This deck was originally a Red/Green Dinosaur deck, but I decided to change it to focus on being an Elder Dinosaur deck. Besides being able to ramp and cast your dinosaurs early on, this deck allows you to play around your hand and adapt to what you need. With several ways to get each color mana, this deck allows you to play accordingly whenever you may happen to draw one of your Elder Dinosaurs.

Strategy:

Turn 1 - Play a land.

Turn 2 - Play a land, ramp. Commune with Dinosaurs and Otepec Huntmaster are both good plays here, but I usually aim for ramp.

For mana ramp I prefer Sol Ring > Gruul Signet > Emerald Medallion > Thunderherd Migration > New Horizons . The reasoning for this order is that Sol Ring can let you cast Gruul Signet or Emerald Medallion on the same turn. Gruul Signet is preferred over Emerald Medallion because Gruul generates both a red and green mana. Emerald Medallion allows you to get more lands on the field for a single green mana through Thunderherd. New Horizons nets some mana as well and it allows you to put a +1/+1 counter on a creature, but it might be harder to cast on turn two if you have spent mana to play other artifacts/enchantments.

Turn 3 - Play a land, start casting creatures. Otepec Huntmaster cuts mana costs, Ranging Raptors snags basic lands, Forerunner of the Empire can get Ranging Raptors or whatever dinosaur you want/need to the top of your library. Lifecrafter's Bestiary is really nice here because you get to scry every upkeep after you cast it, which can help you get the cards you need and cycle the ones you don't need to the bottom of your library. Otherwise, same as Turn 2.

Of course you want to play a land each turn, so I'll stop repeating that part.

Turn 4 - By turn 4, I'm usually between 4-6 mana at this point and can start focusing on getting my stronger dinosaurs out. Regisaur Alpha , Ripjaw Raptor , and Growing Rites of Itlimoc   are all solid plays here. If you have extra mana available, feel free to search with Commune with Dinosaurs or get some draws with Rile if possible. If you can cast Sunbird's Invocation here, go for it.

Turn 5 - Same as Turn 4

Turn 6 and on - Cast creaturesm ramp whenever possible, and just sit back and watch as your battlefield grows each turn. It's surprisingly easy to get Ghalta, Primal Hunger out by now and if you have the Sunbird's search on CMC 12, you are bound to get something useful.

Suggestions

Updates Add

I was able to cut the deck down to 60 cards and the mana ramp/usage is a lot more consistent. Since the cuts, I'm also able to get out my stronger creatures along with my Enrage effects much easier than before. Any further suggestions would be appreciated!

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 5 years
Last updated 5 years
Splash colors WUB
Legality

This deck is Casual legal.

Rarity (main - side)

6 - 0 Mythic Rares

33 - 0 Rares

12 - 0 Uncommons

5 - 0 Commons

Cards 60
Avg. CMC 4.14
Tokens Clue, Dinosaur 3/3 G, Treasure
Folders vaniks cool decks, Interesting
Votes
Ignored suggestions
Shared with
Views