Thundering Spineback

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
Ixalan (XLN) Uncommon

Combos Browse all

Thundering Spineback

Creature — Dinosaur

Other Dinosaurs you control get +1/+1.

5G: Create a 3/3 green Dinosaur creature token with trample.

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XLN

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Thundering Spineback Discussion

avedium on Dino Deck

1 week ago

There's a whooole bunch of cards that would do nicely in this deck in Ixalan. If you're looking for cards, start by buying packs and boxes from there (as that's where you'll find literally all of your dinosuar).

If I were building the deck, the first thing I'd do is throw out some of the unriliable or unfitting cards like Pterodon Knight, Huatli's Spurring, and Built to Smash. As for adding cards, I like the idea of Charging Tuskodon and creatures activate abilities when damaging players (psst, Gishath, Sun's Avatar). Lightning Strike and the like provide good creature removal, and Territorial Hammerskull have are good evasion effects.

Green would benefit the deck tremendously. There are dinosaurs aplenty in green, and it could provide some much needed ramp (more mana faster) and creature buffing.

Cards I would consider adding are Blood Mist (one of my favorites), Cobbled Wings, Thundering Spineback, regisaur alpha , Gishath, Sun's Avatar if you can get your hands on one or two, and Cherished Hatchling.

Just look around in Ixalan and see what works and what doesn't while you're playing. was and is my best friend when I'm looking for cards to add to a deck.

PS: Your deck is standard, not modern, unless you imagine adding cards from non-standard sets in the future.

LeaPlath on Dinosaur Rampage

2 months ago

So you only need about 40% of your deck to be dinos or interact with them for it to feel like a tribal deck. This gives you a lot of options in my opinion.

I would cut Territorial Hammerskull, Majestic Heliopterus, Kinjalli's Caller, Frilled Deathspitter and Drover of the Mighty as they are all rather low impact for what they are. Thundering Spineback is probably worth a look in as a mana sink

There are lots of generic support, that fit with dinosaurs as gods type stuff. Kindred Boon protects them and provides value. Kindred Charge is just a big alpha strike as your dinosaurs double.

Steely Resolve helps provide spot protection.

You need more lands/mana sources/ramp. Rule of thumb is you probably want about 42-46 mana boosts, of which about 36-38 of them should be lands.

For artifacts, Primal Amulet  Flip is rarely going to flip for you given how few you run so the value is minimal.

theosZA on DY-NO-MIGHT!

3 months ago

Some good dinosaurs that appear to be missing: Trapjaw Tyrant, Thrashing Brontodon (need to have some answers in your deck for other people's stuff), Temple Altisaur, Verdant Sun's Avatar, Ranging Raptors, Wakening Sun's Avatar (boardwipe dinosaur!), Thundering Spineback, and some of my favourite "dinosaurs" Taurean Mauler and Chameleon Colossus.

Dinosaurs are expensive - make sure you can cast them with plenty of cheap mana ramp (Rampant Growth, Cultivate, etc.).

brandonsperry25 on Jurassic World: The Indominus Strikes Back

6 months 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

SCORE: 3 | 8 COMMENTS | 155 VIEWS


QueenPyro on All the cool kids have Dino Decks!

7 months ago

Have you thought about adding a Thundering Spineback? The cost may be high but the +1/+1 counters can help plus its good later in the game because you can have continuous creation of dinosaur tokens.

Sledwick on Yay Dinosaurs!

7 months ago

So Growing Rites of Itlimoc is redundant here, it's a legendary for one so there's no need to have 4 of them, however I would cut them entirely, you mainly want them to pump out mana for your big creatures but you don't have enough little guys to reliably flip it, generally by the time it flips here you'll already have enough Mana that you won't really need it.

You have no removal in this deck despite running red which is a wasted opportunity.

You're relying on big creatures to flex on the battlefield but no real way to get them out early enough for it to matter.

I also feel like you're being a slave to your theme.

Here's some suggestions

Cut:

1x Carnage Tyrant

1x Otepec Huntmaster

4x Ranging Raptors

2x Raptor Hatchling

2x regisaur alpha

1x Ripjaw raptor

2x Thundering Spineback

4x Growing Rites of Itlimoc

4x Commune with Dinosaurs

4x New Horizons

1x Forest

Add:

3x Servant of the Conduit

4x Abrade

4x Attune with Aether

3x Cathartic Reunion

3x Fiery Cannonade

2x Fling

3x Savage Stomp

4x Sheltered Thicket

mr_funk on Great Wall of dinosaurus

7 months ago

instead of Vizier of the True, would you consider Drover of the Mighty ? also ones to consider could be Ripjaw raptor (budget concerns can come with this, could consider Grazing Whiptail if so), Imperial Aerosaur (surprise flying can close out a game), Priest of the Wakening Sun (life gain and tutoring can be super useful, in my experience with that guy), Kinjalli's Sunwing , Commune with Dinosaurs, Verdant Sun's Avatar, Ranging Raptors....

so this is a lot of suggestions,

but if you put Ranging Raptors and Drover of the Mighty , that pairs with Kinjalli's Caller to capitalize on ramping out bigger bombs. also taking advantage of the "dinos matter" would be the inclusion of Kinjalli's Sunwing , Priest of the Wakening Sun, and Commune with Dinosaurs.

Verdant Sun's Avatar is a giant bomb that is really only possible with the other ramp stuff. (could also consider Thundering Spineback if you go down the road of making lots of mana. good mana sink)

ill slap a list together and post it on here of what i think. i dig it though. is there any "lifegain matters" in standard at the moment? if so all the lifegain stuff (Ravenous Daggertooth included) could be a veritable strategy with a sort of build like this.

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