kmach1ne Deckling

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Why do you need 4 attunes and 24 lands? Aether hub powering? Mana fixing? The mana is already pretty solid on its own and hubs aren't 100% needed. The upside on Commune with Dinosaurs is much higher later in the game as well. 23-24 lands with 3-4 communes has been pretty solid for me in testing various dinosaur builds. With your build, I feel like flooding is not uncommon.

Also have you played Savage Stomp? That card is basically the relevant half of Dromoka's Command....for 1 mana. Pair it with enrage and your opponent will be quite sad.

If you decide to keep the energy theme, you should probably be playing harnessed lightning. It's basically a doom blade in a lot cases and would help in the mirror against large enrage creatures especially. Feels bad to double abrade a ripjaw raptor.

Overall, these decks, I've found, are OK against aggro, soft to non-dino midrange with tons of hard removal but good against control. Having access to white is huge game against a lot of the field. Temur will be a deck and solemnity is just amazing. I've also liked Ixalan's Binding in general. Stopping your opponent from casting their glorybringer, gearhulks or whatever again has been pretty strong.

September 23, 2017 1:53 a.m.

I don't think you have enough creatures to be on the gate plan. You should also be playing champion of wits anyways. This card alone can replaces glimmer. Not sure why you're playing attune. Up the lands to 24 and call it a day. Can even keep a glimmer or 2. Although having something unsummon could be useful considering you're in non-removal colours.

I like the idea. I thought of this when swallower got spoiled as well. Didn't consider champion of rhonas though. Good luck.

September 21, 2017 1:22 p.m.

Said on Get Ready to ......


You need more lands if you're going to have 4 and 5 drops. Getting to your 3 drops will even be a problem some games. Needs to be at least 22 lands. However, I would cut Dire Fleet Ravager altogether. It doesn't really fit in an aggro deck because by the time you play him in turn 5, you should already have your opponent pretty low on life. He'll do a couple damage on average and that's not very good. Might as well just play shocks.

September 20, 2017 10 a.m.

wyatt0781 Might not be a bad idea. You also get access to The Scarab God which is hard to deal with and let's you get more value out of your ETB triggers from the graveyard. However, Cloudblazer and Sunscourge Champion are great in a deck like this. Your biggest issue is going to being able to survive aggro decks like mono red. I don't think you need a playset of pushes. Probably get away with 2 of budget is a concern.

Green is also a descent color because get the green gearhulk, Arborback Stomper and ramp/color fixing. You can also play prophetic prism to draw lots of cards and further fix your mana. Ramping into big dumb green creatures with double ETB triggers sounds good to me. Verdurous Gearhulk being a 12/12 for 5 with a panharm down? Yes dies to abrade and a couple other things but if they don't have the answer right there, you basically win the game. Alternatively, spreading 8+ counters around on your other creatures also sounds fine.

September 19, 2017 11:51 a.m.

I think you're going to have issues closing out games. I think you need to probably go into black for something Noxious Gearhulk. We lost Eldrazi Displacer so we have to fins our value somewhere else. Perhaps find some cheap flicker effects in the form of instants. #BringBackRestorationAngel

I wouldn't play Dovin Baan. This is the wrong shell for him. He doesn't help advance your board and fights with panharmonicon on the curve. You can also probably cut a couple Authorities or at least some to the board in favor of more removal or whatever really.

September 19, 2017 10:27 a.m.

Said on Enrage Dinosaurs...


I like it. Couple things though. Rile is a little too cute. I've tested with it a bit and it wasn't really worth it over something like Lightning Strike or Abrade. I would also 100% be playing Ripjaw raptor and even regisaur alpha . I would also play Blossoming Defense over Sheltering Light. Defense as helps in the mirror I've found to help get bigger than the opposing dinos. Also helps to fight bigger things in conjunction with Savage Stomp. Lastly, the lands. Rootbound Crag and Sunpetal Grove help fix your mana a ton. I would also drop Unclaimed Territory altogether as it makes your draws pretty awkward at times when trying to cast you non-dino spells, which you have a lot. Maybe an Evolving Wilds or two as well. Consider the two cycle lands from Amonkhet Sheltered Thicket and Scattered Groves.

September 19, 2017 10:15 a.m.

Hangarback Walker isn't legal you know

September 14, 2017 2:08 p.m.

Said on U/G Merfolk punch...


I like the idea. I myself would like to play merfolk in standard but the problem I keep running into is being able to close out games. Deeproot can win the game in theory but it doesn't have evasion or trample to punch through. Nissa can also punch through in the air. Both of these things are not reliable win cons however. You can bounce, counter and disrupt all you want but if you're only swinging back on average for 3-4 damage, there's a problem somewhere.

Merfolk need a lord effect or have an alternate win con. I really hope we get a lord of some kind which makes decks like this a real thing.

Some other notes, Growing Rites of Itlimoc seems out of place. You get kind of an oath of nissa and then gaea's cradle. Great but for what? Nissa? That doesn't really seem worth it. You're not ramping into anything crazy or have overrun effect like on Ezuri, Renegade Leader. I would also kill the aether hubs for basics. They're not needed and you have zero energy production. Plus having more islands helps your 1 drop.

Of course, you'll need to play with the numbers on all the cards but I also think Metallic Mimic needs to be in there. Hopefully we get that lord or something good for merfolk because right now it only seems "okay" at best.

September 12, 2017 11:36 p.m.

Said on pingapalooza...


So wait, why are you playing panharmonicon? Weaponcraft Enthusiast is the only thing that benefits from it and that's not super great. Also, Inspiring Statuary does pretty much nothing in this deck. You aren't ramping into anything. Might as well play Manalith if you want a 3 mana rock and even then, again, not great. Supernatural Stamina is a hard sell but reasonable. I wouldn't play 4 copies as drawing multiples can be a problem. You also want to play Shock over magma spray, at least in the mainboard. More damage to the face. Claim / Fame is honestly not worth it. Definitely don't play 4 copies. 1-2 copies if you must play it.

Play burn spells and pingers. Anything else is going to hurt the decks effectiveness. Playing cards like Weaponcraft Enthusiast and Claim / Fame are kind of the exact opposite of what you want to be doing here.

September 12, 2017 11:16 p.m.




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