

andriygoblin on Thou Shall Unseal Thy Naya Soul

1 week ago

Inferno Hellion is 7 power for only 4 mana and has trample. 7 power triggers board wipe for 4 damage to everything if Sarkhan's Unsealing is on the field. Regisaur Alpha is too clumsy as it triggers only 4 dmg to target on unsealing and the token doesn't at all. Llanowar Elves is there to speed up the ramp on turn one. Thunderherd Migration is a much better 2 drop than Drover of the Mighty since it brings out a land and liquidifies the deck securing me more creature draws and putting me 1 land ahead of opponent.

Boza on Tyrant's Unsealing

2 weeks ago

You can lower the mana required to play non creature ramp spells by playing Thunderherd Migration. Inferno Hellion triggers Unsealing's second effect for just 4 mana.

Unleash the Goreclaw - rotation-proof can give you some more ideas.

ChrisKB on Mono Green Stompy

3 weeks ago

Hemppa the reason I have chosen Thunderherd Migration instead of more creature ramp cards such as Druid of the Cowl or Drover of the Mighty is because as a Red Aggro player before rotation (I know, Boooo, Hisssss), creature ramp isn't permanent. If i have any mana left open on your end of turn and a burn spell, you can be sure that ramp and potential blocker is disappearing. Thunderherd Migration will give me permanent ramp for the rest of the game.

Because I am used to being an aggro player I like to swing everything at combat and not leave blockers, Root Snare allows me to do this and entice my opponent to either do the same or at least commit more attackers than he would otherwise without the threat of losing any life points myself. This also helps against Life Gain decks which are big at the moment as it stops them just gaining back what i took off them the turn before negating the difference in combat damage between the two of us each turn.

Thinking about going up against control decks means i'll now probably add your suggestion of Nullhide Ferox to my sideboard because of it's hexproof but it's definitely not something i'd want main as it has too many downsides to me.

DragonKing90 my thinking behind having Gigantosaurus main and Carnage Tyrant sideboard was that Gigantosaurus gives me a better chance at getting Ghalta, Primal Hunger out as early as possible because of it's high power and toughness and lower cmc. As one of you previously stated Carnage Tyrant is great against control decks which is why it is in the sideboard currently, But I do see your point so will test the deck with both options properly before I come to a final decision.

I have chosen Kraul Harpooner over Drover of the Mighty because of my reason stated before about the ramp being easily removed and it doesn't become a 3/3 until it's use is finished anyway. Kraul Harpooner is chosen over Thorn Lieutenant because to me it is more useful to have the reach mainboard than the ability to pump a creature for 6 mana which would generally be my lowest priority to spend mana on anyway.

Hemppa on Mono Green Stompy

4 weeks ago

DragonKing90 "why do people care when they're attacked? maybe its because you lose when your LP reaches 0?" I covered that already above, but I'll clarify: If your deck does what it should and unless you are facing a mirror match, your opponents lifetotal should go 0 FIRST. The cumulative damage on board should favor you most of the time. That's what stompy does/what aggro is. To take down your opponent as quickly as possible even at cost of losing quite a bit of your own life total. Whether to include more ramp or not is debatable (Gigantosaurus and Carnage Tyrant are good point), but I'd rather replace Thunderherd Migration with Druid of the Cowl, for example, because it blocks tiny aggro and enables Ghalta, Primal Hunger. I'd myself remove both Gigantosaurus and Carnage Tyrant from the main and put Nullhide Ferox in, maybe even Thorn Lieutenant. Solves the ramp problem. It's because Ghalta, Primal Hunger is already your main finisher. Giganto is way costly and like you said, get's chumped most of the time. Carnage Tyrant too is way costly, but can be brought in against control when you expect games to get longer.

DragonKing90 on Mono Green Stompy

4 weeks ago

Hemppa: why do people care when they're attacked? maybe its because you lose when your LP reaches 0? and when you're trying to ramp into cards that cost 5 or 6 mana, only having 4 mana ramp spells is not smart. 24 lands is not enough to consistently get 5 lands by turn 5, and especially not 6 by turn 6. a Llanowar Elves on turn 1 followed by Thunderherd Migration T2 gets you a Gigantosaurus T3 and/or a Carnage Tyrant T4.

Load more