Naya Dinosaurs with a Midrange focus! Churn out your mana dorks and cast your dinosaurs out quickly! Remove anything that stands in your way and dont worry about burning their face, we want to have a clear path to stomp through and feel badass while we do it!

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Carnage Tyrant can be brought out as early as t4 making impressive pressure on the board. Hard to remove, demands answers.

Ranging Raptors is our cheapest dinosaur currently and thins our deck out nicely to help ramp even easier into our finishers. Deters potential attackers and is usually unblocked. Thinning the deck is important so we can keep the pressure up by playing more dinosaurs. Makes a great fight target.

Kinjalli's Sunwing is a flier, slows down our opponent and will frankly - probably just eat a removal spell. Thats ok. One less to deal with, but in this predicted creature-filled meta, i think this is mainboardable. Fills out the curve a little too.

Ripjaw Raptor Is just a solid card, demands answers or takes over the game easily and with the deck being able to consistently cast it on t3, puts immense pressure on the board. At least gives you one card when they smite it with a removal spell.

Regisaur Alpha is great at filling out the board and being a lord of sorts for the dinosaurs. im running 3 because i wanted another removal spell, and running 3 is fine with the digging from spells and card draw from raptor.

A little 'ramp' package with Drover of the Mighty & Otepec Huntmaster bringing in the haste and DinoDiscount being our early plays! Heck yeah! No one wants to waste their burn or removal on these guys either.

Commune with Dinosaurs Good t1 play and a good top deck when you're empty handed. This card hits most of what we want, and doesnt pitch to graveyard so we can still draw them later!

Cast Out , Abrade , Savage Stomp, Ixalan's Binding serve as our mainboard removal package. I'm looking for better spells. Since its midrange, I want to remove threats so thats why i've picked Abrade over Lightning Strike. Im confident i can push through final damage without needing a direct burn spell, and artifacts are still very powerful. I dont want to face God-Pharaohs Gift or Gearhulks. Binding is for common threats and against mirrors! Target their Cast Out, their Ripjaw, their Khenra's, you get it. Cast Out is to get rid of any Ixalan's Binding against us and cycling in dire straights.

Blossoming Defense is almost like a counterspell due to how precious and little removal there is in this format currently, the buff helps something survive a double block (like tyrant) or y'know, spot removal against a Ripjaw Raptor or something. I like 2 mainboard.

Savage Stomp is the best creature removal for us simply due to it being 1 mana for us. sorcery sucks but cant beat 1cmc. Triggers enrage on my dinos and removes a creature before combat, permanently giving my dino a +1/+1 counter. I also like and recommend Prepare / Fight as a combat trick.

Unclaimed Territory almost always you'll name "Human" to fix the mana dorks early game. Later on you'll name "Dinosaur" incase you havent gotten a Red source yet.

Field of Ruin as a 1 of since there are quite a few folks at my LGS who are trying the new legendary lands, specifically Growing Rites of Itlimoc  Flip and Vance's Blasting Cannons  Flip.

Authority of the Consuls Is for RDW and fast aggro decks, but mostly for RDW. Lets us play our dudes at a regular pace and not the extreme speed that they wanted to play at. Also stops suprise damage coming through and a little bit of life gain.

Deathgorge Scavenger Is for Gods-Pharaoh Gift decks and Control, those who use the graveyard mostly so we can eat it and render those targets unusable. Swap for Ranging Raptors or Kinjalli's Sunwing.

Forsake the Worldly generic artifact and enchantment removal, bonus cycling!

Fumigate Against any go wide strategies or the mirror match. Kind of an emergency panic button.

Heaven / Earth Heaven For the UW Favorable Winds or Pirate decks who focus more on the evasive side. X will usually be 3 or 4 because flying is a pretty good way to beat a Dinosaur deck. Earth works as another board wipe or a token killer.

Heroic Intervention for board wipe protection, mostly control or midrange strategies.

Prepare / Fight Combat trick and lifegain for those quick decks or decks that focus on burning to try and trade with my big dinosaurs. This also nets us a lot of life. Usually boarded in against RDW too as a well timed Prepare will mean game over for some RDW strategies. Fight is a nice option to have in case we dont have Savage Stomp

Settle the Wreckage is for the mirror match! I think this is the best chance against Ripjaw Raptor Regisaur Alpha and Carnage Tyrant.

Solemnity For the BG counters deck and Energy decks. Havent tested yet but seems like a good hoser.

Kinjalli's Caller too cute and too unreliable to get t1, also a really bad top deck. I dont want this at all.

Vanquisher's Banner was a test for an anthem effect and some card draw but was too slow in the end.

Mouth / Feed was tested as a source of card draw too, was pretty good but since it was an Aftermath effect only it took that extra step to cast and was a bit too fiddly to be consistent. Nice draw power though, may look into this in the future again.

Shapers' Sanctuary is our main card draw, but serves as pseudo protection as who really wants to give us more fuel? May deter spells being cast or activating abilities on opponents side and is very cheap, also stacks! Running 2 copies for now.

Huatli, Warrior Poet is a lot of fun, granting lots of life or a relevant blocker. I like to use this for alpha swinging with her ultimate, usually killing her the turn she is played to stop 3 blockers, usually enough for the trampling dinos!

Gishath, Sun's Avatar might be a bit win more, but a great end game with his built in abilities. Currently testing without this, though is still a great finisher.

Ajani Unyielding helps us dig and to remove bigger threats at the cost of granting them some life. Good trade off in my opinion.

Lifecrafter's Bestiary for the scrying and card draw, even with being our main colour, i found this kind of hard to trigger. It felt...clunky.

Priest of the Wakening Sun This isnt the right deck for it. I liked the life gain but i ended up dropping it all together for more removal.


Another 3-1 score this week! This week had me facing different decks with interesting results. Im writing this on the following monday but i'll try to remember as much as i can.

R1: VS UB Pirates 2-1

This was interesting, similar to last week with the Jace + Heart of Kiran combo, the opponent managed to just fly over my dinosaurs, but in that game i was also lacking actual creature cards. Just a bad hand for me it seems. The next two games was much better and i boarded in Heaven / Earth and Forsake the Worldly to remove Kiran, but also drew better. Bad shuffle on my end? I landed a t5 Carnage Tyrant and that was kind of game right there.

R2: VS UW approach 2-1

Havent faced a UW approach deck in paper form yet, this was a suprise. Game one was like a god hand for us, curving out perfectly into a Tyrant, and them just not having a Settle the Wreckage ready. But game 2, went perfect for them , countered my Ripjaw Raptors and did have a Settle the Wreckage ready, also pulled the Approach Win. Game 3 looks like they didnt draw any counters and i overran them.

R3: VS Bolas intro deck? 2-0

I think i got matched down? This guy was new and was running the Bolas Introdeck and well, yeah, it was a very easy win so i took the time to explain why we run certain cards and why some are 'bad' in constructed. Also to see if he was having a good time, because it really sucks when you get obliterated. I wanted them to enjoy FNM and to come back, so we went through and i suggested some cards to help make that deck a bit more consistent in the future.

R4: VS Temur Energy 0-2

Yeesh this is a fast deck. I just, couldnt deal with it. Didnt curve out perfectly so got overrun by this powered up Longtusk Cub. Was gross! I didnt stand a chance and i didnt draw Solemnity in time, it was like 4 turns and you're dead. Need to figure out a better sideboard against this match.

So yeah! Pretty happy with this week, just more sideboard tweaking needed.

Comments View Archive

rottenoysters says... #1

Shock will do really well in activating enrage abilities

September 17, 2017 3:05 p.m.

Have you tried Sky Terror + Dowsing Dagger = Gishath, Sun's Avatar?

September 17, 2017 3:44 p.m.

Kizmetto says... #3

rottenoysters Shock is nice, Dual Shot is a better enrage trigger! I wish there were more dinosaurs with the ability. I'll consider it though.

thelostsandwich2 Haha no, cant say i have but i love it. I feel like that could be an entirely different deck to what this deck is trying to do, which is outlast with a midrange strategy. I might...brew up something though, you've inspired me. I'll tag you in it if i do!

September 17, 2017 9:28 p.m.

Kizmetto says... #4

Tested this deck against Death and Taxes XLN Standard

Write up below!

Games 1 and 2 Show

September 18, 2017 10:57 a.m.

multimedia says... #5

Isn't Kinjalli's Sunwing better than Territorial Hammerskull? It can have much more impact on your opponent and it's flying with 3 toughness. A flying Dino is kind of important because otherwise flying creatures, Pirates can just fly right over your Dinos and hit you. Sunwing takes away haste from your opponent while still being a Dino making it very good in the Ramunap Red matchup as well as the mirror match and not letting creatures crew the turn they're played.

I see no reason to not use Commune with Dinosaurs as a 4 of. It's only one mana making it excellent turn one or turn ten. Think of Commune as having the same utility as Attune with Aether does in green energy decks. It allows those decks to play a smaller amount of lands. Commune can find a Dino or a land in the top five which is a lot. Consider cutting 2x Prepare for two more Commune. I would choose between using Prepare or Savage Stomp you don't need both.

I would also choose between playing either Kinjalli's Caller, Otepec Huntmaster and Drover of the Mighty. I don't think you need all of them because I can foresee games where all you draw are these Dino rampers and not actual Dinos. This is another reason that Commune is good because it can help to find a Dino to use these rampers with. Currently the manabase only has six turn one possible lands to give you a white source for a turn one Caller. This is not ideal and is the reason I would cut it. Consider cutting 3x Caller for a fourth Huntmaster, a fourth Drover and a third Carnage Tyrant?

I would take a look at Shaper's Sanctuary, Mouth or Walking Ballista for some draw. Mouth gives you a creature although not a Dino and then Feed is good with quite a few Dinos especially Alpha. Sanctuary is going to surprise a lot of players, it's kind of broken in this format where creatures will rule because it's only one mana. Ramunap Red is relying on Earthshaker, Crasher or burn to kill or tap down you're Dino blockers all these interactions let you draw a card with Sanctuary.

September 19, 2017 12:25 a.m.

Kizmetto says... #6

multimedia Thank you for writing and suggesting many cards! I appreciate it.

You raise a good point, i think i was overvaluing Territorial Hammerskull and the Sunwing is a flier, stops that haste and is the same CMC. Why WOULDNT i run it? I'm doing a direct swap 2:2 for the hammerskull. Expecially with Ramunap Red still rampant.

I like Prepare way too much to drop it, so i'll drop out the Savage Stomp. You're right, the digging spell is great for well...digging. Increased it to 4 of.

I see where you're coming from, and consistency is the key here, and t1 white is uncommon, maybe you're right. I'll test out dropping the caller entirely and increasing the Tyrant and the other two 'rampers'. Whats your thoughts on 1 or 2 Priest of the Wakening Sun?

Im not seeing how Walking Ballista can draw me cards, am i missing an interaction here? but Shaper's Sanctuary... Wow yeah, i didnt really think about those interactions when i first saw the card and dismissed it. Would you mainboard this or sideboard, and what would you drop (maybe 2 copies?)

September 19, 2017 4:40 a.m.

multimedia says... #7

Glad my advice helped.

The problem with cutting Stomp instead of Prepare is Stomp will 90% of the time only cost one mana. That's the reason to play it because it's permanently growing with a counter, the Dino, you target and being a creature removal spell at the same time which is a lot for only one mana. If you're targeting Ripjaw with Stomp you also get to draw a card because opponent's creature you fight is doing damage to Ripjaw. The same can be said for Ranging Raptors they land ramp and get 4 toughness from Stomp.

Walking Ballista can be a draw engine with Ripjaw, that's why I suggested it. It's a very abusable interaction. You can remove a counter from Ballista and target Ripjaw thus doing damage to him and drawing a card. It also works with Raptors to land ramp or any other Dino with enrage.

Priest of the Wakening Sun has the same problem as Caller did because in the matchups where you want lifegain you want Priest turn one because you can only gain life at upkeep which makes it slow unless turn one. I also don't think you need his tutoring ability because of Commune.

Sunwing seems like a card you want more of because he's really pseudo gaining you life because he turns off haste. Haste is a big reason aggro decks can do so much damage so fast. Remember that crewing is pseudo haste because any creature the turn it's played can crew a Vehicle. Sunwing buys you time to get bigger Dinos into play. For these reasons I think he's better than Ranging Raptors because ramp is not a problem here with Commune, the Dino rampers and 23x lands.

You can take more advantage of Rootbound Crag and Sunpetal Grove because either of these lands only need a single Forest to enter untapped. You want a Forest more than any other land which is good with these check lands. Consider cutting some basic Mountains and Plains for more Crag, Grove and Forests.

I'm currently playing 3x Sanctuary main deck in green decks I'm playtesting with. The only reason I'm not playing it as a 4 of is deck space. It's ability to draw a card when one of my creatures is targeted by my opponent stacks. For example, if I have two Sanctuary in play I'm drawing two cards each interaction. The only problem with Sanctuary here is it does nothing against board wipes which for Dinos is the number one threat because they're the only way to kill Tyrant.

September 19, 2017 6:18 a.m.

Kizmetto says... #8

multimedia Oh ! yeah thats really cool with Walking Ballista! Definately an interesting and a great repeatable enrage enabler... Nice!

I've dropped Ranging Raptors to 3 and increased Kinjalli's Sunwing to 3 and feel pretty good about that spread. Also tweaked the land base a bit, but since my sideboard is quite white heavy i dont want to lose more white sources for that reason. Swapped out Prepare / Fight for Savage Stomp , i just really liked being able to untap and lifelink as a combat trick, but the value is so good , its hard to ignore. I've found space for another Sanctuary and i think 2 is good. I'll do some more testing and see how this current list feels. Thank you so much for contributing and discussing these points with me!

September 19, 2017 8:04 a.m.

xoorath says... #9

Hey, I'd suggest giving my brew a playtest - it's getting pretty tight. Huatli: The only dino gyno I know...

Running Attune with Aether, Aether Hub and Commune with Dinosaurs Makes my mana super stable.

The planeswalker package of 1x Huatli, Warrior Poet, 1x Ajani Unyielding and 1x Samut, the Tested is very tight. Each have their own big upside. Huatli can enrage my guys, reduce blockers, heal... just a great tool card. Ajani is at the top of the mana curve, so his plus helps me only find action, he adds removal, and the ultimate with trample is game winning. Samut giving double strike to any trampler can be game winning - but even if it's not, it's a devistating same turn play. I generally don't ultimate her even if I can, the double strike is just better, and using the ultimate after a wrath is very strong. Note with samut that Regisaur Alpha is an ETB trigger not a cast trigger. I really wouldn't discount samut even if people look at you funny for playing a $4 planeswalker. She's quite good in the deck.

I now regret ever playing without 4 Savage Stomp, it's actually incredible. Super happy with the choice.

Still sorting out the sideboard, but I think Authority of the Consuls, Settle the Wreckage and Abrade will be 3 of. As much as I like Solemnity it's probably just not that relevant to hose a few strategies especially now that it would hose Savage Stomp's counters.

What you found in your playtesting you posted is very consistent to my findings. I would also add that in my experience I'm not too scared of wrath effects and things like settle the wreckage. So long as I'm ahead in card advantage and can dig in some way for dinos - I can stabalize and pose threats constantly.

I'm also still feeling very good about having extra 5 drops with Charging Monstrosaur.

Thanks for continuing to update your list and post findings. Happy stomping! ;-)

September 19, 2017 1:24 p.m.

Kizmetto says... #10

Mirror Match test vs Dinos of the Perfect Curve

Games 1, 2 and 3! Show

September 19, 2017 8:30 p.m.

Kizmetto says... #11

xoorath oh man im so glad you're still running the planeswalker package! I think they are all perfectly suited ( i cry that Arlinn Kord is leaving, i feel that wouldve been perfect for this deck...)

Alright i'll give our decks a test run! I'll post it on your deck when im done.

I cannot agree more, these Savage Stomps are amazing, I too want to find room for 1 more in my list, just tweaking stages now.

Sideboard talk tho, its so hard to predict, and i guess it iwll always change based on our own personal metas but i think its a good call to not run Solemnity since you do have a bit of a counter theme going on with the +1/+1s, the planeswalkers (is that something solemnity stops?) and the energy production. And to hose one strat feels a bit bad, its why i dropped Ashes of the Abhorrent to a 1 of.

These dino decks can recover so quickly!! So long as you dont completely commit to the board i think, we're good. Also casting that Carnage Tyrant really provokes a board wipe anyway if the opponent is able heheh. Im glad you're still tweaking too and sharing your thoughts!

September 19, 2017 8:35 p.m.

xoorath says... #12

Solemnity doesn't stop planeswalkers luckily. But now that I'm on the aether hub plan it just takes too much from me, your're right.

Totally agree with the sideboard note. I'll put in some safe picks at first and tune from there.

Looking forward to your thoughts on my brew later. Cheers.

September 19, 2017 10:29 p.m.

Kizmetto says... #13

Match against Huatli: The only dino gyno I know...

Games 1, 2 and 3 Mirror Match! Show

September 19, 2017 10:45 p.m.

Well it looks like your build won the long game here

September 20, 2017 1:13 a.m.

Argy says... #15

Nice deck you've got here.

Dinos sure got a lot of support, this set.

September 21, 2017 4:38 a.m.

Kizmetto says... #16

ok here is dinos VS UB Tempo Pirates

games 1 and 2 Show

September 21, 2017 6:29 a.m.

Kizmetto says... #17

Argy Thanks! I'm hoping Enrage is a keyword they keep in the next set, I really like it.

September 21, 2017 6:29 a.m.

pickelchu says... #18

Honestly I think your better off playing a 4th Carnage Tyrant because that's the top of your curve and you have 13 ramp and it's only six mana so getting to it won't be a problem and it's super good!

September 22, 2017 3:12 p.m.

DINOSAURS!!!! I'm so happy Argy turned me onto this deck.

I pulled 1 Kinjalli's Sunwing at the pre-release and it was the MVP of my deck (only went 2-2, but I was happy just playing stompy dinosaurs). Somehow I got it out early and often and it just put the brakes on the pirates I was playing against. At least until they got rid of the sunwing.

I am ready for a dino EDH but this would be a great deck to pilot at FNM's and in my playgroup. I really like what Ixalan is offering and I haven't been this excited about a set in awhile.I look forward to your results in play tests. How is it holding up against those pesky pirates?

+1, Cheers!

September 27, 2017 4:01 p.m.

Kizmetto says... #20

brandonsperry25 oh! I'll have to thank them, thanks for checking my list out!

I got one at my pre-release too and agree, really helped stop the game and i won a few games because they didnt remove it and i kept attacking for 2 in the air!

In testing, pirates kept flopping when it came to targetting my hand with Duress type cards, due to the high content of creatures and land in this deck. But having said that, pirates feel quite even compared to dinosaurs, due to their access to black and Hostage Taker (feels so bad when i lose a ripjaw or alpha to them.) To the point where im not sure what kind of cards i should bring in game 2 and 3. Definately something to look out for. I cannot chump their flyers but they cannot trade favorably against my dinos.

September 27, 2017 9:29 p.m.

Argy says... #21

I think this is the best Naya Dino deck on TappedOut, and said so in a Comment.

Pirates have a WHOLE lot going on than just Hostage Taker, which can be flickered by the way, to grab more than one Dino.

Dreamcaller Siren causes issues for them, and can also be flickered.

You can check out my take on them here, if you want:
Ahoy, Me Hearties!

September 28, 2017 12:50 a.m.

Argy says... #22

Ah sorry, you've already seen my deck.

September 28, 2017 12:59 a.m.

Argy says... #23

If you lose you lose.


That's how #1 Ramunap Red wins, by squeezing the last bit of damage through.

September 30, 2017 5:50 p.m.

Congrats on the 3-1! That's a hell of a start on opening weekend.

September 30, 2017 7:06 p.m.

Argy says... #25

I agree.

3-1 is an excellent start.

September 30, 2017 9:02 p.m.

Kizmetto says... #26

brandonsperry25 Argy youre right! a loss is a loss, just pumped at how close it was hehe. ive tweaked the deck again but the meta is likely to shift by next friday so we will see how it goes next week! thanks for the congrats and staying tuned! :)

September 30, 2017 10:48 p.m.

Argy says... #27

How would you Side against this?

I Drink Your Milkshake

Also, your Descrition is REALLY good.

Clearly spells out card choices and how the deck should be played.

October 8, 2017 10:38 p.m.

Kizmetto says... #28

Argy Goodness thats a mean lookin' deck. With this list i would probably side in +2 Heroic Intervention and +2 Deathgorge Scavenger and i think removing -4 Kinjalli's Sunwing in that match up. I have a feeling this list would lose to your deck due to the fact that there isnt any burn style removal which my enrage can benefit from, just solid and flat removal/exile. If this kind of deck became more prominent in my LGS, i would be adding Prowling Serpopard or Sorcerous Spyglass to name Tezzeret? Hm, but those hostage takers.. Maybe Shapers' Sanctuary would be a good board in against this kind of deck..?

And thank you! I finally figured out how to compile them into little neat boxes and feel like the deck is easier to read, im glad you like my descriptions :)

October 8, 2017 11:52 p.m.

Argy says... #29

If you want each of the card names to stand out a bit more do this:

<font size="4"><b>Card Name</b></font>

Put the usual [ [ ] ] (no spaces) around the Card Name.

October 9, 2017 1:05 a.m.

Another FNM, another 3-1. Congrats, and I'm really digging the updates. That gif has me cracking up.

My Temur Energy deck play tested really well against most decks. The speed is the reason I wanted to run it at SCG Fort Worth (Dallas, I know, but I'm from Fort Worth and that's where it was lol). Unfortunately for me, I ran into some buzz saws. I've loaned it to a friend to take so some standard showdowns at our LGS.

The only thing I can say for Temur after play testing is that when you don't get the land you need, other decks will have a shot. That and control. Control wrecked Temur. Forgive me if you have discussed these already, but have you considered Sweltering Suns and a few Magma Spray to help ping the early Longtusk Cub and Bristling Hydra before the energy resolves? This could also help trigger enrage. Maybe an additional Abrade in the sideboard? Abrade can take care of the Skysovereign, Consul Flagship easy enough and Ixalan's Binding to take out the Glorybringer's leaves you a huge opening to swing.

This may be adding too much for a matchup that is very likely a "one of" game. You may never face more than one Temur deck and that stuff may not even be viable for the rest of your matchups.

October 9, 2017 10:29 a.m.

matchgrizzle says... #31

What do you guys think about using Rile to set off enrage? Would it be good enough to try and include, maybe as a sideboard, in a deck like this? Using it on Ripjaw raptor seems like it would be awesome. You draw two cards and he gets trample, which should work pretty well.

October 19, 2017 3:33 a.m.

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99% Casual


Compare to inventory
Date added 1 month
Last updated 1 week
Splash colors WR

This deck is Standard legal.

Cards 60
Avg. CMC 3.00
Tokens 3/3 Dinosaur
Folders Dinos, Gotta build irl, STD, Ixalan Deck Concepts, Awesome Deck Ideas, Standard, Standard, Decks to Try, awesome decks, Standard Decks I Like, See all 25
Top rank #2 on 2017-09-21
Views 5799

Revision 17 (2 weeks ago)

+1 Field of Ruin main
-2 Glorybringer side
+1 Solemnity side
+2 Heaven / Earth side
-1 Ashes of the Abhorrent side
+2 Prepare / Fight side

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