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| Format | Legality |
| 1v1 Commander | 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 |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Ripjaw Raptor
Creature — Dinosaur
Enrage — Whenever Ripjaw Raptor is dealt damage, draw a card.
Coward_Token on
Gishath Spared No Expense!!!
3 months ago
"If I added in more of the ramp/acceleration you suggested, I would either be taking out ramp/acceleration..." yeah, that's what I meant with the opening paragraph; e.g. Farseek isn't a bad card but I feel you need a bit more oomph (though I admit that the prospect of being mana screwed on that third land is a bit scary).
The two Human cost reducers seem especially underwhelming if they're just used to cast the commander, since then they're basically just mana dorks making a single each. (Not saying you should cut Intrepid Paleontologist though, way too versatile.)
I could also see adding rituals to power out Gishath, though that's inviting being blown out by removal
BTW, what's your target turn for casting your commander here? T6?
On a different note, for enabling enrage, you've only got Forerunner of the Empire & Marauding Raptor + Zacama, Primal Calamity. With that in mind, what's your experience with Ranging Raptors, Ripjaw Raptor, Trapjaw Tyrant, Silverclad Ferocidons, Polyraptor? It seemed to me that they'd underperform without stuff like Pyrohemia to repeatedly trigger them. (Which I'm not saying you should add, but rather replacing them with different Dinos.)
Valengeta on
Triassic Trample
2 years ago
wallisface and jdogz32 I've decided it's best to drop White for more land consistency, and then made a few changes:
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Replaced Kinjalli's Caller for Arboreal Grazer because White is now gone, it can still Ramp lands, it can Block better with Reach and can Convoke Ancient Imperiosaur
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Replaced Cryptolith Rite and Hunter's Instinct for Goblin Anarchomancer because it reduces my costs even further without having to tap
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Replaced Ripjaw Raptor for Quartzwood Crasher because I'm curious how it will fare, it's less clunky and can produce more Dinosaurs
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Replaced Carnage Tyrant with Regisaur Alpha because it’s much cheaper to play now, produces even more Dinosaurs and gives Haste to them
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Removed Birds of Paradise because it doesn't help with Convoke
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Added Thunderherd Migration to fetch me more lands
I'm hoping to have made the deck better. What do you think?
Valengeta on
Triassic Trample
2 years ago
wallisface and jdogz32 I've decided it's best to drop White for more land consistency, and then made a few changes:
-
Replaced Kinjalli's Caller for Arboreal Grazer because White is now gone, it can still Ramp lands, it can Block better with Reach and can Convoke Ancient Imperiosaur
-
Replaced Cryptolith Rite and Hunter's Instinct for Goblin Anarchomancer because it reduces my costs even further without having to tap
-
Replaced Ripjaw Raptor for Quartzwood Crasher because I'm curious how it will fare, it's less clunky and can produce more Dinosaurs
-
Reduced Carnage Tyrant to 2 copies because of the mana cost
I'm hoping to have made the deck better. What do you think?
wallisface on
Triassic Trample
2 years ago
jdogz32 yeah your playtesting looks like its aligned with all my previous suspicions.
Namely:
-
deck needs 24 lands.
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Hunter's Insight and Cryptolith Rite are bad cards.
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i hadn’t mentioned it before now cause i hadn’t done the math, but sounds like better ramp is needed to consistently & quickly reach 6 mana. Maybe (probably) Carnage Tyrant should only be a 2-of
On Ripjaw Raptor, it does have s way yo damage itself, via Tail Swipe
Valengeta on
Triassic Trample
2 years ago
thank you for your suggestions so far!
I can see Commune with Dinosaurs working better here
Ripjaw Raptor and Tail Swipe both look good. Moved Boros Charm to the Sideboard
I'd still like to keep Hunter's Insight because it can draw many cards, is Instant and avoids playing with an empty hand. More cards means more ramp, removal and dinosaurs
I would like to find a good alternative to Cryptolith Rite for a ramping card, but it does look decent here nonetheless
wallisface on
Triassic Trample
2 years ago
From your latest version:
-
the Commune with Dinosaurs that you used to have is waay better than Commune with Nature because it importantly lets you also grab much-needed land. I would say Commune with Dinosaurs is worth playing but Commune with Nature is garbage.
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i’m really not sold on Giant Cindermaw, its just a pretty forgettable threat. If you really want a midrange dino i’d suggest playing Ripjaw Raptor instead, as its waay more threatening and can be awkward for your opponent to play around.
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I would suggest to stop being so focused on card draw, and ditch Hunter's Insight. Your deck is that of an aggressive stompy build, so every card should be applying pressure to your opponent. Taking a turn-off to draw cards just lets the opponent time to stabilise. A deck like this shouldn’t need dedicated card draw, if it feels like it does thats instead an indication your threats aren’t good enough to close a game out _(so you need better threats).
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Boros Charm is clunky here, as it does almost nothing to interact with the board, which is something you still more of. I’d suggest swapping it out for Tail Swipe as this acts as a pump spell as well as removal. Additionally it makes Ripjaw Raptor far more dangerous is yiu end up running that.
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i’m not convinced Cryptolith Rite serves as a valid card here, but its a close-call so worth playtesting (personally i’d swap it for 2 more lands).
jdogz32 on
Triassic Trample
2 years ago
If your looking to draw more cards Ripjaw Raptor or Runic Armasaur are good places to start. I'm not sold on some of your choices like Regisaur Alpha or Giant Cindermaw if you want early pressure from a dino you'd be better off with Rotting Regisaur or something of that ilk. I think this deck would benefit from adding Cryptolith Rite can turn those early game dino Mana dorks into even more Mana. And wallisface is right you definitely need some form of Interaction or you'll lose every game to decks faster than yours.
jdogz32 on
Dinosaurs
2 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.
| Have (1) | metalmagic |
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