Nayasaurusrex {updated Oct 4th}

Standard* Kizmetto

SCORE: 91 | 128 COMMENTS | 12826 VIEWS | IN 40 FOLDERS


Sept. 25, 2017

removed 1 commune and 2 savers sanctuary for 1 more abrade and 2 ixalans binding. i wanted more removal in the deck. why still 2 cast out? the flash and cycling are still relevant against vehicles and general deck function. Binding is very strong to cast on the opponents cast out ;) and abrade is great removal. i found the sanctuary is good but not reliable enough. i dont want to rely on my opponent to give me card draw, so more removal on my call is better i feel.

ive preordered most of the deck but the alphas and ripjaws were already out of stock. trying to trade hard so i can play paper fnm asap and finalize this deck!!

thank you everyone for commenting and helping me test and suggestions for playtesting. the original list looks quite different to what we have here.

multimedia says... #1

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... #2

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... #3

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... #4

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.

Kizmetto says... #5

Mirror Match test vs Dinos of the Perfect Curve

Games 1, 2 and 3! Show

September 19, 2017 8:30 p.m.

Kizmetto says... #6

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.

Kizmetto says... #7

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... #9

Nice deck you've got here.

Dinos sure got a lot of support, this set.

September 21, 2017 4:38 a.m.

Kizmetto says... #10

ok here is dinos VS UB Tempo Pirates

games 1 and 2 Show

September 21, 2017 6:29 a.m.

Kizmetto says... #11

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... #12

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.