Others will offer more specific advice, but mine is: don't play a deck that's almost all one-offs. A card that's good enough to play is good enough to play four of, at least 80% of the time I'd say. A deck like this offers no consistency to you, its user.
Here on MTGS we have some cool tools for people to refer to cards. They're called card tags and they can be a bit difficult for new users to handle. That's ok, that's why I'm here.
Anyway, please peruse this link and send me a message if you don't understand anything.
Yeah, Void nothing is right, the first thing to do is to reduce the variance in your deck. You will find that as you play, some cards are more helpful than others. You want more copies of those, so that you see them more often when you play.
Play that deck a ton, see what cards are useful, see what cards are junk. Start taking out the junky ones and replacing them with more copies of the good ones. You want to curve out (which means have drops on turns 1, 2, 3, 4 etc). Waiting 5 or 6 turns to play a big fatty isnt a good idea. You'll either be dead, or they will have a handful of removal that they haven't had to cast yet.
Cards that give immediate value regardless of your opponents actions are always nice.
Cards that require a ton of cohesiveness to get going aren't good either.
Dinos are a good way to break into magic tho.
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Current list:
1x Otepee Huntmaster
1x Polraptor
1x Huralti, Dinasour Knight
1x Shapers' Sanctuary
1x Sieghorn Ceratops
1x Treassure Map
1x Ripjaw Raptor
1x Bellowing Aegisaur
1x Wayward Sawtooth
1x Radiant Destiny
1x Etali, Primal Storm
1x Deathgorge Scavenger
1x Gishath, Suns Avatar
1x Priest of the Walking Sun
1x Growing Rites of Itlimoc
1x Drover of might
1x Temple Altisaur
1x Golden Gaurdian
1x Raptor Hatchling
1x Regisaur Alpha
1x Raging Regisaur
1x Path of Mertile
2x Thunderbird Migration
2× Vanquishers Banner
2x Atzocan Seer
2x New Horizons
3x Kinjalli's Caller
Land
1x Rootbound Crag
1x Sunpetal Grove
2x Stone Quarry
2x Unclaimed Land
6x mountain
6x plains
6x forest
Others will offer more specific advice, but mine is: don't play a deck that's almost all one-offs. A card that's good enough to play is good enough to play four of, at least 80% of the time I'd say. A deck like this offers no consistency to you, its user.
Also don't play Huatli, Dinosaur Knight at all in a competitive situation.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Thanks for posting.
Here on MTGS we have some cool tools for people to refer to cards. They're called card tags and they can be a bit difficult for new users to handle. That's ok, that's why I'm here.
Anyway, please peruse this link and send me a message if you don't understand anything.
Try this link to the mana source https://www.youtube.com/watch?v=Vr1Rq7tqI8I, they do a full video on nayasaurs.
Wedge's decklist is very mostly affordable, minus carnage tyrant
I would highlight drover of the mighty, regisaur alpha, and commune with dinosaurs
Cards that give immediate value regardless of your opponents actions are always nice.
Cards that require a ton of cohesiveness to get going aren't good either.
Dinos are a good way to break into magic tho.