This is currently what I have configured, though I wanted to stay away from Energy, Harnessed Lightning is too good right on top of all the mana fixers. The sideboard is mostly where I'd want it, I'm just using what I have available right now.
^^
If you are playing energy then what does this do better than an energy deck (4C/Temur) ?
I don't see how the dinosaurs would be better than Longtusk Cub and Bristling Hydra here.
This is one of the main problems of this archytype, it does the same thing as energy which is the stronger and more synergytic deck
(while also playing general "goodstuff cards like: Glorybringer, Hostage Taker, The Scarab God and PW's).
^^
If you are playing energy then what does this do better than an energy deck (4C/Temur) ?
I don't see how the dinosaurs would be better than Longtusk Cub and Bristling Hydra here.
This is one of the main problems of this archytype, it does the same thing as energy which is the stronger and more synergytic deck
(while also playing general "goodstuff cards like: Glorybringer, Hostage Taker, The Scarab God and PW's).
If you are making comments, then what does this do better than no comment at all?
Can someone other than the author explain to me what positive helpful value they got from this post?
I don't get it. Yeah, this non-tier deck is not better than the consensus best deck in the format. So what? We are here because we want to have fun with this deck. Is there a reason I shouldn't automatically flag posts like this as spam or trolling?
In the meantime, I picked up lugger's latest ('cuz other mods make the best decks ), goldfished it a bit and tweaked it to the list below. I took it to Monday Night Magic for a cool 3-0 over UW Gift, RW Approach and UW Gift (hint: in my meta, don't leave home without 4 Abrade). It was fun! The end of the first match was onstream here at 42:40, match 2 starts at 1:10 and match 3 starts at 2:10 if you want to see my horrible play.
^^
Because it usess many of the same cards (Attune, Servant, Siphoner, H.Lightning, Glorybringer) but dillutes the synergy between them (no Longtusk Cubs, Bristling Hydra or other energy payoffs) and playing strictly worst versions of other decks is not the way to go imho.
If you consider this spam or trolling then you probably don't know what those even are.
I've been running a Temur Dino deck that has been pretty effective, it's similar to a decklist that was posted earlier in this thread. It's a very overwhelming dino rush aided by Saheeli Rai copying the heavy hitters with etb abilities. The counterspells have given me some much needed support against boardwipes or critical non-creature spells (late game removal, battle trick swings, etc. Some of the cards I've been thinking about switching around, such as possibly maining the Skysovereign (crazy synergy with Saheeli, good against weenie/token decks)and taking out the carnage tyrant for a second Burning Sun's Avatar (although I don't know if I have the right mana base to support a second).
This has stood its ground against energy decks of all varieties, as well as going even with mono-black, aggro red, and UB Approach. Funnily enough one of the decks it has the most problems against has been cat tribal. I'm thinking of bringing in a Rhonas, but I'm not sure on it. Will most likely switch this around with the advent of Ghalta (for Ghalta dino fling) but we'll see. One of the major problems I've faced with running dino decks is that the God's can majorly stall them up (primarily Rhonas) I was running Naya before for some white removal but I feel blue is the better choice for Saheeli and counterspells. Any input would be welcome, especially in regards to the side-deck.
So, we have a bunch of garbage Dinos so far, with only one that can see play : Thrashing Brontodon. The card is a nice substitution for Deathgorge Scavenger that had issues VS aggro decks. Now we have an Abrade-proof 3-drop that can go big with Savage Stomp and even destroy some annoying enchantments in the format (Search for Azcanta, Cast Out, etc...).
Cherished Hatchling is bad because we don't want to cast anything at instant speed, like ever. If we keep mana open for a Dino, it gives the opponent the choice not to attack into it and make us lose a whole turn not casting the Dino at all. Hot garbage until provent there's a viable low-curve aggro shell.
I think the Etali, the Primal Storm has some merit, perhaps not more than 1, but it has merit. If we ever decide that planeswalkers are bad in this deck, the immortal sun could be a nice addition, as it provides cheaper spells, draw, and anthem. I already play vanquisher's banner and a lifecrafter's bestiary. This could be a good addition instead of Chandra or Vraska which I also currently play.
I might play Angrath as well for a slot of something if I stick to the planeswalker plan. The ability to discard Control decks is crucial even if against Mono-Red it isn't that good.
Ok, so I really like Trapjaw Tyrant as it can deal with Gods and other big threats, and the synergy with Savage Stomp and Prepare // Fight is appealing. Thunderherd Migration is a nice ramp spell and the little Siegehorn Ceratops is a good target for those fight spells mentionned above.
I was initially testing Naya and Jund combinations, but it seems like GW might work fine. It means Abzan and Bant variants can be done as well, which was unexpected so far.
Here's a draft :
If white ends up being pure garbage in terms of SB, then B or U can be splashed in order to fix the worst MUs.
In my experience with a Naya build, UW Approach was a nightmare, Energy were good MUs and Ram Red was rather tough unless the list was oriented to beat it.
Here some better dinos in the early game should already help VS aggro, and Trapjaw is a good staller in midrange MUs.
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Hey all, just finished a friendly league with my version of Dinos and went 4-1. I know this deck has it's issues but it also has some raw power that I underestimated. Now yeah it's juts a friendly league but I think the deck proved that it's got some game and will most likely improve with the release of Rivals.
Matches:
Vs GR Energy 2-0 Win
Vs Temur Energy 2-1 Win
Vs UW Gift 2-1 Win (Dinos is actually a heavy favorite here)
Vs UW Cycling 2-1 Win
Vs Ramunap Red 1-2 Loss (the is the decks worst match up, even worse then energy)
So, my list draws from a Corbin's vids/minig standard column (TCG player writer and streamer), but I changed a few things to fit the meta, my list:
Yeah, this enchantment is super hot ! It's an enchantment, so History and elder players will tell us it's bad on an non-hexproof body,... but the card is pushed.
It works wonders on the Ripjaw & Trapjaw cousins too.
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I ran my Black Splash Dinos. This FNM I went 2-2, but I generally run 3-1 or 2-2 so it was in line there. My only loss was to a RG dino deck that was faster as it ran Huntmasters to my bigger Dino deck.
I may want to continue with black splash as getting a battlefield and letting vraska win has generally been my plan to success. There are a lot of good six drops that I think we might want to think about. I don't have a game plan for tackling this issue yet. There are a lot of good dinosaur options.
Deck
20 - Lands - Depends on the Color combination/splash
However, you can flavor it as you like. I think a huge problem will be card advantage of the type such as Immortal Sun, Lifecrafter's Bestiary, and Vanquisher's Banner. We need more card draw other than Ripjaw Raptor.
On the play, that's a 10/7 trample swinging on turn 3.
I agree the enchant is good, but that line opens you to fatal push OR a damage based removal in response to the damage trigger the second time.
2/2 takes one from enchantment and becomes a 7/4 with one damage. Savage stomp makes it a 10/5 and it fights, damage happens and the enraged trigger is on the stack, if the creature it fights had 2+ power you can abrade, lightning strike, or harnessed lightning it before the second enrage trigger resolves.
I think it's good, but sultai energy is still floating around and they have nothing but 2 power plus dudes and 4 pushes main usually.
Granted if they tap out to play a 2cmc dude then it's probably fine. Even if they kill it after untap you're down 3 cards to 1 but you got in for 10 damage already. At that point you have to respect regisaur alpha and burn spells.
I have seen a couple people brewing with these cards in Dinosaur decks, which I find pretty interesting. You can activate Tetzimoc, Primal Death
for midgame sweep value, but you can also bring it back to your hand to activate again even after it dies, so long as you can use Atzocan Seer
to pull it from the graveyard. One list I saw was even using R as a 4th color for getting draw value out of Cathartic Reunion only to use Liliana, Death's Majesty as another recursion card for things like Gishath, Sun's Avatar and Zacama, Primal Calamity for just crazy endgame.
Idk about the 4 Color thing, but Abzan seems pretty sweet. Here is a sample list
Can you explain your choice of Scavenger over Thrashing Brontodon ? In my experience, Scavenger on T3 never has something to eat in the graveyard, which makes it very underwhelming VS Ram Red. Brontodon is super solid and plays well in every MU. Another 3-drop that should be considered over Scavenger is Ranging Raptors, because you play EIGHT 6-drops that will never see the light of day VS aggro. You can argue you have Seer but it will die very often to bolt effects in order to disrupt you.
Another thing I notice is that you play Ceratops without a way to trigger it besides Stomp. In my experience it's not enough. You want to go all-in Enrage or not play Ceratops at all. Shock and cie will kill it, Khenra and Crasher will bypass it.
I see Tetzimoc be a nice midrange wrath effect, but is a Dino shell where it belongs ?
Deck
20 - Lands - Depends on the Color combination/splash
[...]
14 - Dinosaurs - 1 Ghalta, 1 Etali, 4 Ripjaw Raptor, 2 Carnage Tyrant, 3 Regisaur Alpha, 1 Polyraptor, 2 Needletooth Raptor, 2 Frontrunner of the Legion
I can tell you 20 lands isn't enough. You need a minimum of 22 in order to cast 6+ drops.
2/2 takes one from enchantment and becomes a 7/4 with one damage. Savage stomp makes it a 10/5 and it fights, damage happens and the enraged trigger is on the stack, if the creature it fights had 2+ power you can abrade, lightning strike, or harnessed lightning it before the second enrage trigger resolves.
I don't think you want to play both cards on the Ceratops by T3 anyway. The interesting thin here is that it opens to a different kind of Dino deck, more aggressive, ignoring the flashy fatties. A list with some Blossoming Defenses for example, which lets you protect your synergies against removal.
We have 2 other very aggro 2-drops too : Sky Terror and Relentless Raptor. The rest looks like garbage.
In order to survive Ram Red and other fast aggros, the deck could run 4 Shock, which would be potential Enrage enablers while having 1-cmc plays during odd turns. Another Enrage enabler is Path to Mettle, but I'm not sure it's the right shell for it.
Overall, such an archetype seems clunky because of the mana required in the early turns.
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I have played with 21 lands and I have generally been able to make 6 drops happen against energy decks. You can see my lists with the black splash for Vraska and Hour of Glory above.
I wonder if there will be reasons to move away from essentially Vraska and permanent removal such as Hour. I don't exactly like hour of glory, but it really helps against Gods and big creatures. I think Reckless Rage is good and will replace Abrade in my current lists. I am struggling to fit the pieces together in my head. I have comparatively alot of stuff to provide value such as the artifacts. I was essentially playing the artifacts as a way to just get more board presence and eventually in the late game casting multiple creatures especially 3 and 4 drops per turn with Lifecrafter's Bestiary and Vanquisher's Banner and even Chandra. They could hold off the enemy while I dig for Vraska in a stalled board state.
I figure that any Ramp Deck outside Ripjaw Raptor can't really afford to play such things as their might not be enough creatures to power it. Immortal Sun might make sense though, but it can only provide so much advantage. 1 card per turn at best. We might need ways to generate multiple cards per turn to keep up with things like Rogue Refiner, Glimmer of Genius, etc. I think we need ways to close out long games and those could be sideboard.
Otherwise our large Dinos might not do enough as they don't win the game like Ulamog outside maybe Wakening Sun's Avatar.
Samut and the red Forerunner are repeatable ways of drawing cards with Ripjaw and other Enrage CA makers, and it's overall cheaper than Immmortal Sun.
What I disliked with Reckless Rage is that you need a creature to make it work, the same way as Stomp. It means you may have up to 8 removal that don't do anyhting until Turn 3. It's not conceivable. Your hand is going to be full of those removals sometimes too. I think Prepare // Fight is arguably better because it gains you back the tempo loss you cause by playing removal that need a creature on the board. Abrade is still the go-to SB removal imo.
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I am not sure Samut is the way to go either as she is just terrible in an open board plan and will get quickly swung down. Immortal Sun is expensive, but it comes at the right time to make a difference the very next turn. Forerunner could work too, but it is also easily killed.
This is my no-splash RG build. I am thinking about G/W/r builds and G/W/r/b builds as well. I really like Vraska as a win con and she can work here. I haven't found a place for [Wayward Swordtooth], but I think he could make an impact somewhere, probably in a lower curve dino deck with Lifecrafter's Bestiary providing additional zoo type fuel. The sideboard also probably needs some work as well.
"I briefly considered a build with 4 Forerunner of the Empire and 1 Polyraptor. The combo would start when Polyraptor enters the battlefield, triggering Forerunner of the Empire and generating another Polyraptor. That would trigger Forerunner of the Empire once more, yielding two more Polyraptor triggers. Once the first one resolves, Forerunner of the Empire triggers, but since it’s optional you can and should decline to ping. After the second Polyraptor creation trigger resolves (at which point you’d control 4 Polyraptors) you again get a Forerunner of the Empire trigger, and this time you should ping all creatures. The end result is a dead Forerunner of the Empire, but the good news is that you’ll control a grand total of 8 Polyraptors. That’s pretty sweet."
This deck is a house against tokens, holy moley.
Rather than controlling the board, I've had much greater success just trying to kill my opponent quickly.
1x Carnage Tyrant
4x Deathgorge Scavenger
4x Glint-Sleeve Siphoner
2x Glorybringer
3x Regisaur Alpha
2x Rhonas the Indomitable
4x Ripjaw Raptor
4x Servant of the Conduit
Sorcery (4)
4x Attune with Aether
4x Aether Hub
4x Blooming Marsh
2x Canyon Slough
4x Forest
2x Mountain
4x Rootbound Crag
2x Swamp
Instant (10)
4x Fatal Push
4x Harnessed Lightning
2x Vraska's Contempt
2x Abrade
1x Appetite for the Unnatural
1x Carnage Tyrant
1x Chandra, Torch of Defiance
4x Duress
2x Magma Spray
2x Rampaging Ferocidon
2x Vraska, Relic Seeker
If you are playing energy then what does this do better than an energy deck (4C/Temur) ?
I don't see how the dinosaurs would be better than Longtusk Cub and Bristling Hydra here.
This is one of the main problems of this archytype, it does the same thing as energy which is the stronger and more synergytic deck
(while also playing general "goodstuff cards like: Glorybringer, Hostage Taker, The Scarab God and PW's).
2x Dragonskull Summit
5x Forest
2x Mountain
1x Ramunap Ruins
4x Rootbound Crag
1x Scavenger Grounds
4x Sheltered Thicket
1x Swamp
4x Commune with Dinosaurs
3x Savage Stomp
2x Abrade
2x Hour of Glory
2x Chandra, Torch of Defiance
1x Vraska, Relic Seeker
1x Lifecrafter's Bestiary
1x Vanquisher's Banner
2x Carnage Tyrant
2x Deathgorge Scavenger
4x Drover of the Mighty
4x Rampaging Ferocidon
4x Ranging Raptors
2x Regisaur Alpha
4x Ripjaw Raptor
2x Appetite for the Unnatural
1x Burning Sun's Avatar
2x Carnage Tyrant
2x Deathgorge Scavenger
2x Heroic Intervention
2x Hour of Devastation
2x Magma Spray
1x Sentinel Totem
1x Vraska, Relic Seeker
I think this light black splash provides sorrily needed answers and ways to go above and beyond to compete.
Can someone other than the author explain to me what positive helpful value they got from this post?
I don't get it. Yeah, this non-tier deck is not better than the consensus best deck in the format. So what? We are here because we want to have fun with this deck. Is there a reason I shouldn't automatically flag posts like this as spam or trolling?
In the meantime, I picked up lugger's latest ('cuz other mods make the best decks ), goldfished it a bit and tweaked it to the list below. I took it to Monday Night Magic for a cool 3-0 over UW Gift, RW Approach and UW Gift (hint: in my meta, don't leave home without 4 Abrade). It was fun! The end of the first match was onstream here at 42:40, match 2 starts at 1:10 and match 3 starts at 2:10 if you want to see my horrible play.
2 Otepec Huntmaster
4 Drover of the Mighty
4 Rampaging Ferocidon
4 Deathgorge Scavenger
2 Rhonas the Indomitable
2 Hazoret the Fervent
4 Ripjaw Raptor
4 Regisaur Alpha
Spells
4 Commune with Dinosaurs
1 Abrade
2 Lightning Strike
2 Heart of Kiran
2 Savage Stomp
1 Chandra, Torch of Defiance
4 Sheltered Thicket
4 Rootbound Crag
4 Ramunap Ruins
8 Forest
2 Mountain
1 Blossoming Defense
1 Chandra's Defeat
1 Abrade
1 Lifecrafter's Bestiary
1 Rhonas's Monument
2 Savage Stomp
1 Chandra, Torch of Defiance
2 Puncturing Blow
1 Samut, the Tested
1 Slice in Twain
1 Vance's Blasting Cannons
1 Nissa, Vital Force
1 Carnage Tyrant
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
Because it usess many of the same cards (Attune, Servant, Siphoner, H.Lightning, Glorybringer) but dillutes the synergy between them (no Longtusk Cubs, Bristling Hydra or other energy payoffs) and playing strictly worst versions of other decks is not the way to go imho.
If you consider this spam or trolling then you probably don't know what those even are.
This has stood its ground against energy decks of all varieties, as well as going even with mono-black, aggro red, and UB Approach. Funnily enough one of the decks it has the most problems against has been cat tribal. I'm thinking of bringing in a Rhonas, but I'm not sure on it. Will most likely switch this around with the advent of Ghalta (for Ghalta dino fling) but we'll see. One of the major problems I've faced with running dino decks is that the God's can majorly stall them up (primarily Rhonas) I was running Naya before for some white removal but I feel blue is the better choice for Saheeli and counterspells. Any input would be welcome, especially in regards to the side-deck.
4x Otepec Huntmaster
4x Drover of the Mighty
4x Deathgorge Scavenger
2x Ranging Raptors
4x Ripjaw Raptor
4x Regisaur Alpha
1x Burning Sun's Avatar
1x Carnage Tyrant
Planeswalker (3)
3x Saheeli Rai
Sorcery (5)
4x Commune With Dinosaurs
1x Savage Stomp
2x Spirebluff Canal
2x Botanical Sanctum
4x Rootbound Crag
2x Island
5x Mountain
7x Forest
Instant (7)
4x lightning Strike
2x Negate
1x Supreme Will
2x Abrade
2x Appetite for the Unnatural
1x Carnage Tyrant
1x Skysovereign, Consul Flagship
1x Negate
1x Supreme Will
2x Savage Stomp
2x Heroic Intervention
2x Blossoming Defense
1x Rhonas's Monument
Cherished Hatchling is bad because we don't want to cast anything at instant speed, like ever. If we keep mana open for a Dino, it gives the opponent the choice not to attack into it and make us lose a whole turn not casting the Dino at all. Hot garbage until provent there's a viable low-curve aggro shell.
The rest isn't even worth talking about, right ? Elder 6-drops are worse than Burning Sun's Avatar or Carnage Tyrant, Temple Altisaur is worse than the Gruul 5-drops.
I might play Angrath as well for a slot of something if I stick to the planeswalker plan. The ability to discard Control decks is crucial even if against Mono-Red it isn't that good.
We make this announcement during every spoiler season.
All spoiler discussion must occur in SNCD. Thanks! -- Lugger
Thunderherd Migration is a nice ramp spell and the little Siegehorn Ceratops is a good target for those fight spells mentionned above.
I was initially testing Naya and Jund combinations, but it seems like GW might work fine. It means Abzan and Bant variants can be done as well, which was unexpected so far.
Here's a draft :
4 Trapjaw Tyrant
4 Ripjaw Raptor
4 Thrashing Brontodon
4 Siegehorn Ceratops
4 Drover of the Mighty
4 Savage Stomp
4 Thunderherd Migration
4 Commune with Dinosaurs
1 Field of Ruin
1 Scavenger Grounds
4 Scattered Groves
4 Sunpetal Grove
7 Forest
5 Plains
2 Pounce
2 Gideon's Intervention
2 Nissa, Vital Force
3 Gideon of the Trials
If white ends up being pure garbage in terms of SB, then B or U can be splashed in order to fix the worst MUs.
In my experience with a Naya build, UW Approach was a nightmare, Energy were good MUs and Ram Red was rather tough unless the list was oriented to beat it.
Here some better dinos in the early game should already help VS aggro, and Trapjaw is a good staller in midrange MUs.
Matches:
Vs GR Energy 2-0 Win
Vs Temur Energy 2-1 Win
Vs UW Gift 2-1 Win (Dinos is actually a heavy favorite here)
Vs UW Cycling 2-1 Win
Vs Ramunap Red 1-2 Loss (the is the decks worst match up, even worse then energy)
So, my list draws from a Corbin's vids/minig standard column (TCG player writer and streamer), but I changed a few things to fit the meta, my list:
6 Forest
2 Hashep Oasis
5 Mountain
1 Ramunap Ruins
4 Rootbound Crag
2 Scavenger Grounds
4 Sheltered Thicket
Creature (23)
4 Drover of the Mighty
4 Otepec Huntmaster
4 Rampaging Ferocidon
4 Ripjaw Raptor
4 Regisaur Alpha
3 Carnage Tyrant
4 Abrade
Sorcery (7)
4 Commune with Dinosaurs
3 Savage Stomp
Planeswalker (2)
2 Samut, the Tested
4 Deathgorge Scavenger
1 Carnage Tyrant
3 Chandra's Defeat
2 Heroic Intervention
1 Slice in Twain
2 Sweltering Suns
2 Chandra, Torch of Defiance
I am looking forward to brewing Dinos for the first week of Rivals!
link to deck list and overview:
http://www.mtgsalvation.com/decks/706-jurassic-park-vol-1
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
On the play, that's a 10/7 trample swinging on turn 3.
It works wonders on the Ripjaw & Trapjaw cousins too.
I may want to continue with black splash as getting a battlefield and letting vraska win has generally been my plan to success. There are a lot of good six drops that I think we might want to think about. I don't have a game plan for tackling this issue yet. There are a lot of good dinosaur options.
Deck
20 - Lands - Depends on the Color combination/splash
16 - Ramp - 4 commune, 4 Drover, 4 Thunderherd, 4 Ranging Raptor,
14 - Dinosaurs - 1 Ghalta, 1 Etali, 4 Ripjaw Raptor, 2 Carnage Tyrant, 3 Regisaur Alpha, 1 Polyraptor, 2 Needletooth Raptor, 2 Frontrunner of the Legion
6 - Removal - 3 Savage Stomp, 3 Reckless Rage
2 - 2 Chandra, Torch of Defiance
I think this will be a Standard RG style build.
However, you can flavor it as you like. I think a huge problem will be card advantage of the type such as Immortal Sun, Lifecrafter's Bestiary, and Vanquisher's Banner. We need more card draw other than Ripjaw Raptor.
I agree the enchant is good, but that line opens you to fatal push OR a damage based removal in response to the damage trigger the second time.
2/2 takes one from enchantment and becomes a 7/4 with one damage. Savage stomp makes it a 10/5 and it fights, damage happens and the enraged trigger is on the stack, if the creature it fights had 2+ power you can abrade, lightning strike, or harnessed lightning it before the second enrage trigger resolves.
I think it's good, but sultai energy is still floating around and they have nothing but 2 power plus dudes and 4 pushes main usually.
Granted if they tap out to play a 2cmc dude then it's probably fine. Even if they kill it after untap you're down 3 cards to 1 but you got in for 10 damage already. At that point you have to respect regisaur alpha and burn spells.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
I have seen a couple people brewing with these cards in Dinosaur decks, which I find pretty interesting. You can activate Tetzimoc, Primal Death
for midgame sweep value, but you can also bring it back to your hand to activate again even after it dies, so long as you can use Atzocan Seer
to pull it from the graveyard. One list I saw was even using R as a 4th color for getting draw value out of Cathartic Reunion only to use Liliana, Death's Majesty as another recursion card for things like Gishath, Sun's Avatar and Zacama, Primal Calamity for just crazy endgame.
Idk about the 4 Color thing, but Abzan seems pretty sweet. Here is a sample list
4 Atzocan Seer
4 Siegehorn Ceratops
3 Tetzimoc, Primal Death
3 Carnage Tyrant
4 Deathgorge Scavenger
4 Ripjaw Raptor
Enchantment
3 Journey to Eternity
Planeswalker
2 Liliana, Death's Majesty
2 Ajani Unyielding
3 Gideon of the Trials
4 Savage Stomp
Land
3 Blooming Marsh
4 Sunpetal Grove
3 Concealed Courtyard
4 Unclaimed Territory
3 Forest
3 Plains
2 Swamp
2 Aether Hub
1 Carnage Tyrant
3 Trapjaw Tyrant
2 Thrashing Brontodon
2 Vona, Butcher of Magan
1 Zetalpa, Primal Dawn
1 Naturalize
2 Nissa, Vital Force
3 Duress
STANDARD|UW Control MODERN| UBG Midrange PAUPER| UG Fog COMMANDER| UBG The Mimeoplasm
Can you explain your choice of Scavenger over Thrashing Brontodon ? In my experience, Scavenger on T3 never has something to eat in the graveyard, which makes it very underwhelming VS Ram Red. Brontodon is super solid and plays well in every MU. Another 3-drop that should be considered over Scavenger is Ranging Raptors, because you play EIGHT 6-drops that will never see the light of day VS aggro. You can argue you have Seer but it will die very often to bolt effects in order to disrupt you.
Another thing I notice is that you play Ceratops without a way to trigger it besides Stomp. In my experience it's not enough. You want to go all-in Enrage or not play Ceratops at all. Shock and cie will kill it, Khenra and Crasher will bypass it.
I see Tetzimoc be a nice midrange wrath effect, but is a Dino shell where it belongs ?
I can tell you 20 lands isn't enough. You need a minimum of 22 in order to cast 6+ drops.
I don't think you want to play both cards on the Ceratops by T3 anyway. The interesting thin here is that it opens to a different kind of Dino deck, more aggressive, ignoring the flashy fatties. A list with some Blossoming Defenses for example, which lets you protect your synergies against removal.
We have 2 other very aggro 2-drops too : Sky Terror and Relentless Raptor. The rest looks like garbage.
In order to survive Ram Red and other fast aggros, the deck could run 4 Shock, which would be potential Enrage enablers while having 1-cmc plays during odd turns. Another Enrage enabler is Path to Mettle, but I'm not sure it's the right shell for it.
Overall, such an archetype seems clunky because of the mana required in the early turns.
I wonder if there will be reasons to move away from essentially Vraska and permanent removal such as Hour. I don't exactly like hour of glory, but it really helps against Gods and big creatures. I think Reckless Rage is good and will replace Abrade in my current lists. I am struggling to fit the pieces together in my head. I have comparatively alot of stuff to provide value such as the artifacts. I was essentially playing the artifacts as a way to just get more board presence and eventually in the late game casting multiple creatures especially 3 and 4 drops per turn with Lifecrafter's Bestiary and Vanquisher's Banner and even Chandra. They could hold off the enemy while I dig for Vraska in a stalled board state.
I figure that any Ramp Deck outside Ripjaw Raptor can't really afford to play such things as their might not be enough creatures to power it. Immortal Sun might make sense though, but it can only provide so much advantage. 1 card per turn at best. We might need ways to generate multiple cards per turn to keep up with things like Rogue Refiner, Glimmer of Genius, etc. I think we need ways to close out long games and those could be sideboard.
Otherwise our large Dinos might not do enough as they don't win the game like Ulamog outside maybe Wakening Sun's Avatar.
What I disliked with Reckless Rage is that you need a creature to make it work, the same way as Stomp. It means you may have up to 8 removal that don't do anyhting until Turn 3. It's not conceivable. Your hand is going to be full of those removals sometimes too. I think Prepare // Fight is arguably better because it gains you back the tempo loss you cause by playing removal that need a creature on the board.
Abrade is still the go-to SB removal imo.
4 Rootbound Crag
1 Scavenger Grounds
1 Field of Ruins
1 Ramunap Ruins
7 Forest
3 Mountain
4 Drover of the Mighty
4 Ranging Raptor
4 Ripjaw Raptor
3 Regisaur Alpha
2 Carnage Tyrant
2 Burning Sun's Avatar
1 Ghalta, Primal Hunger
2 Etali, Primal Storm
1 Polyraptor
3 Reckless Rage
4 Commune with Dinosaurs
4 Thunderherd Migration
2 Chandra, Torch of Defiance
2 Hour of Devastation
2 Magma Spray
4 Deathgorge Scavenger
2 Carnage Tyrant
1 Burning Sun's Avatar
2 Heroic Intervention
2 Thrashing Brontodon
This is my no-splash RG build. I am thinking about G/W/r builds and G/W/r/b builds as well. I really like Vraska as a win con and she can work here. I haven't found a place for [Wayward Swordtooth], but I think he could make an impact somewhere, probably in a lower curve dino deck with Lifecrafter's Bestiary providing additional zoo type fuel. The sideboard also probably needs some work as well.
https://www.channelfireball.com/articles/how-many-dinosaurs-pirates-do-you-need-for-thunderherd-migration-or-daring-buccaneer/
"I briefly considered a build with 4 Forerunner of the Empire and 1 Polyraptor. The combo would start when Polyraptor enters the battlefield, triggering Forerunner of the Empire and generating another Polyraptor. That would trigger Forerunner of the Empire once more, yielding two more Polyraptor triggers. Once the first one resolves, Forerunner of the Empire triggers, but since it’s optional you can and should decline to ping. After the second Polyraptor creation trigger resolves (at which point you’d control 4 Polyraptors) you again get a Forerunner of the Empire trigger, and this time you should ping all creatures. The end result is a dead Forerunner of the Empire, but the good news is that you’ll control a grand total of 8 Polyraptors. That’s pretty sweet."
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.