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DINOQUAKE!!! (Dinosaur/Land Destruction EDH)

Commander / EDH Combo Land Destruction RGW (Naya)



Instant (1)

Creature (1)

Sorcery (1)

Enchantment (1)



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This deck is built around ramping out big dinosaurs, triggering their enrage, and watching them stomp around the table destroying everyone else's land in the process. While everyone else is trying to rebuild their manabase, Gishath will continue to dole out the big hits, rolling out even more dinosaurs regardless.

Stranglehold will prevent your opponents from searching for more lands or that valuable counter-spell. Aura Shards will blast away your opponents' enchantments and mana rocks. Chaosphere will negate your opponents flyers. Price of Glory will make them pay for stealing the glory on your turn. And Wheel of Sun and Moon will keep recycling cards back into your hopper.

There are a few combos in this deck that will help you on your way to victory ("It's dangerous to go alone! Take this."):

Land destruction. Deprive your opponents of their most basic needs. Gishath cares not, it's a freaking dinosaur! Let the DINOQUAKE begin!


Switched secondary focus to land destruction.


Moton says... #1

Nice deck, it looks a lot like what I'm building right now. You could replace Jungle Shrine with Rith's Grove if you want an option that doesn't come in tapped. Defense of the Heart could be a second Tooth and Nail. And Wild Pair could do some work, I notice you have a lot of creatures at total Power and toughness 4, 8 and 10.

November 6, 2017 12:15 p.m.

Condenserhead says... #2

Thanks for the upvote and the comments! Rith's Grove might be a pretty good addition here, considering I generally won't need to worry about hand size regardless of the bounce effect. I actually thought of using Defense of the Heart instead of Tooth and Nail because my main worry with this deck against other creature decks is the delay in getting out some of the dinos. I have a couple of other cards that are in the maybeboard, such as Kindred Boon, Herald’s Horn , Krosan Grip, Explosive Vegetation, Burgeoning, and Carnage Tyrant, but I am at the point now where I've gone through everything so many times I am trying to figure out the weak cards to remove.

Beyond that, I am trying to figure out whether I may want to abandon some of the enchantment/artifact removal and head more into land destruction territory.

November 6, 2017 12:35 p.m.

Moton says... #3

Good point about land destruction. Personally I'm going more heavily into sorcery-based basic land ramp, with things like Traverse the Outlands and doublers like Mirari's Wake, Zendikar Resurgent and Regal Behemoth and including non-basic hate like Ruination and Wave of Vitriol.

November 6, 2017 2:13 p.m.

AmazingGrace15 says... #4

Looks like a very solid foundation. As for certain cards to remove, I'm seeing some weakness in cards like Elixir of Immortality, Berserkers' Onslaught, Stranglehold and Reverberate for the following reasons: In commander, Elixir of Immortality isn't going to do all that much. 5 life isn't a lot at all, and although shuffling your graveyard into your library is nice, I think you'd be better off with something that buffed your creatures or mana ramped even more. As for Berserkers' Onslaught, although it is a good card, I think you'd be better off with something that helps you against evasion, like Spidersilk Armor or Chaosphere. Stranglehold is entirely about your meta and how your playgroup plays, but if you're not getting that much use out of it then I think it is worth taking it out. I say that because in my playgroup we search our libraries infrequently and for basic lands, and we rarely ever take extra turns. Now for Reverberate, although it is good for control, I don't see it being super helpful. That is, unless it was just a way to cheat a tutor not in your colors (like Demonic Tutor), or something of the like. I rarely ever see people play cards like Reverberate unless they're playing a Narset, Enlightened Master deck, but maybe that's just my playgroup.

A general rule of thumb I go by is a simple template created by the guys at The CommandZone Podcast, where they say to include 10 draw cards, 10 ramp cards, 5 single target removal cards, and 5 board wipes. I notice there isn't a lot of draw, so you might want to consider cards like Rishkar's Expertise, Mind's Eye, or Elemental Bond. For ramp, there's always the signets as well as Kodama's Reach, Darksteel Ingot, Burgeoning, etc. I know you wanted to have a small focus on removal, but it is hard to do that in a deck that loves creatures. I usually find that 5 single target removal cards works well for me (that is, various cards like Swords to Plowshares, Oblivion Ring, etc.). Since this is a creature heavy deck, 5 board wipes is probably a bit much, but 2 or 3 is fine. You could even combo with a Blasphemous Act + Heroic Intervention if you wanted. Just a thought.

I know this is a long comment but I hope it helped. Looks great, good luck!

November 6, 2017 11:01 p.m.

Condenserhead says... #5

Thanks for the input, I appreciate it. I was thinking about using Star of Extinction + Heroic Intervention as a potential combo, as well as putting Boros Charm in there as another way to protect my dinos. In terms of removal, I only have Terminus in there as a complete board wipe, largely because it would bury my dinos rather than send them to the graveyard, at which point Gishath, Sun's Avatar would still be able to retrieve them. After running a couple simulations, I agree, I need some additional card draw; Mind's Eye and Elemental Bond are two that I am absolutely going to work in.

As for Reverberate my main reason for having it in the deck is twofold. First, it gives me a small amount of protection against counter-spells, so I can hold it until I am ready to cast something potentially game-winning to ensure that the spell goes off. Second, if I am not playing against a control deck, I can use it to tutor since I am out of black. Beyond that, it can also serve a utility purpose of being additional ramp or spot removal as a two cost.

Berserkers' Onslaught, Stranglehold, and Elixir of Immortality are all cards that I have been extremely wish-washy over. Ultimately, I think you are right; they are probably cards that would be best served as a sideboard depending on the meta. Chaosphere seems like a great addition over any of those three. I might also include something like a Whispersilk Cloak to make sure my commander gets through to trigger its ability.

Again, I appreciate the input.

November 7, 2017 11:51 a.m.

wingmanJ says... #6

You could add Fungusaur and Magmasaur, maybe Pygmy Allosaurus, as they've been errata'd to be dinos (https://magic.wizards.com/en/articles/archive/card-preview/royal-recipe-dinosaur-tribal-2017-09-06). Fungusaur actually has an enrage trigger too, and since most of your dinos are large, you could get a board wipe or enrage triggers from magmasaur.

November 7, 2017 1:45 p.m.

Condenserhead says... #7

Awesome, I totally didn't realize that retroactive creature type application existed. Magmasaur is a great add in that instance to specifically trigger enrage.

November 7, 2017 4:52 p.m.

nerdwerld says... #8

Pretty neat, I also have a dinosaur EDH deck [Nayasaurus-Rekt]

I personally don't like [Huatli, Dinosaur Knight] as the other Huatli is much better, she creates more dinos and in addition can trigger enrage. Could add [Magmasaur] or [Carnage Tyrant] since he is a game changer in a lot of games I play.

November 7, 2017 7:08 p.m.

Condenserhead says... #9

Carnage Tyrant is definitely going in there as soon as I get one.

November 10, 2017 7:59 p.m.

Bxbx says... #10

I'd recommend you to take the Rith's Grove back out. Playing it is basically like missing a land drop. While it doesn't set you back the turn you play it, it sets you back every turn after. This is not a good card for ramp decks. Just put the Jungle Shrine back in or play a Forest instead as you get most of your color fixing through cards like Cultivate.

Also put Stranglehold back in. As long as you don't play against decks full of pure vanilla creatures, it will do its work! Almost every non-monocolored deck plays fetchlands or Evolving Wilds. Black decks tutor a lot. Blue decks tutor for artifacts with cards like Trinket Mage or Fabricate. Green decks tutor for lands and creatures all the time. Even white decks tutor for enchantments and equipments Enlightened Tutor, Steelshaper's Gift. Even the mono-colored decks play Solemn Simulacrum and Expedition Map. Additionaly, you're giving combo decks a hard time. And it's really funny when your opponents forget the Stranglehold on the table and crack their fetchland or play their Demonic Tutor. They're still able to do this but it will simply have no effect and they're just wasting their cards. Imagine the look on their faces!!!

November 11, 2017 5:32 a.m.

dunhax says... #11

Nice deck man!

I would just make some changes, I would put more dinosaurs, about 30+.

I would try to put the maximum of "Fetchs" effects, 9 lands and Kodama's Reach.

If you run Tooth and Nail or Defense of the Heart, why not put the Burning Sun's Avatar + Changeling Titan combo with Dual Nature ?

If you can, take a look on my build, I think you could have some ideas.Barney's Fury!

November 12, 2017 12:17 p.m.

Condenserhead says... #12

Thanks for all of the great comments. I am in the process of updating the deck and will have v2 up shortly.

November 13, 2017 10 a.m.

Hipparchos says... #13

Absolutely hilarious! :)

November 15, 2017 9:19 a.m.

Gleeock says... #14

I demand MORE MLD!!

November 17, 2017 10:28 p.m.

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Compare to inventory
Date added 1 week
Last updated 11 hours

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.60
Tokens 0/1 Plant, Domri, 3/3 Dinosaur
Folders New Ideas, Simular Decks, Other People's Decks, Interesting Commander Decks, Sample, EDH, Decks, EDH
Top rank #4 on 2017-11-17
Views 1580

Revision 6 See all

11 hours ago)

+1 Gaea's Cradle main
-1 Mountain main
+1 Grove of the Burnwillows main
-1 Forest main