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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Gigantosaurus
Creature — Dinosaur
DatShepTho on
GO GO DINOSAUR!
9 months ago
This deck is quite the mix, the cards in here that are good are REALLY GOOD like Sylvan Library, Arid Mesa, True Conviction and Etali, Primal Conqueror Flip
But the cards that aren't are complete rubbish, like Manalith, Mirri's Guile and Gigantosaurus
(The green mana pips are hard to get reliably in three color and 10/10 with no evasion is rarely helpful in this deck)
And then there are some cards that are fine, but really don't belong in this deck, like Rancor and Almost Perfect
I would also recommend using tags to separate card functions, like your lands, ramp, dino, damage multipliers, card draw, and removal. This will make it easier to see what your deck is lacking. Use the # character in your card editor to tag cards ("# Ramp" for example)
You only have 30 lands, so I would try to get this to 36/38 rather than more ramp spells. The best budget ones you're missing are Sungrass Prairie, Mossfire Valley, Sunscorched Divide, Clifftop Retreat, Rootbound Crag, Sunpetal Grove, Rockfall Vale, Overgrown Farmland, Fortified Village, Game Trail, Fire-Lit Thicket and Furycalm Snarl. There are plenty more I may have missed too.
I think you should try adding a few ways to accrue card advantage, like Rishkar's Expertise, Season of Gathering, Secret Rendezvous, Inspired Tinkering, and Escape to the Wilds. These will help you find more cards once you're running out.
Majestic Genesis is also a cheeky card you might like...
jdogz32 on
Dinosaurs
3 years ago
I love dinosaurs but there's alot of hype since they just printed a bunch of new ones. Your deck has to many 1 of and 2 ofs. You are going to need more 3-4 copies of less different dinos for more consistent game play. Since your deck is based around the enrage ability that is what I will focus on. For starters I'm going to suggest taking these cards out.
Zetalpa, Primal Dawn - too expensive and has no relevance other than being a dinosaur
Wakening Sun's Avatar - too expensive and there's much cheaper board wipes than an 8 Mana dinosaur. This guy is extremely good in commander but not very good for 1v1 60 card decks.
Verdant Sun's Avatar - again he's a good card but there's no relevance to the strategy other than he's a dinosaur and he's a 7 Mana drop.
Rampaging Ferocidon - you are running a creature heavy deck so his ability will hurt you way more than it will your opponent. If you are adding him for the lifefain there's another dinosaur that cost the same but doesn't have that same drawback.
Gishath, Sun's Avatar - extremely good card but he's very expensive for what your trying to build. He will go back down in price eventually but for now I'd suggest taking him out.
Gigantosaurus - he's to Mana expensive. In a 3 color deck trying to get 5 green is going to be more of a challenge than he's worth. If you were running mono green he'd be a great add but for right now I'd take him out.
Bellowing Aegisaur - for 6 Mana the game would gave to continue to go on for a few more turns to get any real value out of him.
Cards you should add more of
Marauding Raptor - one of the best cards in an enrage deck for an immediate activation and makes your dinos cheaper
Ranging Raptors - great for early game and consistent Mana ramp throughout the game.
Raging Regisaur - great for enrage triggers and offers you some removal
Ripjaw Raptor offers consistent card draw which cannot be understated.
Forerunner of the Empire he offers consisten board enrage triggers and you get to search for whichever dino you want
Cards I'd add you don't have listed Drover of the Mighty - offers cheap Mana ramp and is a 3/3
Raptor Hatchling - not very good by himself but when you put him with Forerunner of the Empire he gives you 2 separate counts of enrage.
Last thing is with a deck like this your running too few lands. You need at minimum 23-24 lands for running large creatures that you are hard casting. I know this is alot but I hope this helps.
seshiro_of_the_orochi on
Grothama casual
3 years ago
Her Royal Fluffness approves, very cool list!
Gigantosaurus, Nessian Boar and Treeshaker Chimera would be fun additions to draw a ton of cards. Anothee card I have in my Grothama is Feed the Pack. It has the potential to draw you a lot of cards here.
MuricanSheepdog on
I Thought You Were Selesnyan
4 years ago
SpotosThank you so much for commenting! These are super helpful suggestions that I hope to phase in over time. I recently added cards like Rampaging Brontodon and Gigantosaurus in hopes of some big damage, but in my last 3-4 games I haven't even gotten the 5 mana out to cast commander before my friends have all gotten theirs and are swinging wide.
I think the Equipments will be the first to go, but what else would you recommend I cut to make room for your suggestions?
seshiro_of_the_orochi on Sikozen of the Red Sea
4 years ago
It's not a perfect system, like many WotC uses, but it's a rule of thumb, and as that, it works well enough. Basically you start at P+T=2xMV.Depending on the colour(s) of the card, it should be below or above that rate (as you said, blue creatures tend to be lower, whereas green creatures tend to be above). Good abilities decrease the stats from there (Koma, Cosmos Serpent), drawbacks or restrictions increase them (Lupine Prototype), as well as colour-heavy casting cost (Gigantosaurus).
Starting at around MV7, you can go above the rate easier, as 7+ creatures need to be bonkers good so it's worth curving out to them or cheating them in.
Gameplay-wise, your shark seems fine as a 3/4, but from a flavour-perspective, it seems weak for such an obviously infamous and ancient predator. That plus the in it's cost makes me think it would be fine as a 5/4.
IXALAN_Crazy on
Mono-Green +1/+1 counters
4 years ago
Making the deck 60 cards could help a lot. Maybe four Gigantosaurus?
If you're going voltron, I would recommend Godsend for removal and Mask of Avacyn with Darksteel Plate for protection. Colossus Hammer can also buff nicely but for a cost. I would add more ramp, but what you have so far looks cool. Hope this helps!
ClockworkSwordfish on
Power-4 Stompy Growth
4 years ago
Garruk's Gorehorn kind of feels like a weak point in a deck full of otherwise solid creatures - 3 toughness is just so low for five mana! Since every single land in your deck produces green mana, there's no reason not to run Gigantosaurus in its place. Same mana cost but just flat-out bigger! Some other really solid five-mana creatures to consider include Wolfir Silverheart, Arbor Colossus and Deity of Scars.
Dencoan on
Jurrasic Rampage
5 years ago
YodaVoda I made some edits and got 2 of each card in while keeping Ghalta, Primal Hunger. Once turn 5 hits if a Gigantosaurus gets played then Ghalta, Primal Hunger is a 2 mana drop. only other thing I was debating is changing the 2 mana drops to 2x each instead of 1x and 3x. any concerns with current lineup?
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