Charging Monstrosaur

Charging Monstrosaur

Creature — Dinosaur

Trample, haste

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Set Rarity
Mystery Booster (MYS1) Uncommon
Ixalan (XLN) Uncommon

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Format Legality
Leviathan Legal
Unformat Legal
Historic Legal
Pioneer Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Arena Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Charging Monstrosaur Discussion

TriusMalarky on Returning players - where to …

2 months ago

First, as those are mostly a pile of suggestions, there are literally a hundred or two more cards that would fit in that category -- so I filtered it out and gave you some of my favorites. If you want more...... I might need to sector off my weekend.

Now, for deckbuilding, here's a few baseline rules that you really should know:

Start with your win condition or your value engine. A solid example of a win condition is Colossal Dreadmaw or Charging Monstrosaur. They're solid sized creatures for the right cost, and they're very difficult to outpace once you've resolved them. A win condition should be the way you deal most of your damage.

  • In creature based green decks, you want about 8-12 4-5 or even 6 mana creatures as your win conditions. Typically Green has Ramp, which means bigger cards come down faster.

  • Another good strategy is t1 Elvish Mystic or one of his friends into a t2 3-mana creature. You can find some pretty good creatures that will enable to get a 4/5 in play t2 with that strategy, but you want 8-12 1-mana ramp and 8-12 3 drops.

  • In aggro decks, you typically want 8-16 1-mana threats. Aim lower if you're red(red gets cards like Lightning Bolt and higher if you have white and/or black. Cards like Dauntless Bodyguard are fairly common in W/B so you can be a lot more creature heavy.

  • In more control heavy decks, you might not be running any creatures at all. With control, you typically want to kill creatures rather than play them.

For value engines, just about anything that draws a card every turn or can make a creature every turn. If you go value, make sure you have a good enough win condition -- you can't win by just drawing cards.

Your core(win con/engine) should probably be 4 mana on average. 3 mana in faster decks, 5 mana in green or control decks. Of course, if you're a green control deck(*coff coff standard bant ramp coff coff) you can probably use higher costed cards. Plenty of control decks will use 6 mana win conditions and 4/5 mana value engines.

Once you have that, you need to build around it. You want 4-12 1-mana spells and 8-12 2 mana spells. Once you're done, you should have a handful of things to do t1, t2, and t3. You should plan your game almost entirely up to t5, and it is preferable although difficult(you'll need to get out your hypergeometric calculator) to plan your game up until t10.

Remember to make absolute sure that you have things to play early game. It is so easy to lose just because you didn't draw the 5th land you needed. Of course, you'll be in a more casual setting meaning you won't have quite as much to worry about, but you should at least follow bare minimum curve guidelines to get the most out of your deck.

Here's the basics on land counts:

  • want 2, functions with 1: 18/19/20

  • want 3, functions with 2: 22

  • needs 3: 23

  • want 4/5, functions with 3: 23/24

  • want 6/7, functions with 3/4: 24/25/26

  • absolutely needs 5+ mana: 25+ (increment by 2, so needs 6 should be 27)

Those are my go-tos, they might need tweaking for you depending on how you shuffle.

On that note, I find that different decks need different shuffle styles. I will seriously shuffle decks differently based on how I've noticed I've drawn with different shuffles. Also, when cutting your opponent's deck it is possible to cut it in a way that increases their chance of getting a bad hand and needing to mulligan. I've won many a game by cutting well, but I won't be sharing that secret.

On multicolor v. monocolor:

Multicolored decks are typically better. You mostly want 2 colors, possibly three and if you're insane and have the cash(aka elon musk) you can go 4. If you're Elementals, Humans or Slivers you can attempt 5 color.

However, monocolor decks get one huge advantage: they can be a lot faster. Since their manabase has 0 downsides, they don't have to play their cards right in order to be able to cast their spells, meaning they can just play cards. The efficiency makes monocolor great for fast, aggressive decks.

On deck ideas to recommend(for 60-card):

  • fliers

  • stompy

  • control

  • aggro

Those are great baseline decks to try out and try to get the feel of some generic archetypes. Once you've attempted those, branch out and see what you like.

TriusMalarky on Returning players - where to …

2 months ago

Since you're just playing with friends, you get the leeway of not needing to spend tons of money acquiring decent cards. That means that, overall, you can get a lot more bang for your buck.

I'll be giving you my personal preferences for a casual player who may or may not ever get into slightly more competitive play, AKA FNM.

  • 1) There are bulk boxes available for $15-20 of a thousand or two assorted cards. Keep in mind a lot of the cards might not be legal in Modern, but they do tend to be acquired from mostly newer sets(from the two I bought, ~70% of the contents were standard legal at the time of purchase). I recommend one of those to just about everyone who's getting into the game. They might not end up giving you tons of great value, but it's solid card fodder to help you learn and explore more archetypes and strategies.

I also recommend picking up cheap staples by the playset. The following are a bunch of cards you can probably get for $2 or less apiece, in many cases for the whole 4 copies.

That's mostly just a pile of suggestions, though. The lands will be absolutely necessary for any multicolor deck you build, although wait a month or three to get the Thriving lands because those currently have an immensely low supply and will be reprinted shortly.

Countryegg2 on Chandras Fury

1 year ago

This is a pretty good start!

The biggest thing to fix here is how many different cards you have and how often they are included in the deck. Your deck should be focused on how to win, and possible counters to other deck styles, like burn spells, and removal.

Let's start with creatures: Get rid of Fearless Halberdier , Fire Elemental , Goblin Assailant , and Hellkite Whelp . Those cards, especially the first three, can be replaced with others that cost the same and do more, such as Goblin Chainwhirler , Charging Monstrosaur , Marauding Raptor , and Verix Bladewing respectively. Try to focus on how you want to win, and what creatures will get you there, if they don't, throw them out. Use full playsets (4 of a card) as much as possible. It seems like you're going for a quick kill haste kinda vibe, which is good, but make sure then that your creatures all have haste, or can be good answers to threats.

Spells: You can't have a deck called Chandra's Fury without using a lot of burn spells. Glad to see you're running 4 Shock s. If you include 4 Verix Bladewing s, you should also have 4 Spit Flame . 4 counts of Banefire should also be included. Additionally, add one or two more Chandra's Flame Wave (to get Chandra more often) and remove Sure Strike and Engulfing Eruption . Replace Act of Treason with Hijack , because it allows you to gain control of an artifact or a creature for the same cost.

Enchantments and Artifacts: Add 3 of Chandra's Regulator great when running a Chandra. I would also throw in a Sarkhan's Unsealing or two.

Throw in an extra Chandra, Flame's Fury and only use 20 mountains.

Try to keep your deck to 60 cards, that way you get the best cards most often, and your deck isn't drowned out by useless cards. Glad to help, let me know if you have any more questions!

APPLE01DOJ on Brand new player deck check

1 year ago

I started with Modern as my first format. My deck list was a lot like yours, huge CMC creatures and tons of 1 ofs.

So a good place to start is to ask yourself, how do I want my deck to win? Once you figure out what the main way(s) your deck will win, then you can focus your game plan on making that happen.

You really want consistency in your deck. Try picking cards as 4 ofs instead of singletons. If you wouldn't want 4 copies of a card in your deck then it probably isn't worth running at all. (Please note this is only a beginner strategy to get you started and later in your career of magic this logic will no longer imply.) So to give yo a real world example: because you have a lot of big converted cost dinos, a card like Llanowar Elves is a card you would want 4 of. It helps your strategy by enabling ramp for big Dinos to come into play earlier.

So lets start there.

Pick your wincon. In your case Charging Monstrosaur or Demanding Dragon might be a good choice. I could see Aggressive Mammoth working as well.

So once you have how you're going to win, you need to pick cards that will help you enact that game plan. So if you picked Charging Monstrosaur then a play set of Otepec Huntmaster could be in order.

Lastly you'll need some form of interaction. Almost every deck in modern will have some form of interaction. You don't have to completely stop the opponent, just slow their plans enough for your plan to happen. A good choice for your deck would be Lightning Bolt but in your case Lightning Strike could work as a budget replacement. At high levels the difference in mana cost is huge but as someone new, it'll do just fine.

luispsalles on Ravnica allegiance - Gruul standard reactive deck

1 year ago

Hey, you asked my opinion. One time I read about consistence of decks composition. There is a lot of single copy cards, this make the game very unpredictible for yourself, lack of a solid strategy. My advice is to focus in more 3 and 4 copies of a single card and lass 1 and 2. But is a great selection o of card for a Gruul deck.

Thurbajen on Gishath Gonna Dump His Boyos

1 year ago

triproberts12 Hey Bud. Yeah, all the cards in the main board I own, and most in the Maybeboard. Just read the article and that was really interesting. Guess I should probably run Sakura-Tribe Elder over Explosive Vegetation !

Would you say that Territorial Allosaurus should be ran over Domri Rade then? As it can be hit off of Gishath, Sun's Avatar ? I just find that he comes down, makes something fight and then dies, and even if he survives he then has a 30% chance of drawing you a card.

I agree with you on Huatli, Warrior Poet , and I think that does probably mean that Charging Monstrosaur is better, but I'd still put in things like Sunforger above it. I still don't even think that Vanquisher's Banner is that good in this deck, and adding something like Crush Contraband a long with Sunforger would be a better include.

Scattered Groves and Sheltered Thicket should probably be in the lad base anyway. I don't know about going all the way up to 40 lands as that's how many I have in my Omnath, Locus of Rage deck! Average on EDHREC is now at 38, so I should go up one or maybe even two.

It has occurred to me that there is a sweet combo with one of the indestructible spells like Make a Stand and a combination of Raptor Hatchling or Forerunner of the Empire + Polyraptor . In combination with Impact Tremors or Purphoros, God of the Forge this would make a quick win. Would you say that this is worth going for and building in? Or am I convoluting the strategy!

Once again if there's anything I can do on your tappedout let me know and I would be happy to oblige.

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