Maybeboard

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Boldly Go

I wanted to challenge myself by making a deck outside of my comfort zone, which is mainly protecting everything (especially my life total) while pretending to be as non-threatening as possible. So, I decided to build an EDH deck with BFMs, scary enchantments, and lots of damage to all players. The Ixalan dinos and enrage mechanic seemed like a fun way to accomplish this and provided the added bonus of working with new cards and flavors. Fashionably Late is the result of trying to balance ramp, aggro, and budget while making a functional multiplayer deck that plays consistently well yet never bores. Thank you for taking a look and feel free to offer any and all advice! This is my first time working with this archetype, so I know there is a lot I can learn and improve on!

Fairly straightforward - get out big creatures and murder everything that you can. I wanted this deck to work even if enrage flops. Cards like Goring Ceratops , Loyal Guardian , Urabrask the Hidden , Gahiji, Honored One , and Domri, Anarch of Bolas keep your creatures pumped up, while Aggravated Assault , Gratuitous Violence , Overwhelming Stampede , and Triumph of the Hordes allow an attack phase to quickly become lethal. There's some one-card support tricks in the deck, like Mayael's Aria that can provide other ways of winning; but ultimately, it's about feeding your own beasties while bashing through your opponents'. Enrage really does help this goal, so I've paid a bit of extra attention to it in the next section

Enrage is incredbily fun to play with and powerful with the appropriate set-up. Rite of Passage essentially gaurantees that any creature with a toughness greater than 1 can survive an infinite amount of enrage triggers, which could theoretically be generated with Cacophodon and Pyrohemia out simultaneously.
While pyrohemia certainly has the best enrage-inducing ability, back-ups like Caltrops and Fire Ants help keep things flowing and provide workarounds against type-specific hate.
Other cards like Ravenous Daggertooth , Path of Discovery , and Rhythm of the Wild can protect both yourself and your 0/1's from dying off from repeated triggers and help round-out the aggressive nature of the deck.
Enrage can effectively win the game without you ever having to attack, especially with cards like Silverclad Ferocidons and Frilled Deathspitter .

I tried to make a deck that would run fast and not peter-out after turn 7 while you sit there with an empty hand. It's not perfect, so any suggestions for improvement would be appreciated! This deck is not really a dinosaur tribal, so I avoided some more obvious cards like Vanquisher's Banner . I am not entirely sold on my choice of commander (so please make a case for any alternatives), but I do like that he is cheaper than more aggro/dino options and his flavor still matches to goal and function of the deck.
Early on, classic ramp cards like Sword of the Animist , Sol Ring , Kodama's Reach and more help set up your mana base to start putting out the CMC 5+ heavy hitters out early. In the beginning of the game, I would personally always fetch for Ranging Raptors , since their ability can quickly get out the entire basic land collection. Xenegos, the Reveler, Domri, Anarch of Bolas , Wayward Swordtooth , Trove of Temptation , and Path of Discovery are also in to help add mana and support the creature-based ramp cards like Somberwald Sage , Lotus Cobra , and Birds of Paradise while maximizing the cost-reduction cards like Kinjalli's Caller .
Mid-game, card draw becomes more important. Things like Ripjaw Raptor , Huatli, Radiant Champion , Rishkar's Expertise , Infiltration Lens , Colossal Majesty , and Elemental Bond , help make the transistion from getting out mana to getting out BFMs.
Late-game, cards like Mana Echoes , Zendikar Resurgent , and Traverse the Outlands keep things running smoothly and ensuring the BFMs have all the support they need to continue murdering.
There are no instants in this deck! I did that intentionally because I normally build very reactionary decks and wanted this deck to be one that forced a reaction instead. I did have the Archon of Valor's Reach in originally to cancel all instants, but I felt its spot was better used by another dino. However, there is still some instant-hate in this deck, especially with Price of Glory . Other protection/control cards include Asceticism , Decimate , Chaosphere , Homeward Path , Zacama, Primal Calamity , Temple Altisaur , Ulvenwald Tracker and Trapjaw Tyrant .

Remember, while Polyrators are incredibly rare and desirable, they are not suited for first-time reptile keepers, and should only be purchased by experienced and equipped collectors. Thanks again for stopping by!

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Updates Add

Several things became apparent while playtesting that I wanted to address. First and foremost was adding more card draw. Second was adding a few more creatures and removing some enchantments. Third was increasing enrage's potential. And fourth was adding more ramp. The revisions show the evolution of the early construction of this deck. This revised version (now not in as dire need of help) plays more consistently, aggressively, and streamlined, but there is still work that can and must be done! Any help is appreciated. There are likely still good contenders in the former maybeboard (like Angel's Trumpet), so feel free to take a look there!

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98% Casual

Competitive

Revision 10 See all

(3 years ago)

+1 Sorrow's Path maybe
Date added 5 years
Last updated 3 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

38 - 0 Rares

23 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 4.02
Tokens City's Blessing, Copy Clone, Dinosaur 3/3 G w/ Trample, Emblem Huatli, Radiant Champion, Satyr 2/2 GR, The Monarch, Treasure
Folders Deck Help
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