Samut was already really good. Turn 3 Heart of Kiran, turn 4 planeswalker, crew the vehicle and swing 8 in the air; this presumes your opponent doesn't Abrade, of course. Alternatively, if you have Voltaic Brawler out then +1 Samut, spend the E, and attack with 4/3 double strike trample.
That being said, you are definitely not wrong--a double enrage can make a lot of difference. She is already in that ally color pair so people are going to try her out. As far as I can tell, dinosaurs.dec will be what werewolves.dec from SOI never was.
Underrated: Ranging Raptors. Enrage is trivial to enable and can sometimes be triggered more than once per turn via effects like Rile, Pounce, or Savage Stomp before combat. If you get to put two (or more) basic lands onto the battlefield via this creature it will have more than served its purpose, even if it dies in the process. Once Constructed rolls around, you can ping it as needed, as well.
Overrated: Carnage Tyrant. I base this on the fact that neither Plated Crusher nor Scaled Behemoth saw any play outside of Sealed/Limited, except in some home-brew deck which happened to perform well during one or two weekend tournaments. Maybe the addition of both "cannot be countered" and "trample" will make the difference but even after we got Prowling Serpopard no one used the big green creatures. Of course, this might be because Ulamog was still a thing. White will still be the color of choice to deal with it, though, whether by slowing it down, making its attack pointless, killing it, exiling it, or taking away its abilities.
Don't misunderstand me--it is definitely a powerful creature and if you play it in Sealed or Limited you are going to win (unless you make a really horrible mistake), but its current $22.50 hype train isn't going to last all that long. If I wind up being incorrect...well, then *shrug* I won't worry about it.
I suspect it won't be that amazing. Damage after raid is significantly less useful because anything big you wanted to kill may have already been used in combat to eat your attackers, putting you down a card. If you have evasion it might be more exciting, though.
I was looking at it from a "damage per mana" perspective. Abrade and Strike are 3 dmg/2 mana but this can be 6 dmg/3 mana, which is more efficient since 2 > 1.5. Besides, there are enough larger creatures now so 3 damage may not be enough. Of course, in Standard for removing big creatures we still have significantly better options.
I am trying to figure out how pirates are "boring", though. Pirates who create treasure tokens, pirates who loot or explore upon entering the battlefield, pirates who exile other creatures, pirates which drain everyone for one-third their life total--that is pretty far from vanilla or boring. That being said, not everyone has to agree here so no one needs to justify their opinions.
Fiery Cannonade looks like it has potential. In Limited it can deal with pesky 1/1 vampire tokens and in Standard it can really mess up the current builds of Ramunap Red.
I haven't gone through the entire list yet--still missing things like Firecannon Blast--6 damage for only 3 mana, albeit at sorcery speed in your second main phase? That is still pretty darned good.
I know many people immediately thought of putting this card in some sort of burn-style deck like Ramunap Red but this card is too slow for that. Yes, Ramunap can cast three spells in one turn on turn 5 *if* they have enough cards in hand but Hazoret is the more desirable choice for 4-drop there. I see this card as being part of blue/red control with Ornithopter and inexpensive spells--Ornithopter + Unsummon = 3 spells (at least when you cast the thopter for the second time). Even countering one of your own spells becomes a valid option if your goal is to transform the enchantment into the land.
If I open enough dinosaur support at the prerelease I *might* put one of the brontodons in, especially if I have some of those cost-reducing creatures, but if I see an Altisaur I will definitely use that--a toughness of 7 makes your opponent work to remove it.
On the other hand, if I can get one onto the battlefield with +1/+1 counters and Rishkar then Rishkar's Expertise will have found a new best friend.
Ah, I almost forgot: Reason // Believe. Now we can put it on the battlefield for only 5 mana.
Although it is a shame this won't bounce your own permanents, bouncing an opponent's permanent is usually good enough to make this card worthwhile. The extra effect of scry 2 for bouncing a permanent with cmc <= 2 probably won't matter too often.
That being said, you are definitely not wrong--a double enrage can make a lot of difference. She is already in that ally color pair so people are going to try her out. As far as I can tell, dinosaurs.dec will be what werewolves.dec from SOI never was.
Don't misunderstand me--it is definitely a powerful creature and if you play it in Sealed or Limited you are going to win (unless you make a really horrible mistake), but its current $22.50 hype train isn't going to last all that long. If I wind up being incorrect...well, then *shrug* I won't worry about it.
I was looking at it from a "damage per mana" perspective. Abrade and Strike are 3 dmg/2 mana but this can be 6 dmg/3 mana, which is more efficient since 2 > 1.5. Besides, there are enough larger creatures now so 3 damage may not be enough. Of course, in Standard for removing big creatures we still have significantly better options.
I am trying to figure out how pirates are "boring", though. Pirates who create treasure tokens, pirates who loot or explore upon entering the battlefield, pirates who exile other creatures, pirates which drain everyone for one-third their life total--that is pretty far from vanilla or boring. That being said, not everyone has to agree here so no one needs to justify their opinions.
That makes sense. I don't read every thread so sometimes I miss things.
Dive Down--a strictly better Glint?
Also, Tempest Caller looks like fun; it is a shame that Murderous Compulsion is rotating out, though.
I haven't gone through the entire list yet--still missing things like Firecannon Blast--6 damage for only 3 mana, albeit at sorcery speed in your second main phase? That is still pretty darned good.
On the other hand, if I can get one onto the battlefield with +1/+1 counters and Rishkar then Rishkar's Expertise will have found a new best friend.
Ah, I almost forgot: Reason // Believe. Now we can put it on the battlefield for only 5 mana.