Welcome to the Dinosaurs tribal discussion thread.
Here we can discuss about cards that can make Dinosaurs viable in Modern. Everyone who wants to bring his/her grain of sand, it's welcome to post it here.
Dinosaurs are a big-bad-ass threats, that has its cost in their mana. So, it's logical that they need mana-ramp. Here is a list of the most usual cards that goes with them.
With M19 inclusion, we also found Goreclaw, Terror of Qal Sisma, a creature that also accelerates our dinosaurs, and also makes himself and other big creatures stronger with trample.
Now, what dinosaurs are the most useful? Let's see them:
The Dinosaurs
Regisaur Alpha: A dinosaur token creator than gives all other dinosaurs haste.
Ripjaw Raptor: Any damage will allow to draw a card.
What kind of other spells can go along with them?
Well, if we are going with Arbor Elf and Utopia Sprawl, we can combine dinosaurs with land destruction cards:
This new set have brought some cards that can be really neat to this tribal deck.
Electrodominance allows us to play in the final turn of our opponent to make damage and play a dinosaur from our hand. Along with Wilderness Reclamation, we can double our mana for bigger dinosaurs.
Rhythm of the Wild can make them have a +1/+1 counter or haste, and being non-counterable. You can boost them or make them slam the same turn they enter the battlefield.
Domri, Chaos Bringer can also be a good planeswalker to give haste to those dinosaurs like Regisaur Alpha or any other if we haven't landed any Regisaur yet.
Cindervines card will be just so amazing against control and combo decks.
Basically I wanted to play Ranging raptors and Ripjaw Raptor in a deck with recurring burn. Pestilence came to mind, and so Pyrohemia is the same deal, but modern legal and in our colours.
Dinosaurs seem to have too high CMC to just be playing straight up, and this list will probably both have a terrible early game and rely heavily on Ranging raptors to kick off, which is a bit of a problem. I've got seal of fire in there so that I can actually do something on turn one, and free up a mana later on if required.
It needs better burn spells I guess, something like Tremor.
Cards, strategies and thoughts would be appreciated.
That new shock that decides the damage can be good. Fights off bobs, snaps, all kind of random cliques, etc. And can enrqge two Dino's at once.
Are you talking about Dual Shot? I'm certainly intending to give it a go. It's basically a forked bolt at instant speed, but the drawback is you can't deal 2 to a single creature, and you can't ping a player either..
The problem with dinosaurs is that they are rather mana-intensive and the payoff you get for ramping into them isn't better than what you can do with other ramp decks.
The only really powerfull (for Modern standards) dinosaur is Carnage Tyrant and isn't enough when you look at decks like:
RG Ponza, RG Titanshift or even RG Tooth&Nail which are just better.
Even Dragons are better as tribe as they have better individual creatures (all have flying, many have haste) despite having less tribal support
(worse cost-reduction and no dedicated cantrip).
Not sure how I feel about the white splash. Sky terror just looks bad by modern standards. The white 1 drop is basically a bad Mana dork. Effectively makes a colorless whenever you cast a dino. The only 2 Dino's in these colors that are likely to see play are Ripjaw and rampaging.
The new Uber craw wurm is still just a big fat guy that gets outclassed by deck strategies by the time it comes down.
Ranging may see a little play in certain decks. Ones with clasm effects or pyrohimia. Those won't be t1 or t2 though.
Ripjaw is honestly the best non white dino. Just use it as the curve topper that can draw cards to close out games. Probably in a GB card control deck.
Hi, thanks for your opinion. I think white helps with the removal the deck would need (this version at least). And not also the removal, but the 1 less to cast and a nice t1 blocker to Goblin Guide/Monastery Sweeftspear.
Naya might be cool, but with RG you can run Blood Moon in a Ponza like shell with Arbor Elf/Utopia Sprawl.
Naya does get to run Fiery Justice which is fantastic with Ranging Raptors and Ripjaw Raptors.
Gishath might also be a good inclusion to go larger and get a wider board state.
I am thinking Naya Ramp might be the way to go rather than a Dino Ponza-esque Plan. However, I think Green Devotion or Tooth and Nail lists are to start with the ramp plan. We really really need to ramp up.
Nice to see more interaction around this creatures, really.
Hopefully I can play them soon, I "just" lack 2 Tyrants, which price fortunately is going down. Meanwhile I think I can play them with some fixes during the time im without it.
I do not like the regular ramp and cast route for dinosaurs, since there are simply better creatures to ramp into. I needed to find something that Dinosaurs did better than anything else, and that was making a MUST answer with Ghalta, Primal Hunger. and I just liked Regisaur Alpha. I'm sure Ripjaw Raptor can replace Alpha, but I felt Alpha fit better with 7 power to ramp out Ghalta if needed. But that 4/5 body looks sweet on a Ripjaw.
Here's a deck I've been toying with. Using the Rallier/Cobra shell to ramp I found it oddly effective in getting Ghalta out ASAP. It's not unheard of to get Ghalta out on turn 3 or 4, and theoretically on turn 2. That said, I think Blade Splicer might be better than Greenwheel Liberator, but just having 2 Liberators and a Cobra can easily get you another Turn 3 Ghalta.
Here's the theoretical Turn 2 Ghalta
(Land and Turn 1 Elf (+1) -> Turn 2 Cobra (+2) -> Fetch -> Rallier (+3) -> Get back fetch -> Rallier (+3) -> get back fetch -> Ghalta (9 power + 3 mana from the Cobra/Fetch)
And I dont' know about you, but getting in 22 power by turn two sounds really nice.
Well my deck is way too fair to do anything in this meta game. Sure you can get the Turn 2-3 ghalta, but with jund around with BBE and constant terminates/pulses/decays/liliana's, this deck can't do what it wants. Oh well. I went 2-2 losing to Jund twice.
I updated my deck and this is the fastest and most consistent way I can get Ascend and Turn 2 Ghalta, threatening lethal if you have a Burst of Speed. The Lotus Cobra Rallier and Wayward Swordtooth and Excavator interactions are a lot to deal with. It does pretty bad vs creature based combos, but i think adding in walking ballistas and some hatebears should do the trick.
Oh, it's another way to play big dinos, with a taxes deck. If you can give your impressions of it, would be awesome to know how it went the deck for you and what you think it could fit better.
I updated this deck because I really really liked Wayward Swordtooth. I tried to maximize the amount of land drops I can and explode with Carnage Tyrants. It seems pretty decent.
@Worldsaverinc What about Etali, Primal Storm on that shell? Also, you could add 4 Molten Rain and a Stone Rain more, and you got a land destructor with Dinos =)
I'm going to run something similar, hope soon, with 1 Etali and black for Demonic Pact. Maybe black will be removed from the deck, but it's something I wanna try since I loved the card and the fun it can be.
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Here we can discuss about cards that can make Dinosaurs viable in Modern. Everyone who wants to bring his/her grain of sand, it's welcome to post it here.
Dinosaurs are a big-bad-ass threats, that has its cost in their mana. So, it's logical that they need mana-ramp. Here is a list of the most usual cards that goes with them.
With M19 inclusion, we also found Goreclaw, Terror of Qal Sisma, a creature that also accelerates our dinosaurs, and also makes himself and other big creatures stronger with trample.
Now, what dinosaurs are the most useful? Let's see them:
The Dinosaurs
After those, we can find some interesting ones, more for sideboard, but also that depends on the meta from your local store where you usually play:
If you are looking for more bigger threats, there are also two big papa-dinos around there. The downside, is that they use white mana to cast them:
There are around there some cards that can make dinosaurs better.
Other dinosaurs mentions:
Combinations
Land Destruction
What kind of other spells can go along with them?
Well, if we are going with Arbor Elf and Utopia Sprawl, we can combine dinosaurs with land destruction cards:
Spoilers: Ravnica Allegiance
This new set have brought some cards that can be really neat to this tribal deck.
Electrodominance allows us to play in the final turn of our opponent to make damage and play a dinosaur from our hand. Along with Wilderness Reclamation, we can double our mana for bigger dinosaurs.
Rhythm of the Wild can make them have a +1/+1 counter or haste, and being non-counterable. You can boost them or make them slam the same turn they enter the battlefield.
Domri, Chaos Bringer can also be a good planeswalker to give haste to those dinosaurs like Regisaur Alpha or any other if we haven't landed any Regisaur yet.
Cindervines card will be just so amazing against control and combo decks.
Decks
4 Arbor Elf
4 Ripjaw Raptor
4 Regisaur Alpha
3 Goreclaw, Terror of Qal Sisma
2 Etali, Primal Storm
1 Carnage Tyrant
1 Gishath, Sun's Avatar
1 Zacama, Primal Calamity
1 Ghalta, Primal Hunger
Enchantment
4 Utopia Sprawl
Land
7 Forest
4 Mountain
1 Plains
4 Stomping Ground
4 Wooded Foothills
1 Temple Garden
1 Summoner's Pact
2 Dramatic Entrance
Sorcery
2 Stone Rain
4 Molten Rain
2 Anger of the Gods
Planeswalker
1 Chandra, Torch of Defiance
2 Domri, Chaos Bringer
1 Thrashing Brontodon
1 Thragtusk
2 Blood Moon
3 Rhythm of the Wild
3 Cindervines
1 Relic of Progenitus
3 Lightning Bolt
1 Crumble to Dust
I came here to abuse enrage triggers. This is my jank list, I call it Dinohemia.
3 Boros Reckoner
4 Deep-Slumber Titan
3 Raging Swordtooth
4 Ranging Raptors
4 Ripjaw Raptor
2 Snapping Sailback
1 Stuffy Doll
Instants
4 Lightning Bolt
Sorceries (7)
1 Volcanic Fallout
2 Savage Stomp
4 Pyroclasm
3 Seal of Fire
2 Pyrohemia
Lands (23)
10 Mountain
4 Stomping Ground
4 Wooded Foothills
3 Rootbound Crag
2 Raging Ravine
2 Forked Bolt
Basically I wanted to play Ranging raptors and Ripjaw Raptor in a deck with recurring burn. Pestilence came to mind, and so Pyrohemia is the same deal, but modern legal and in our colours.
Dinosaurs seem to have too high CMC to just be playing straight up, and this list will probably both have a terrible early game and rely heavily on Ranging raptors to kick off, which is a bit of a problem. I've got seal of fire in there so that I can actually do something on turn one, and free up a mana later on if required.
It needs better burn spells I guess, something like Tremor.
Cards, strategies and thoughts would be appreciated.
Are you talking about Dual Shot? I'm certainly intending to give it a go. It's basically a forked bolt at instant speed, but the drawback is you can't deal 2 to a single creature, and you can't ping a player either..
I like the idea of your deck of "Dinohemia", I hope you can test it soon and give your impressions about it.
I hope I can play online soon to test variants of the deck.
The only really powerfull (for Modern standards) dinosaur is Carnage Tyrant and isn't enough when you look at decks like:
RG Ponza, RG Titanshift or even RG Tooth&Nail which are just better.
Even Dragons are better as tribe as they have better individual creatures (all have flying, many have haste) despite having less tribal support
(worse cost-reduction and no dedicated cantrip).
2 Mountain
1 Plains
2 Razorverge Thicket
4 Stomping Ground
2 Temple Garden
4 Windswept Heath
4 Wooded Foothills
2 Carnage Tyrant
4 Kinjalli's Caller
4 Otepec Huntmaster
2 Rampaging Ferocidon
3 Ranging Raptors
1 Regisaur Alpha
3 Ripjaw Raptor
3 Sky Terror
4 Lightning Bolt
3 Lightning Helix
4 Path to Exile
Still without sideboard.
The new Uber craw wurm is still just a big fat guy that gets outclassed by deck strategies by the time it comes down.
Ranging may see a little play in certain decks. Ones with clasm effects or pyrohimia. Those won't be t1 or t2 though.
Ripjaw is honestly the best non white dino. Just use it as the curve topper that can draw cards to close out games. Probably in a GB card control deck.
Deck: Naya Dinos.dec
Counts : 60 main / 7 sideboard
Creatures:24
4 Kinjalli's Caller
2 Otepec Huntmaster
3 Raptor Companion
4 Raptor Hatchling
1 Deathgorge Scavenger
2 Rampaging Ferocidon
4 Ripjaw Raptor
2 Charging Monstrosaur
2 Regisaur Alpha
Spells:13
4 Commune with Dinosaurs
4 Lightning Bolt
4 Path to Exile
1 Huatli, Warrior Poet
Lands:23
2 Cavern of Souls
3 Copperline Gorge
1 Forest
2 Plains
1 Rootbound Crag
1 Sacred Foundry
3 Stomping Ground
2 Temple Garden
4 Windswept Heath
4 Wooded Foothills
Sideboard:7
1 Thragtusk
1 Carnage Tyrant
1 Ancient Grudge
2 Rest in Peace
2 Stony Silence
Created with Decked Builder
http://www.deckedbuilder.com/
Naya does get to run Fiery Justice which is fantastic with Ranging Raptors and Ripjaw Raptors.
Gishath might also be a good inclusion to go larger and get a wider board state.
I am thinking Naya Ramp might be the way to go rather than a Dino Ponza-esque Plan. However, I think Green Devotion or Tooth and Nail lists are to start with the ramp plan. We really really need to ramp up.
Hopefully I can play them soon, I "just" lack 2 Tyrants, which price fortunately is going down. Meanwhile I think I can play them with some fixes during the time im without it.
Now I have to think on the sideboard!
Zacama, Primal Calamity
Etali, Primal Storm
Ghalta, Primal Hunger
As this cards are higher mana cost, what about adding Utopia Sprawl and the Arbor Elf.
Rampage cards
btw, you repeated commune with dinosaurs =P
4 utopia Sprawl
4 Raptor Hatchling
4 Pyroclasm
4 Ranging Raptors
4 Savage Stomp
3 Deathgorge Scavenger
3 Thrashing Brontodon
2 Blood Moon
4 Ripjaw Raptor
2 Pyrohemia
3 Carnage Tyrant
4 Windswepth heath
1 Sacred foundry
1 Temple Garden
1 mountain
1 plains
8 forest
SDB
2 Blood Moon
1 Thrashing Brontodon
2 Dromoka's Command
4 Path to exile
3 Rest in peace
3 Stony Silence
I'm testing it and is super sweet
4 Birds of Paradise
4 Kinjalli's Caller
4 Otepec Huntmaster
3 Ranging Raptors
4 Ripjaw Raptor
4 Regisaur Alpha
2 Etali, Primal Storm
1 Carnage Tyrant
1 Gishath, Sun's Avatar
1 Zacama, Primal Calamity
1 Ghalta, Primal Hunger
4 Lightning Bolt
4 Path to Exile
Land
2 Forest
2 Mountain
2 Plains
2 Razorverge Thicket
4 Stomping Ground
3 Temple Garden
4 Windswept Heath
4 Wooded Foothills
As always, sideboard still needs to be defined.
4 Elvish Mystic
4 Lotus Cobra
4 Greenwheel Liberator
1 Scavenging Ooze
4 Voice of Resurgence
4 Renegade Rallier
1 Thrashing Brontodon
4 Regisaur Alpha
4 Ghalta, Primal Hunger
Enchantment
4 Oath of Nissa
3 Temple Garden
1 Sacred Foundry
1 Stomping Ground
4 Windswept Heath
4 Wooded Foothills
2 Arid Mesa
2 Plains
1 Mountain
4 Forest
Instant
4 Path to Exile
2 Fiend Hunter
1 Gaddock Teeg
3 Lone Missionary
1 Acidic Slime
2 Thrashing Brontodon
2 Pithing Needle
2 Relic of Progenitus
2 Reckless Rage
Here's a deck I've been toying with. Using the Rallier/Cobra shell to ramp I found it oddly effective in getting Ghalta out ASAP. It's not unheard of to get Ghalta out on turn 3 or 4, and theoretically on turn 2. That said, I think Blade Splicer might be better than Greenwheel Liberator, but just having 2 Liberators and a Cobra can easily get you another Turn 3 Ghalta.
Here's the theoretical Turn 2 Ghalta
(Land and Turn 1 Elf (+1) -> Turn 2 Cobra (+2) -> Fetch -> Rallier (+3) -> Get back fetch -> Rallier (+3) -> get back fetch -> Ghalta (9 power + 3 mana from the Cobra/Fetch)
And I dont' know about you, but getting in 22 power by turn two sounds really nice.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
4 Oath of Nissa
1 Burst of Speed
Lands
2 Temple Garden
1 Sacred Foundry
1 Stomping Ground
4 Windswept Heath
4 Wooded Foothills
2 Arid Mesa
2 Ghost Quarter
2 Plains
4 Forest
4 Renegade Rallier
3 Ramunap Excavator
2 Courser of Kruphix
4 Elvish Mystic
4 Lotus Cobra
4 Tireless Tracker
3 Wayward Swordtooth
4 Ghalta, Primal Hunger
4 Voice of Resurgence
1 Reckless Bushwhacker
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
4x Wooded Foothills
7x Forest
1x Mountain
3x Stomping Grounds
1x Kessig Wolf-Run
Creatures
4x Arbor Elf
4x Deathgorge Scavenger
2x Thrashing Brontodon
2x Ranging Raptors
4x Ripjaw Raptor
4x Regisaur Alpha
4x Carnage Tyrant
4x Utopia Sprawl
4x Blood Moon
3x Stone Rain
2x Pyroclasm
1x Savage Stomp
1x Arlinn Kord
2x Chandra, Torch of Defiance
2x Anger of the Gods
2x Ancient Grudge
2x Abrade
3x Trinishphere
1x Charging Monstrosaur
1x Fracturing Gust
1x Primal Command
1x Shatterstorm
2 Forest
1 Snow-Covered Forest
1 Mountain
1 Snow-Covered Moutain
1 Cinder Glade
2 Stomping Ground
1 Rootbound Crag
1 Game Trail
1 Raging Ravine
2 Arid Mesa
4 Wooded Foothills
4 Windswept Heath
2 Ghost Quarter
4 Realms Uncharted
4 Lightning Bolt
2 Abrade
Creatures
4 Wayward Swordtooth
4 Birds of Paradise
2 Tireless Tracker
4 Lotus Cobra
4 Regisaur Alpha
4 Carnage Tyrant
2 Thrashing Brontodon
2 Ramunap Excavator
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
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I'm going to run something similar, hope soon, with 1 Etali and black for Demonic Pact. Maybe black will be removed from the deck, but it's something I wanna try since I loved the card and the fun it can be.