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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 |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Tilonalli's Knight
Creature — Human Knight
Whenever Tilonalli's Knight attacks, if you control a Dinosaur, Tilonalli's Knight gets +1/+1 until end of turn.
Guyvas on Zacama EDH deck
6 years ago
This is my first time building an EDH deck and I was curious what could be improved.
7 Mountains
8 Forests
8 Plains
I want to add in a boardwipe like Wrath of God or Planar Cleansing and switch something out for Wakening Sun's Avatar and then I don't have Command Tower or Reliquary Tower in and don't know if they're "required".
KingLewy13 on My First Deck
6 years ago
Thanks Boyson67. I included those creatures becuase I wanted to add lower cost creatures, but my card collection isn't massive right now. But looking through my cards again, I realise that I missed a perfect creature in Tilonalli's Knight. I think I'll include Pressure Point as well.
Jaysterbaby on Help Modifying Deck
6 years ago
If you have any suggestions on removing or adding in cards let me know. I know One guy in the group has a Krenko deck. Another has a 5 Colored. Thats all I know for right now. thank you
Would like to keep it at a 80 Red/White Angel/Dino Deck
1x Fumigate
1x Cast Out
1x Absolute Law
1x Devil's Play
1x Angel's Tomb
13x Plains
14x Mountain
1x Pyroclasm
1x Sol Ring
1x Mob Rule
Arthfael208 on Dinos
6 years ago
Last comment did not work so I reposted it in a different format.
These are my recommendations:
- Tilonalli's Knight - for your commander you want mostly dinosaurs and this is not a good enough.
- Shining Aerosaur - plain dino
- Raptor Companion - plain dino
- Titanic Ultimatum - you do not need overrun effects in your dinos deck as they are strong enough on thier own.
- Deathmist Raptor - does not really do anything in your deck but is a 3/3 deathtouch
- Frenzied Raptor - plain dino
- Imperial Lancer - for your commander you want mostly dinosaurs and this is not a good enough.
- Pterodon Knight - same as above.
- New Horizons - better ramp available
- Dinosaur Stampede - do not need to add damage it is better to ramp your commander or add dinos for him to get.
- Huatli's Spurring - same as above.
- Rallying Roar - same as above.
- Slash of Talons - not really good you could go Path to Exile instead as a better removal at the same cmc.
- Coat of Arms - do not need to add damage it is better to ramp your commander or add dinos for him to get.
- Ramp cards like Skyshroud Claim or Cultivate.
- Creature ramp specifically Birds of Paradise, the elves, and Priest of Titania.
- ways to cheat in dinos Quicksilver Amulet and Elvish Piper.
- more dinos with effects you do not want plain dinos that are just a 4/3 beater you want it to do something.
- more haste enablers like Swiftfoot Boots or Urabrask the Hidden
- more removal or ways to interact with the board like Path to Exile, Nature's Claim, Wear, Austere Command, and Pyroblast
pizzanui on Generic_Beef_Jr
6 years ago
Hey Beef, let me help you out with your dinosaur deck (this comment was too long to post on that particular thread, lol). I'm a relatively new player myself, but I've been playing dinosaurs in Standard since Ixalan dropped so I know my way around the tribe relatively well. Here's my two cents:
Let's start with your mana base. First and foremost, I'd take out Unknown Shores. It's just flat-out a bad card under most if not all circumstances. Luckily, there's a lot of great mana fixing in standard for dinosaurs. Unclaimed Territory is a straight upgrade, and it works very well in tribal decks such as yours. If you have a little extra money, I'd also try out the dual lands in Ixalan, specifically Rootbound Crag and Sunpetal Grove. Dual lands are great in three-color decks, and the ability to come in untapped most of the time is incredible value. I'd also put in a couple copies of Inspiring Vantage for early-game mana ramp, and maybe some of the amonkhet cycling lands to give you some more flexibility mid- to late-game (see: Sheltered Thicket, Scattered Groves). Generally yo want to aim for about 24 lands in a midrange deck like this, but I could see you maybe even going to 25 or 26 if you have cycling lands in there. It's probably better to stick to 24, but that's just food for thought.
Next, let's move on to your creatures. I'm a big fan of Kinjalli's Caller, so I'm glad to see it included, though I think you could pump it up to 3 or 4 copies relatively safely. Yes, it's just that good. A turn-1 0/3 is an excellent blocker, and it's an excellent source of mana ramp. You should also look to get your hands on 2-3 copies each of Otepec Huntmaster and Drover of the Mighty. Both are excellent sources of ramp, and both remain extremely relevant throughout the entire game, something that I can't say quite as much for Caller. On the flip side, I would completely remove Raptor Companion and Tilonalli's Knight. Neither is strictly bad, per se, but what you want to be doing is ramping into big dinos, and neither of these two cards helps you do that. I would also ditch Raptor Hatchling. Although I love the card flavorfully, it's very hard to make it work, because unless you can proc multiple enrage triggers (something that is very hard outside of a dedicated enrage deck), you're getting sub-optimal value for your 2-drop. Remember that Drover can also become a 3/3, but it ALSO generates mana!
Moving on, still taking a look at your 1- and 2-cost cards. I'd say relegate Demystify to the sideboard, if not just remove it completely. It's good at what it does, but it's so extremely situational that it's not worth playing in the main deck. Slash of Talons, too, is a great combat trick, but really not what you need. My favorite combat trick in the format is Sure Strike, and at only 1 more mana it's really hard to beat that value. Commune with Dinosaurs is an incredible card and should absolutely be run in every dino deck, so no complaints on that one. Rile is an extremely good card, and I think it flies under the radar of most, but in order to make better use of it you need more dinos with enrage. More on that later.
I see that you have one copy of Savage Stomp and two copies of Pounce. I'd say drop the pounces and stick to three copies of stomp. Consider this: Savage Stomp, in a dinosaur-centric deck, is basically just Prey Upon, except better on almost every level. It triggers enrage, gives a permanent +1/+1 buff, AND only costs one green. Not bad at all. Pounce, however, is just an objectively worse version of Prey Upon, and I have a hard time condoning its use in just about any deck, enrage or otherwise.
Ixalli's Diviner and Ixalli's Keeper should be dropped entirely. Neither is very good for our purposes. Remember, we are trying to ramp into large dinosaurs, and any card that doesn't help us do that probably shouldn't be in the deck. These two, therefore, should probably sit this one out.
Before I move on to 3-drops and above, I'd like to talk about enrage for a moment. Enrage is absolutely your best friend in dinosaur decks at the moment. You even have a few cards in your deck that interact nicely with enrage triggers, such as savage stomp. But you don't have many dinos in the deck with enrage yet. So let's fix that. My first suggestion is always going to be Ripjaw Raptor. Card draw every time it takes damage, and its beefy stats means it's almost always going to survive the damage. It's the kind of card that your opponent won't want to block, but also won't want to let through. Very, very powerful card. And thanks to Kinjalli's Caller, you'll almost never have to pay full price for it! Now that's value. It's an auto-include in my dinosaur decks, especially since these decks tend to run out of gas by the time the late game rolls around. Hey, Naya just doesn't draw cards, but with Ripjaw you can easily fix this weakness. Aside from that, I'd look at enrage triggers that buff creatures or deal damage to enemy creatures, but remember that enrage triggers that gain you life are rarely an optimal use of a card. By the time you hit the late game, you're trying to out-pace your opponent, using enrage and beefy creatures to swing in for lethal damage. If you really need life gain, Deathgorge Scavenger is the way to go, as its flexibility and easy trigger makes it a million times more reliable.
Unfortunately, in the rest of your deck, many of the cards are seriously subpar. Snapping Sailback is good, especially with your enrage shenanigans going on, but it competes with Ripjaw Raptor for the mid-cost green dino slot, and ripjaw is going to win every time. Rampaging Ferocidon is also pretty solid, but its recent banning means it's completely out of the question for this deck. I'd recommend you focus on a few big, beefy dinos and then just try to get those guys out onto the field. Regisaur Alpha is a personal favorite, as it does more work than I had ever expected it to, and Carnage Tyrant is a no-brainer. I'd recommend two copies of each, for consistency. The elder dinos in RIvals of Ixalan are really solid, but hard to justify running in a deck like this. I would, however, strongly recommend Etali, Primal Storm, if you think you can get the mana fixing and ramping to make it work. That card has the potential to end games single-handedly in only a few turns, and gives you a massive card advantage once you start swinging with it.
I would also consider cards such as Kinjalli's Sunwing for mainboard disruption shenanigans, and cards like Sentinel Totem to counter popular strategies in standard. Oh, and of course, limiting your deck to 60 cards will help immensely with consistency and speed.
In summary, you're on the right track. What I'd recommend is attending plenty of draft events (there's one every friday at a game store near you!) so you can get an idea for what makes certain cards good or bad, as well as to identify interesting card interactions and to sharpen your mastery of the game's mechanics. When you think you're ready, it's a good idea to buy individual cards that you need for your deck rather than buying planeswalker decks or booster packs, and there are lots of great websites where you can do so.
Best of luck!
dadbeaver on Dinosaur Aggro Deck (New Player, Help if You Can!)
6 years ago
Dinosaur decks are one of my favorite types of decks to make. Not only are they extremely powerful, but it is a good introductory deck for new players to make. You can't really mess up a dino deck because dinosaurs work very well with each other. It may not be a pro tour winning deck, but it still is able to win against friends, or maybe even at Friday Night Magic. This deck is a pretty good aggro deck. I would replace Imperial Lancer with Otepec Huntmaster. It costs one more, but it is much better. With Imperial Lancer you are lucky to deal 2 damage to your opponent before it dies. Otepec Huntmaster makes dinosaurs cost 1 less, which is very important to get your big guys out, but also can give a dinosaur haste. If you check out my dinosaur deck you'll see that I run a playset of Huntmaster. It proves itself time and time again in games, and has even been a winning factor in a few. The haste allows really big guys to attack on their first turn. For example, on turn 2 you play Otepec Huntmaster and then turn three you play Thrash of Raptors since it huntmaster makes it cost less. Then you use huntmaster's tapping ability to give thrash of raptors haste. You swing for 3 on turn 3. On turn 4 you play another dinosaur like Raptor Companion and give that haste. Since you control another dinosaur Thrash of Raptors gets +2/+0 and trample. You then attack with both for 8 damage! I would also reccomend adding a fourth card of thrash of raptors. It isn't incredibly expensive, and you are almost 100% likely to get another dinosaur out. A 5/3 with trample for 4 mana is incredibly good. I would take out a copy of Tilonalli's Knight to replace with Thrash of Raptors. I also like that the deck only costs $21 on card kingdom. You did a good job of making it affordable!
avsimone on
6 years ago
@jundemwing I feel like you could do with less Kinjalli's Callers since a vast majority of your deck is either already cheap or a spell. (Maybe even one less Tilonalli's Knight?)
two Charging Monstrosaurs would probably be enough to support you later on.
Also, would you conside adding Schock to your deck? It's a cheap instant spell that will help wear your opponent down and could help in a pinch (Maybe at the cost of one Cartouche of Zeal and one Trial of Zeal).
I'll build another version of this deck with the changes I had in mind. I'd love to hear what you think!
Bananaasablade on Barney and Friends
6 years ago
Firstly you're at 99 cards, so you're one short, it counts your commander.Wouldn't run: Bonded Horncrest, Colossal Dreadmaw, Grazing Whiptail, Shining Aerosaur, Tilonalli's Knight, Crash the Ramparts, Blinding Fog, New Horizons or Emergent GrowthWould Run Asceticism Gruul War PlowKindred Boon, kindred charge , Kindred Summons, Mirror Entity.
Basically you dont wanna run too many commons. You want permanent sources of trample or haste like the war plow.
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