Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | 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 |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rampant Growth
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
MadlyTexas on
The Amazing Spider-man
2 weeks ago
Some potential upgrades that aren't cripplingly expensive:
Ramp:
Commander's Sphere,
Rampant Growth,
Farseek,
Nature's Lore,
Three Visits,
Kodama's Reach,
Thirsting Roots,
Bushwhack,
Mind Stone,
Herald's Horn
,
Selesnya Signet,
Simic Signet,
Azorius Signet,
Talisman of Unity,
Talisman of Curiosity,
Talisman of Progress,
Patchwork Banner
Card Advantage: Harmonize, Elemental Bond, Revitalize, Healing Hands, Crystal Skull, Isu Spyglass
Removal: Swords to Plowshares, Beast Within, Return to Nature, Naturalize, Fumigate, Generous Gift
indieinside on
Beast Deck
2 months ago
I am making these suggestions unaware of the budget.
Urza's Incubator – picking beasts.
Ramp suggestions
Deck Consistency
Strong Mana Dorks
Orcish Lumberjack – super strong.
indieinside on
2 months ago
https://edhrec.com/combos/mono-green/4179-5610
You already have Hydra Omnivore. That card combined with Triumph of the Hordes is an instant win condition. Here is a LINK that explains how it works.
Hydra that I think are pretty good.
I am personally surprised that you aren’t playing way more ramp. Things like Garruk's Uprising. Green is made for ramp. Utilize it.
Power cards:
Anyway, I feel that is a bit too much. I hope this helps.
indieinside on
100% Dinosaur Tribal
3 months ago
I shoved in nearly everything you suggested. I added in 2 basics of every color, Ancient Tomb, Kodama's Reach, Yavimaya, Cradle of Growth, Rampant Growth, Topiary Stomper, and Cultivate. That was a 12 card change because of you. Way too much, lol.
As for cuts, I took out 4 lands that entered tapped and 2 utility lands that weren’t mana center. Including my favorite one, Arena. I also cut 3 or 4 dinosaurs like you suggested, which was hard to do. The rest of the cards that got cut were higher CMC cards that were redundancies of other more efficient cards already in the deck. Stuff that did the same things but were at sorcery speed instead of instant speed. Things like that.
In regard to Duelist's Heritage and double trike, sadly you are mistaken. The official MTG ruling regarding double strike is that adding another instance of double strike through equipment or any other effects will not grant it any additional damage steps. No matter how much double strike you add, it is just a redundancy of the word with no gains. As for cuts though, I think the only areas that didn’t get cuts were the Mana Rocks and Tutors while adding to the Ramp and Lands.
I just can’t go with Roaming Throne. It’s not a dinosaur.
Thanks so much for the help.
indieinside on
100% Dinosaur Tribal
3 months ago
Hey Mortlocke, spam all you want!!!
To me Jeska's Will would be considered a late game card because I would already have it cast for free if my Commander is in play. Otherwise casting it to possibly only merit about two additional mana isn’t that big of a boost.
Kodama's Reach – no basic lands available. Maybe I should add some.
Rampant Growth – no basic lands available. Maybe I should add some.
Topiary Stomper – no basic lands available. Maybe I should add some.
Fellwar Stone – it is "okay", but weaker than people tend to realize.
I agree, I should probably cut a few dinosaurs to add in some basic lands. Even cutting down utility lands to and in basic lands and tutors.
I just can’t commit to Roaming Throne because he isn’t “actually” a dinosaur. It wouldn’t be 100% if I did that. Sure, you can choose a creature type. But he isn’t that creature type. He is a Golem. I am willing to lose strength to keep theme.
I love Arena, but you’re right. A basic would be much more helpful early game.
This is super helpful. Any other suggestions?
Mortlocke on
100% Dinosaur Tribal
3 months ago
As a fellow Dinosaur enthusiast, I am happy to take a look at your deck and toss in my two cents. From a glance at your deck and drawing a few first hands I've noted that your early game is rife with very high cmc spells and permanents with few opportunities to ramp and even fewer spells to keep the tempo going. You have an 8 cmc commander but not nearly enough ramp to get it out consistently. Please consider including:
As for what to cut to make room, is the difficult part. I'd look at the more redundant spells that make little difference once your board is established - shed the high cmc "win more" spells.
Also 35 lands is too few - bump them up to at least 37 maybe 38. You're a bit too greedy on Dinos, and should cut a few.
CommanderNeyo on
That is not dead which can eternal lie
3 months ago
Since Arixthemes is 4 mana, I highly recommend 2-mana ramp spells - that way, you can play it on turn 3 instead of turn 2, starting your gameplan a whole turn early. Some I recommend are: Three Visits, Farseek, Nature's Lore, Rampant Growth, Sakura-Tribe Elder, and Into the North (if you decide to put a few snow lands in there). Some artifact ramp would include Arcane Signet, Sol Ring, Simic Signet, and Talisman of Curiosity.
There is also limited card draw in the deck, if someone finds an answer to your threats you could be in serious trouble. A fun with with such large creatures is Greater Good, since you can use it in response to removal to draw a boatload of cards (pun intended). Also works well with your commander, turning him into card draw once you no longer need the ramp.
| Have (4) | metalmagic , gildan_bladeborn , Downside_Up , Firebrids4sparx |
| Want (8) | pabloriv , C0LDE , TechNoble , ACrispyTaco , beesaurs , qao50 , freshie9000 , Pare771 |













