Ixalan Park

Commander / EDH CardTyrant

SCORE: 457 | 190 COMMENTS | 58041 VIEWS | IN 242 FOLDERS


TAPPED OUT UPDATE —March 23, 2022

So I don't know if it's just me, but this website has seemingly become broken. All my spoiler lists are revealed at all times for me and all my foiling out of my deck has been reset. Is this a wide issue or just me?

Also, I archived the comments. I took notes on what everyone said and once we get a big dino set, I will revamp the deck. Till then, small changes or I will continue to foil it out.

iwulf411 says... #1

So I have gone in and playtested this deck a couple of times. Overall, it is an alright deck! My only complain is that, because of the ridiculous cost of some of these dinosaurs, this is a very mid range deck. Personally, I would recommend dropping some of the lands and creatures in order to fill you up with some extra ramp. Additionally, you have a bunch of cards in here that are great fillers if you are missing some key pieces, but in terms of usefulness in play, there are far better options.

First, I would drop the ofllowing creatures: Titanoth Rex, Taurean Mauler, Siegehorn Ceratops, and Raging Regisaur. In my honest opinion, I would drop your creature count down to say 30-32 creatures, in favor of more utility spells. Again, this is a mid-range deck, and yet you have very little in the way of removal or protection. In any mid-range deck like this, surviving those multiple turns needed to ramp/build is super important. And because of how big and dangerous dinosaurs are, you can bet there will be a target on your back as soon as you start building.

For lands, I'm a firm believer of no more than 34 lands in a three color deck. It's your deck, and your choice, but too many lands can be just as bad as not enough. My problem is that you have some lands in here that aren't really all that helpful in terms of getting your stuff out faster. I would personally drop Ancient Tomb, Bonder's Enclave, Cavern of Souls, Forbidden Orchard, and War Room. AT is great in a deck with lots of life gain, which this deck doesnt have a lot of. And since you need mana to get your fatties out, this will get used a lot. Why ping yourself for extra damage when there are better means to getting these guys out fast? Bonder's Enclave is an alright card, but there are cheaper and better draw effects that can repeated multiple times for roughly the same amount of mana. Cavern of Souls is alright, but the fact that it needs to be used for creature spells only makes it a little bit useless in a deck that needs as much colored mana as this one does. And Forbidden Orchard? I know they have trample, but why give your opponents creatures each time you use it?

With all of these cards removed, sub in the following: Skyshroud Claim (because you can use it to grab your dual lands), Cultivate or Kodama's reach for a two land spell, Growing Rites of Itlimoc, for big mana and creature search, Elemental Bond for additional card draw, but also being able to draw cards from your token generation. Drop in a Birds of paradise and a bloom tender for early mana rmap, and a Fauna Shaman to be able to pull specific creatures you need to get a strategy going. Lastly, I would throw in an Elvish Piper. Cheating out a dino for only one green mana is a no-brainer.

If you do those few suggestions, you might find that you have an easier time in the early game to balance out your mid-game madness, and the cards I chose to remove have very little overall impact on the deck's intentions.

February 24, 2022 12:35 p.m.

bushido_man96 says... #2

I've got a dinosaur tribal deck led by Gishath, Sun's Avatar, and I've tweaked it quite a bit recently.

I used to run ramp pieces like Urza's Incubator and the creatures that help cut dinosaur casting costs, like Kinjalli's Caller, and I ran things like Forerunner of the Empire, too. The issue with ramp like this are: 1) they don't mesh with Gishath's ability to get dinosaurs out of the library and into play, and 2), these pieces only ramp for the dinosaurs in the deck; looks like 30 in your case. They don't ramp for your instant, sorcery, artifact spells, etc. I like my ramp to work for the whole deck; having access to green, I stuck with land ramp and some dinos that have some ramping abilities.

The problem I ran into was having a critical mass of dinosaurs so that I'm getting at least a few out every time I hit with Gishath. Those human helpers don't help with that. I cut all creatures from the deck that weren't dinosaurs, and I don't run any planewalkers, either. I've got 37 dinosaurs in my deck now, and I feel it has much more consistency. Another bonus to this approach was being able to add Kaheera, the Orphanguard as a companion. Giving the whole team vigilance is great.

When evaluating my deck's purpose, I went back to the commander. Gishath wants to get onto the field, swing, and pull dinosaurs out of the library. Although the commander doesn't provide card draw, his ability is very much one of card advantage, and I found that I actually hinder the usefulness of Gishath's ability by getting too many dinosaurs in hand. I still run some card draw, but my goal is to get Gishath out soon, and then let him handle getting the herd onto the battlefield. With that in mind, I was able to focus things much more clearly. From there, after getting the herd out, protecting the herd was the next important step, and you've got good support for that.

Anyways, hope this helps. I can share my list if you'd like to see it.

February 24, 2022 10:17 p.m.

CardTyrant says... #3

Thanks for all the suggestions. Sorry I haven't been very active on replying, been dealing with personal stuff so all I've been doing is Deckcycling my deck. So here we go, time to reply.

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Mortlocke: Gishath is so far the only commander that cares about Dinosaurs. Zacama, Primal Calamity is great, but has not one line of text saying dinosaur, Atla Palani, Nest Tender has a similar effect to Gishath, but she only gets one creature and again, doesn't care if it's a dinosaur or not. Morophon, the Boundless is a good commander for tribal, but I feel like Morophon should aid tribes that have zero support or commander options. Kaheera, the Orphanguard is a good lord, but she loses red. So yes, as of right now Gishath should be the end all be all dinosaur commander in my mind.

The comment about the counter triggered ability, so far there are only 9 spells that counter a triggered ability and most of them only do that or activated abilities, so I don't see them being used against me or more then once. I also have a burning hatred for blue players and tend to target them until a bigger threat arrives. But yes, every effect can be countered. I will go and change that in my description.

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BmoreBeast: I would run Urban Daggertooth, but I feel that the next time dinosaurs get a real boost, they won't be using enrage (hopefully I am wrong). That's why I am slowly moving away from enrage triggers and more so towards trample effects. If the next time dinosaurs get support and it is with enrage triggers, I will think about adding Urban Daggertooth to the deck. I've also been wanting to move away from Planeswalkers and focus more so on dinosaurs.

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iwulf411: THANK YOU! Thank you for playtesting the deck. I love hearing people testing out my deck and giving me feedback. Warms my cold heart. :D

Titanoth Rex is in the deck because he is a large trampler and I have been slowly morphing the deck towards dinosaurs with trample. Siegehorn Ceratops is in the deck because she's a 2/2 for 2 with enrage that makes her bigger. So early game I can drop her in and cump block if need be and make her stronger. Raging Regisaur is on the coping block if we never see anymore dinosaurs with enrage. Taurean Mauler can come out without any argument from me. I will find a ramp spell to replace it.

I tried to cut lands in my commander decks, but everytime I do, I always get mana screwed in the get go. 38 just seems to be my sweet spot. I will consider going down to 36, but 34 just seems way to low for me. Ancient Tomb is a great ramp spell, yes it hurts me, but 40 life means I can use it 10 times before it gets too scary for me. If I ever get an original dual land, this will hands down come out for one of them. Bonders' Enclave & War Room, you are right but I lacked room in the deck for card draw, so I threw them in. These two would be switched out for original dual lands. Cavern of Souls is simply in the deck because I HATE blue. Forbidden Orchard has been on the cutting board several times, however, its always survived because I normally use it as a political tool or if I'm in a game with my wife, to keep her alive. Yes I know, nepotism, but I am a Mardu player at heart.

Skyshroud Claim will defiantly go back in. I cut it early on but you have a point, especially if I ever get my hands on an original dual land. Cultivate or Kodama's Reach were both in the deck at the start, but the more I played the harder it was for me to justify them because I kept cutting basic lands to the point where there were times where I could only find one land. Growing Rites of Itlimoc  Flip is a pet card of mine, but I cut it from the deck long ago because a lot of times I never could get it to flip due to never having enough creatures. I will consider adding it again. Elemental Bond I will consider re-adding as well. Birds of Paradise will be a maybe, if I don't go pure dinosaurs but Bloom Tender will be a no because she requires perms to be out. Fauna Shaman and Elvish Piper will be a maybe again because I have been considering going pure dinosaurs.

Thank you again for playtesting the deck.

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bushido_man96: I'd love to see your list! I always like seeing what others come up with.

I run the reduce cost creatures to get Gishath out earlier or if a high costing dinosaur gets stuck in my hand for I have no ways of cheating them out anymore or returning them to the deck. However, your comments have won me over and the next time dinosaurs get support (I've heard rumors that Ixalan may be getting a new set next year), I will turn it into a pure dinosaur build.

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Thank you all again for the comments. Once things calm down in my personal life and I return to work and pay off these medical bills, I will defiantly take a look at revamping Ixalan Park with your suggests and some of my own. Till then, keep the comments rolling and the upvotes a coming. :D

February 27, 2022 8:12 a.m.

bushido_man96 says... #4

Here's a few more thoughts:

I'd consider cutting Unclaimed Territory, Rogue's Passage, and both Terramorphic Expanse and Evolving Wilds. Here are my reasons:

Unclaimed Territory only gives colored mana when casting your dinosaurs. So, that's only about 30ish cards in your deck it gives you colored mana to cast. A tapped land that adds two or three of your colors would be more consistent, or just add a basic. I really don't like to run very many sources of colorless mana in my three-color decks; I find issues with consistency. And if I do run a land that produces colorless mana, it's something like Tectonic Edge or Ghost Quarter to get rid crap like Maze of Ith that will totally screw Gishath's ability over.

Which brings me to Rogue's Passage. It's really tempting to leave this one in here, I know. But if you think about the sheer size of the creatures you are running, and the fact that you've got some great tramplers, making one of them unblockable for 4 mana isn't great use of your resources. Better to get another source of colored mana in here. I know that ideally you would make Gishath unblockable to unleash his potential, but even then, I don't think it's really worth the mana investment. Something like Duelist's Heritage would do much more for Gishath, with no mana investment.

Terramorphic Expanse and Evolving Wilds - you aren't running many basics anyway, so better to run a couple of tapped lands that can tap for two colors in their place, or dual lands with basic land types you can fetch. The snow-covered duals from Kaldheim are cheap alternatives here, and running Terramorphic and Evolving was going to put whatever you looking for into play tapped anyway.

I also agree with the above sentiment that Bonders' Enclave and War Room aren't good either. You have access to great draw spells in green; just need to trim the fat to get them worked in. And remember, Gisthath's ability is kind of like card draw.

Which brings me to Rhythm of the Wild. Giving your dinos haste is a good thing, but if most of them are coming into play off the top of your library from Gishath, then it's moot. The +1 counter is ok, but most of your creatures are big, anyway. Unless you end up hard casting a lot of your dinos (which you shouldn't if you set the deck up right), this card is pretty meh. A card like Warstorm Surge would serve you much better, especially with a big hit off of Gishath.

I think Worldly Tutor could easily be replaced for a draw spell. I kind of feel the same way about Congregation at Dawn. They are nice for setting up a Gishath trigger, yes. But I think more straight draw effects will serve you better. But if you keep these in, I wouldn't fault you for it. One card in the same vein that I do like for this deck is Scroll Rack. It's great if you're staring at a fistful of dinos and you're getting ready to swing with Gishath.

Here's my list; hope you find it helpful:


Dinosaur Tribal

Commander / EDH bushido_man96

SCORE: 44 | 23 COMMENTS | 4972 VIEWS | IN 17 FOLDERS


February 27, 2022 5:46 p.m.

iwulf411 says... #5

I 100% agree with everything bushido said. I just went and tried out his deck as well, and I was able to get Gishath out by turn 5/6 about 75% of the time.

I understand your thoughts about wanting to go 100% dino, and if that is the case, I recommend following bushido's suggestions about looking for either straight mana reduction, or by focusing on less colorless mana and more tapped lands. In a deck like this, Canopy Vista, Arctic Treeline, Cinder Glade, and Highland Forest would be great alternatives.

As bushido mentioned, wanting to get the commander out and make the most of his ability is great, but what happens if I exile your commander each time you cast him? You need that ramp/mana reduction in order to allow you to play the remainder of your dinos, which are all really expensive, without limiting yourself each turn. The best way to do this is to build a solid land base early, so that even if your commander gets taken out, you aren't stopped from continuing to play the dinos. Personally, I would trade his suggestion of Warstorm Surge for Sylvan Library, if you can afford it. In those moments where you don't have your commander out, it can help you prepare your upcoming card draw to be the most impactful. And with him out, you know if a great dino is on the top 3 or not, and if the swing with him is worth it if your opponent has good blockers. If not, Warstorm is a good alternative.

If you would rather go dino only, might I suggest picking up a Pattern of Rebirth? If you throw it on a smaller green dino, and it dies, you get to pick any one dino in your deck to replace it, no mana cost required. I believe there is another green card that does the same, but can get you two creatures. The idea here is that if you do not want to build into early ramp, then you want some effects that can cheat these guys out. One of the biggest problems I see with commander decks is strategies that rely entirely on the commander. There are simply too many ways to remove a commander quickly and easily, and if your deck revolves around that one strategy, you'll get shut out quickly and easily.

March 2, 2022 1:38 p.m.

bushido_man96 says... #6

I believe your thinking of Defense of the Heart. Love that card.

March 2, 2022 7:29 p.m.