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Enchantment (1)


Temur Dinosaur Stompy deck! Now with a pinch of White! It's a thing. This deck is all about ramping early game and getting the bigger dinosaurs down early so we can rampage all over our opponent.

MAIN DECK

Creatures

Drover of the Mighty isn't a dinosaur, but he does help with ramp. Originally I didn't have this human in the deck, but I felt as if he served enough of a purpose to add at least 3 of them. We want to ramp after all!

Deathgorge Scavenger is here as a 1-of in the main deck because it's useful for getting rid of creatures that The Scarab God likes to resurrect and seeing as how The Scarab God is super popular, I like having at least one in the main deck.

Thrashing Brontodon is here because for 3 mana you can't really beat a Naturalize on a relevant 3/4 creature. It takes a revolted Fatal Push or a Vraska's Contempt to deal with it or two burn spells as neither a single Shock, Lightning Strike, Magma Spray, or Abrade can kill it unless it's already taken damage post-combat. It even survives Sweltering Suns which we run as a 3-of for our own removal!

Ripjaw Raptor What else needs to be said about this creature? Seriously. It's just freaking good. 4/5 body with a great Enrage ability? Of course it's a 4-of. And, it's only 4 mana!

Regisaur Alpha is also an easy choice for the deck. It makes a 7/7 spread across two bodies, the 3/3 of it having haste and trample AND it gives all other dinosaurs haste. It's just great!

Carnage Tyrant It may seem a bit excessive having 4 of them in the deck, but we have a lot of ramp you'll almost always be casting it before turn 6, provided you have it in hand. It can't be countered, so it doesn't care about control. It has hexproof so it's really hard to deal with. It's a 7/6 with trample which means it's getting through or even if it gets blocked, it's killing something!

Ghalta, Primal Hunger is the biggest mother in the deck. She (or he) is a 12/12 with trample that is fairly easy to drop on turns 5-7. It's just really hard to deal with this creature until the opponent has a Vraska's Contempt or Cast Out in hand with the mana up to cast it and if you already have Regisaur Alpha out, then it has haste and can mow down the opponent the turn you play it. She's an excellent addition to dinosaurs!

Spells

Thunderherd Migration is this deck's Rampant Growth. You'll almost always be able to cast it turn two and if you have this and and Drover in hand, I'd recommend playing this over Drover if you have a dinosaur in hand, too. Drover can be killed, halting your ramp; Thunderherd Migration can't be killed.

Commune with Dinosaurs is great for digging up land or digging up dinosaurs (paleontology pun) on turn one. It can turn your Thunderherd Migration into a turn two spell. It's also great late-game for finding Ghalta or Carnage Tyrant. It's useful anytime.

Blossoming Defense helps to protect our creatures from spot removal. It also pumps them up and that's all for one mana.

Sweltering Suns is a fantastic piece of removal, especially since a lot of creatures in the current meta have 3 toughness or less. Sure, it kills Drover and Deathgorge Scavenger, but all of our other creatures survive it! Plus, it has Cycling, so if we don't need it we can just toss it and get a new card. I originally had Savage Stomp in the deck as this does nothing against Scarab God tokens, but honestly as I stated above, a lot of the meta has creatures with 3 toughness or less and a lot of our creatures can go toe-to-toe with 4/4s and win.

Chart a Course may seem put of place here, but a lot of times we will be wanting to attack and for two mana we can draw two cards. When it comes to drawing cards, dinosaurs have Ripjaw Raptor and that's only if it takes damage.

SIDEBOARD

Admiral's Order hard counters any spell, though it's mostly here for Settle as its raid trigger makes it only cost a single blue mana.

Chandra's Defeat is great for dealing with big red creatures like Glorybringer or red planeswalker like Chandra, Torch of Defiance. It only costs one red mana and is extremely efficient removal against decks running red.

Deathgorge Scavenger is here for GPG decks and any deck that runs The Scarab God. It also works against aggro since gaining 2 life when attacking can be beneficial.

Ixalan's Binding is the sole reason we run white. It's great for permanently shutting down The Scarab God and Hazoret as decks that run those creatures typically don't have enchantment removal.

Negate is another hard counter for non-creature spells and mostly used against control as we hate sweepers.

Nissa, Steward of Elements is another spell side in against control or even other midrange decks as her ultimate is quite difficult to deal with. Two 5/5 flying lands can kill your opponent quite quickly. Being able to +2 for Scry 2 is also handy.

Shapers' Sanctuary is here for those target removal decks, aka decks that run black.

Verdant Sun's Avatar is here strictly for aggro. Hazo-Red is a real deck and I've seen some RW aggro as well. Verdant Sun's Avatar may cost 7 mana, but with our ramp it won't be too difficult to get it down sooner than that. It instantly gains us 5 life and any creature we play after it gains us life, too. Being a 5/5, it's rather hard for mono red to deal with it.

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Revision 3 See all

(6 years ago)

-1 Botanical Sanctum main
+1 Chandra's Defeat side
+2 Chart a Course main
-2 Essence Scatter side
-1 Island main
+2 Ixalan's Binding side
-1 Nezahal, Primal Tide main
+1 Plains main
-1 River's Rebuke side
+1 Sunpetal Grove main
-2 Supreme Will main
+1 Thrashing Brontodon main
Top Ranked
  • Achieved #28 position overall 6 years ago
Date added 6 years
Last updated 6 years
Exclude colors B
Splash colors W
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 2 Mythic Rares

25 - 7 Rares

14 - 3 Uncommons

5 - 3 Commons

Cards 60
Avg. CMC 3.59
Tokens Dinosaur 3/3 G w/ Trample
Folders dueling decks
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