Verdant Sun's Avatar

Verdant Sun's Avatar

Creature — Dinosaur

Whenever Verdant Sun's Avatar or another creature enters the battlefield under your control, you gain life equal to that creature's toughness.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (3) MinerMan1747 , illsv , Cablead

Printings View all

Set Rarity
Ixalan (XLN) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Verdant Sun's Avatar occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Verdant Sun's Avatar Discussion

ArfiGames on Pioneer Dinosaur Hub

2 weeks ago

No problem, I’m glad it helped you some. It was good for me too since I think I’ll add some some of the thoughts to my lacking Sideboard section (I’ve been meaning to put one in for a while!)

I think Shadowspear would be a fantastic idea! I haven’t pick any up myself yet but it would still be pretty good having it out and an Embercleave at the same time. Being able to give two different creatures Trample would be nice.

Were you thinking of replacing Embercleave with it? I think that could still work but a split of something like 2-2 or even 3-3 would be pretty good. I’d lean more to 3-3 unless the creature count is a little low.

The Lifelink on Shadowspear would be a great addition since it’s something Dinos kinda lack. There are other ways I’ve gained life in the past (Huatli, Warrior Poet and Verdant Sun's Avatar) but the fact Trample come along with it is incredibly valuable I feel.

MindAblaze on

4 months ago

Isn’t Thornbite Staff , Ashnod's Altar and Atla going to get you all your creatures out of your deck?

Otherwise, I’ve been looking at your deck and really don’t know what to suggest other than that you’ll want to pick a direction.

  • Stompy aggro doesn’t really lend itself to combo (and vice-versa,)

  • cards like Verdant Sun's Avatar are great in the right deck, but win-more in aggro (you should be beating them down before you need the life,)

  • Rings of Brighthearth is also a great card, but for here I’d suggest Strionic Resonator instead. (Or as well as...but we’re talking cuts here) Copy Atla’s trigger instead of copying the 0/1. There are better ways to double your tokens that are only one-time investments.

Otherwise, what feels right to you? What kind of decks rub your jollies the right way? What would you like a departure from? These are questions that could help you narrow it down a bit. Most of your creatures are strong, but 48 is too many without obviously trimming the rest of the deck down. That’s where I’d start cutting. What effects is the deck you end up with really going to want?

kamarupa on Jurassic Jank

6 months ago

Verdant Sun's Avatar would gain you a lot of life, lol.

Knight of the Stampede and Otepec Huntmaster could help ramp and establish board presence.

dbpunk on Atla palani deck tech

6 months ago

Well, not a big creature, but you should have the combo tech for Atla Palani, which is Mirror Entity , Thornbite Staff and Ashnod's Altar .

Then you probably also want some big boys or value producers to go along with those combos. For example, Avenger of Zendikar goes along pretty well with the Mirror Entity combo. Additionally, Polyraptor , Gruul Ragebeast , Verdant Sun's Avatar , Trostani, Selesnya's Voice could be big help too.

In terms of card advantage, you probably want Soul of the Harvest , Mentor of the Meek , Garruk's Packleader , Garruk's Horde

Also haste enablers like Urabrask the Hidden , Anger , Fervor , Fires of Yavimaya , Hammer of Purphoros , Rhythm of the Wild . Another great combo would Shifting Shadow , which'll get you a two for one if you attach it to an egg (although the second creature gains haste, but will die)

Also graveyard things such as Adarkar Valkyrie , Deadwood Treefolk , Genesis would be vital for the deck because you will be a target.

Finally, may I suggest a Kiki-Jiki, Mirror Breaker combo pack? Zealous Conscripts and Restoration Angel are in the right colors.

Xindlepete on Press F for Dinos in the fall.

7 months ago

Draconos89: I appreciate the shout-out, but I must admit I don't play Arena or MTGO, so my knowledge base isn't well suited to decks in those metas. Off the top, I definitely understand a lot of the reasoning that Lambofan217 has in his above breakdown, and would recommend going more in that direction for your deck as well.

In general, lifegain strategies are really only beneficial against aggro decks, so cards like Verdant Sun's Avatar and Imperial Ceratops fare much better in your sideboard against faster/more aggressive decks.

Rather than Kinjalli's Caller for ramp, why not Drover of the Mighty and/or Otepec Huntmaster ? If you draw into Drover after you have Marauding Raptor on the field, it is a 3/3 and thus will survive the Raptor's attack. While Huntmaster won't survive post-Marauding Raptor, it acts like another Raptor in the deck by also being a 2cmc creature that reduces the cost of your Dinos, but also has the upside of haste-ing whichever dinos enter the board after it. This helps keep pressure up on your opponent until you can drop Regisaur Alpha for the blanket haste as well. I think these non-Dino ramp creatures will be more effective in your deck than Kinjalli's Caller.

I don't really understand why you have Wilderness Reclamation in this deck, since you don't utilize any instant-speed effects besides Icon of Ancestry that benefit you keeping the mana open. I think if you keep this, you should consider adding some more mana-sinks you can activate at instant speed, like Thundering Spineback to use your mana to start building up a herd of 4/4 trample dino tokens.

I honestly think the deck is better served without Wilderness Reclamation, and replacing it with more dig/search effects to take some pressure off of Vivien. Commune with Dinosaurs seems like it would be really good in Dino tribal, since if you somehow whiff and find no dinosaurs in the top 5, you can at least grab a land instead and filter out 5 cards to get you closer to more dinos. Plus, if you include Thunderherd Migration , you can T1 Commune to dig and find a dino, then T2 Thunderherd Migration revealing the same dino you found with Commune and continue ramping to get your big dinos out faster.

Savage Stomp seems like an auto-include in any dinos deck, but especially one utilizing the Enrage mechanic. It only costs G when you target a dino, and since Fighting has the opponent's creature deal damage back it is a guaranteed Enrage trigger on top of targeted removal. That seems incredibly useful. I would probably also include one or two copies of Dinosaur Stampede as a win-con, since it is a combat trick and grants all your dinos Trample to push through that last bit of lethal damage.

Again, take all of this with a grain of salt, since I don't know very much about the MTGA meta, or what type of "typical dinosaur decks" you are trying to be different from. Either way, Dinos are pretty freaking badass though, and it seems like you have strong bones in this deck to improve upon!

Lambofan217 on Press F for Dinos in the fall.

7 months ago

I have been playing Dinosaur Tribal ever since Ixalan came out and have a few things to suggest. The main problem still is that the white dinosaurs kind of suck in today's standard. I had splashed into Jund dinos way back in Guilds of Ravnica and find it much more consistent and competitive against the top tier decks of the meta. With the support that those colors got in M20, its safe to say that that is still going to be your best option. Now for individual reasons about cards.

  1. Kinjalli's Caller : Though the mana reduction and the high health body is very attractive, the main focus for dinosaur decks is to push damage through. With this having 0 power, it does literally nothing on its own.

  2. Forerunner of the Empire : Unfortunately, this card is only used for Polyraptor combos. Being a 4 mana 1/3 is way to slow and doesn't affect the board in any big way when it hits.

  3. Imperial Ceratops : Even with Maruading Raptor being able to hit this as it comes down, lifegain generally isn't revelant in a ramp style deck. Granted, it does well against aggro, so I would use this in your sideboard if you keep with the white color.

  4. Trapjaw Tyrant : When this card first came out I was stoked. Unfortunately, paying 5 mana for a Deputy of Detention effect just isn't worth it. Especially when it can be removed for a lot cheaper.

  5. I'm gonna put Verdant Sun's Avatar and Silverclad Ferocidons together here. These bad boys cost 7 mana. That alone is a huge thing to make happen. 4/5 times you will find these stuck in your hand and unable to be played.

  6. Blood Sun : I understand that this meant to combo with Lotus Field however having a 3 mana enchantment that doesn't affect your board at all is really bad. I was recommend playing Ripjaw Raptor instead. With Marauding Raptor , it's essentially 3 mana and it gives you a creature that can continue to draw more.

  7. Wilderness Reclamation : I see that you want to run Vivien, Champion of the Wilds in your deck and that's completely fine, however, you will probably find that you will rarely end up playing anything at instant speed, making the extra mana unusable. Also, if you draw this late, it ends up being a dead draw.

  8. Raptor Hatchling : I love this card don't get me wrong. However, I think this is better save as a sideboard option against aggro, especially mono red.

Now a couple of cards that I would recommend would be Regisaur Alpha , Ripjaw Raptor , Savage Stomp , and Domri, Anarch of Bolas as they speed up your deck and add more power to the board, as well as giving you some removal options and enrage triggers. If you want cards to use against control, Carnage Tyrant still typically gets the job done.

Load more