Instant, Sorcery, Enchantment, Artifact (16) | |||
---|---|---|---|
$0.25€0.120.03 | |||
$0.17€0.050.03 | |||
$0.25€0.140.03 | |||
2
Fling
|
$0.18€0.070.03 | ||
$0.15€0.120.04 | |||
$1.35€0.820.03 | |||
Creature (21) | |||
$0.54€0.410.02 | |||
$0.85€0.500.03 | |||
$1.57€1.350.02 | |||
$1.01€0.840.03 | |||
$1.75€0.950.02 | |||
$5.52€7.210.02 | |||
$3.64€4.560.14 | |||
$2.79€2.330.02 | |||
Land (23) | |||
4
Forest
|
$0.20€0.10 | ||
$0.50€0.420.02 | |||
$2.92€2.180.03 | |||
3
Mountain
|
$0.20€0.02 | ||
3
Plains
|
$0.20€0.09 | ||
$2.70€1.760.02 | |||
$0.49€0.380.03 | |||
$0.48€0.450.03 |
$0.24€0.160.03 | |||
$12.63€11.110.02 | |||
$0.71€0.460.03 | |||
4
Rile
|
$0.22€0.130.03 | ||
$10.65€8.740.03 |
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Learn more Download For WindowsThis deck looks to have an explosive opener with Siegehorn Ceratops and enrage self-triggers like Savage Stomp and Tilonalli's Crown. With a good opening hand (Siegehorn Ceratops, Tilonalli's Crown, and mana to cast them) you can present a 7/4 Trample on turn 3. With a great hand (above plus Savage Stomp) you can have a 10/7 Trample on turn 3.
Once that's done it passes the play to Forerunner of the Empire and good value Enrage dinosaurs like Ranging Raptors and Ripjaw Raptor. Regisaur Alpha, and Carnage Tyrant round out the mix with one-ofs of Trapjaw Tyrant and Ghalta, Primal Hunger.
It works like this: Forerunner comes down. Tutor up a dude (depending on the state of the board I am usually looking for Regisaur Alpha, Ghalta, Primal Hunger, or Trapjaw Tyrant. Regisaur gives all dinos haste and lays alsodown a dude, which triggers Forerunner twice doing one damage to each creature twice which will hopefully let you draw two cards off of Ripjaw Raptor, and/or tutor up two basic lands to the battlefield via Ranging Raptors, and/or put four +1/+1 counters on your Siegehorn Ceratops and/or exile two of your opponents things with Trapjaw Tyrant. Plus the two damage will hopefully clear out some dorks from your opponent's board.
Playing any enrage dino with a Forerunner on the field will automatically trigger its enrage, so you're laying down a dude and drawing a card or tutoring up a land or exiling things or building your dorks. I like to use Trapjaw Tyrant for some surprising (and easily repeatable) removal.
For end game we're running Carnage Tyrant and Ghalta, Primal Hunger. Ghalta will nearly always be a 12/12 Trampler for 2 green mana. If she has haste from Regisaur Alpha then she usually comes down and swings in before the opponent has a chance to do anything about her.
Lastly we have Savage Stomp for removal with a +1/+1 counter and an Enrage trigger and we will never ever cast it for more than 1 mana. We have Crash the Ramparts for a fun combat trick that makes a big dino bigger and gives Trample and then we have 2 copies of Fling to close out the game. Flinging a Ghalta or Carrnage Tyrant, or even a beefed up Siegehorn Ceratops will win most games.
With the obvious exception of Ghalta, Primal Hunger the mana curve caps out at 6, so we don't have to spend a lot of energy ramping up, but we do have a couple of tricks up our sleeve to speed up our game a little. Thunderherd Migration is a very efficient land grabber when you have a dino to show, though sometimes I will pay full price if I don't want the opponent to know what I have, or if I want to trick the opponent into thinking I don't have anything (or if I legitimately don't have anything lol). Ranging Raptors gets a lot of lands when it's doing its job. Lastly we run two copies of the legendary artifact Rhonas's Monument to make our green dinos cost less (with the exception of Trapjaw Tyrant and Forerunner of the Empire they're all green). The monument gives us the added bonus of pumping a dude when we cast a creature spell, which is super nice.
Landbase is 10 basics for Ranging Raptors and Thunderherd Migration to find. Then dual lands that produce green and something else. I like the Amonkhet dual lands Sheltered Thicket and Scattered Grove because they count as both a forest and a mountain or plains which allows our check lands Rootbound Crag and Sunpetal Grove to enter untapped later. Lastly we run 1 copy of Unclaimed Territory. We could probably get away with running more, but it feels bad if Unclaimed Territory is our only source of colored mana and we need to cast a sorcery, instant, enchantment, or a human (Forerunner). Overall we have 17 lands that can produce green and 10 that can do white and 10 that do red.
Sideboard is going to be personal to your meta, but most notably I run 4 copies of Rile, to switch out Savage Stomp in matchups that don't run creatures. Unfortunately, without stuff to enrage off-of, our dinos feel kind of sluggish., so Rile lets us trigger Enrage ourselves, gives the dude Trample and draws us a card (all for 1 red Mana?!). It's like they say, "If you want something done, you have to do it yourself."
I've also got a Polyraptor to switch out with the Trapjaw Tyrant in matchups that don't run a lot of creatures. It costs 8 to cast, which doesn't feel nice, but when it fires off with a Forerunner on the field it sure is fun. 7 5/5's on the field is no joke, espexially if Regisaur Alpha is there to give them haste. Remember Forerunner of the Empire's second ability is a "may" ability so you don't have to kill off your stuff if you don't want to, but it's often worth it.
Overall the deck works very well. It is obviously stronger when facing off against creature-based decks, and it is especially fun when playing against decks that are running Goblin Chainwhirler. Often they forget about our enrage so they lay it down and we draw cards and get lands from it, then it sits in their hand as a dead card the rest of the game.
Ive been working on this deck pretty intensely for the last year, and I feel I have a well-tuned Naya Dino deck here. That being said, I am very open to suggestions for improvement.
Now get out there and Savage Stomp those jerks!
8 | 15 | 23 | 4 | 0 |
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4 | 7 | 3 | 1 | 0 |
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