3-1 at Monday night magic with something similar to the GR list I posted a couple pages back.
2-0 Grixis Control
2-0 UR “bunch of 1-2 mana U flyers and unblockables”
0-2 GRw Dinosaurs (he went bigger)
2-1 UW Eternalize (?)
SB needs a ton of work, I just jammed it full of good stuff. MVPs from the board were Heroic Intervention, Abrade, Carnage Tyrant, and Deathgorge Scavenger.
Moving forward, will probably swap the 3 Sweltering Sun MB for 3 Deathgorge Scavenger. I played a dozen games against BW Vamps and UG merfolk between rounds and Sweltering was great, but not really necessary. They didn’t feel that bad at all.
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Not exactly "removal" but Sorcerous Spyglass can stop PW's (until it eats an Abrade).
Other means amount to beating down with creatures and burn spells like Lightning Strike.
Hey all, took some time off to focus on limited. GP Houston came and went and I'm back on this deck. Played a league and went 3-2, after that league I did a bunch of tournament practice matches on mtgo and am 8-0 against various brews. That alone doesn't mean much except that I think I got the shell right. The SB is beginning to sing a much more refined tune, updated list:
Things we are still good against: Grixis Anything (Tyrant is a HUGE problem for them to answer), Reckless Rage is fantastic at shooting down GB's and Pheonix's. Mardu Vehicles, we incidentally have good removal that lines up with their entire G1 plan. G2-3 they better but so do we, we can:
+1 Abrade, +3 Brontodon, +2 Chandra, Torch of Defiance all come in. We can grind too, and if they go into the PW route, 2 Hour of Devastation isn't a bad include. UB Control, 7/6 Trample Hexproof attacks past The Scarab God just fine. Merfolk Fish tend to make good meals for our Dinos
Bad: BW Vamps, hence my 4 sweepers in the SB. However you can win G1, and most of the time it feels like 50/50. It depends on how many sweepers they actually bring in. Mono Red, yeah...well... UW/x Approach You can beat it and I did beat bant Approach in my league but that had a lot to do with me T6 hitting me opponent for 18 in 1 turn. GB Explore You must get on board fast and remove sneks on sight. They can actually get bigger if you are unable to keep things in check. Ghalta is excellent here.
Fumigate.decs If Fumigate is a card that gets heavily played, then dinos is just poorly positioned, but due to the fact that other decks are playing cards to hedge against it, that opens the door for Dinos to become a good tier 2 deck. There are metas where dinos will be great and this leads to believe that the deck has legs.
On Fatal Push, you have to respect this card, and it's one of the reasons I dropped Otepec Huntmaster and am a huge advocate of Thunderherd Migration. Getting to 4 mana and accelerating on the draw really helps the deck regain the initiative. If you have the read that your opponent has Push + revolt, play out the Drover after ramping with Migration. Most players will push the dork (T4 Tyrant is lights out for a ton of decks and T4 Reggie is also a problem), this allows you play Reckless Rage on your own dork and remove one of their threats IE: Gifted Aetherborn.
Hope ya'lls testing has also yielded good results!
lastly: cards i have been least un-impressed by savage stomp, it may get cut, but it has a high ceiling. mtgo is littered with deathtouch blockers so it brings it’s usefullness down. This may not be true in paper metas but i do find myself boarding 1-2 out on the draw in favor of abrade and chandras.
Ran this list at a fairly competitive fnm this last week and it did pretty good (3-2, tied for 5th place out of 19). One match was lost from bad sideboarding and was quite close.
The deck absolutely stomped all the midrange, especially grixis decks but struggled with tokens and aggro a bit so I shored up the main board a bit with the sweltering suns. This list is very all in on the ramp plan and is looking to drop a Chandra on t3 to potentially have access to 7 mana on t4 or an additional card.
I found in testing other dino variants that playing resilient threats to turn off a lot of removal was key to dropping multiple threats a turn and overwhelming their removal. An unchecked regisaur alpha threatens a hasted ghalta which can often get kills from nowhere on t5. Hazoret and rhonas also work well together and the ramping enables the deck to pitch redundant ghaltas or lands in hand to hazoret to get the last few points in.
Overall I've found the deck to be well positioned against fumigates and grixis decks that can't deal with tyrants and indestructible creatures well. Aggro decks are more challenging with this build vs the more traditional ripjaw raptor at the 4 drop slot.
Not exactly "removal" but Sorcerous Spyglass can stop PW's (until it eats an Abrade).
Other means amount to beating down with creatures and burn spells like Lightning Strike.
Gruul does not typically have cards that directly answer planeswalkers.
However, Haste might as well read, "Destroy Target Planeswalker" -- and Gruul has plenty of haste.
I appreciate the help, I totally forgot about Hour of Devastation. I went 4-1 in a Friendly league losing to a Abzan Tokens deck due to a big punt I did in game 2 then losing game 3 due to not having a way to get rid of Vraska. I'm going to try out 2 of them in the sideboard.
Not exactly "removal" but Sorcerous Spyglass can stop PW's (until it eats an Abrade).
Other means amount to beating down with creatures and burn spells like Lightning Strike.
Gruul does not typically have cards that directly answer planeswalkers.
However, Haste might as well read, "Destroy Target Planeswalker" -- and Gruul has plenty of haste.
I appreciate the help, I totally forgot about Hour of Devastation. I went 4-1 in a Friendly league losing to a Abzan Tokens deck due to a big punt I did in game 2 then losing game 3 due to not having a way to get rid of Vraska. I'm going to try out 2 of them in the sideboard.
I went 4-1 in a Friendly League the other night losing to Abzan Tokens by a big punt during game two that would have won me the game and match then eventually losing in game three due not be able to get rid of Vraska, Relic Seeker.
The deck has been running great really smooth for me. My matches were
Match 1
Grixis Control W 2-1 Tyrant Carnage is beast against control and Chandra is good too.
Match 2
B/W Tokens W 2-0 Game one turn 4 Regisaur Alpha turn 5 Ghalta gg and in game 2 kinda stalled a little due to a those dam tokens it makes but then I cast Raging Swoodtooth and my opponent scoops it up right there on the spot.
Match 3
R/G Dinos W 2-1 Practically this is a match of who can setup faster and bring out Ghalta first. Rhonda the Indomitable put in a lot of work here as well.
Match 4
Mono Red 2-0 Abrade and Reckless Rage in game one early on was the MVP. It was enough to hold them back until I couldve bring out Regisaur Alpha and Deathgorge Sacvenger to finish him off. Game 2 Sweltering Suns did the job and Rhonda as well to back off Hazoret the Fervent then Ghalta finished it off quickly.
Match 5
Abzan Tokens L 1-2 Game one went smoothly Deathgorge Scavenger and Ripjaw Raptor did there thing and beat him up easily Game 2 was really grinding game I had Tyrant Carnage Rhonda Deathgorge and couple mana dorks and the field and he had a bunch of tokens but no hand I only was attacking with Rhonda instead of attacking with everything but then he drew to some good outs and won that game. Game 3 he brought out Vraska, Relic Seeker and I couldnt find a way to get rid of it and lose later in the game.
All in all the deck is really good need to put some Hour of Devastation in the sideboard but I don't know what to take out. Thunderherd Migration is decent but I normally take them out during sideboarding adn the one Thrashing Brondoton is good as one of in the main for those echantments and Kiran in game one to get a slight advantage and the other 2 in side sounds good against mardu vehicles and tokens decks and even control. Raging Swordtooth is great against tokens, vampires and merfolk but I'm sure to keep him in and stick with Sweltering Suns.
I tweaked an MTGO 5-0 deck to become this. I've run 3-1 with it, so it seems better than I suspected. I've beaten a GB Midrange deck with Tetzimoc, Temur Monsters and an energy brew, while losing to WB vampires. I don't feel that my draws were good against Vampires, but whatever my luck, I got hosed by Dusk twice in game 2.
I am tempted to replace the W splash with U for permission, but Heroic Intervention could also work.
I don't think it's the most competitive version, but if you want to go off sometimes with some awesome dinos at an FNM, it's a shell worth considering.
I went 4-0 at my local FNM with a dinosaur list. I tried straight RG and it worked. I faced
Round 1 - GPG Madcap Gearhulk - Lived a dream here. I won game 1 fairly convincingly with a Hashep Oasis, Carnage Tyrant, and Samut over a metalwork colossus and an Eternalized Noxious Gearhoulk. Game 2 was interesting in that a Crook of Condemnation kept him from doing anything as he couldn't find anything or I could exile the graveyard. I plinked away at him with Ranging Raptor and Drover the mighty until I had enough natural land for a Ghalta.
Round 2 - Grixis Energy - I lost game 1 to Scarab God beats after he disallowed a hashep oasis on a carnage tyrant. A Chandra exile of Samut sealed the deal. Game 2 - we both mulligan to 5. I keep a hand of 2 lands and 3 thunderherd migration. I draw a Commune with nature picking up a deathgorge scavenger instead of a land so I can thunderherd next turn. I thunderherd then play deathgorge scavenger and drew a carnage tyrant. I draw and play 4th land and double thunderherd and slam Carnage Tyrant Number 1. I draw carnage tyrant number 2 the next turn and then draw hour of devestation for the win. Game 3 I once again mulligan to 5, but curve out nicely with carnage tyrant for the win.
Round 3 - Sandworm Convergence Brew - This brew is essentially Naya with plenty of enchantment ramp and other enchantments to win the game on a stall out with sandworm convergence. Game 1, I run him over with dinos before he can set up victory. Chandra proved crucial here. Game 2, I accelerated a Chandra and a Nissa Vital Force and just started to attack him. A thrashing brontodon killed an ixalan binding getting back my Nissa for the win.
Round 4 - RG Dinosaurs - Game 1 - I went first and won. Game 2 - He went first and won. Game 3 - I went first and won.
As one of the original people to be playing Ramunap Red which I started playing before anyone else back in June of last year I am always looking to innovate in the deck building area. I posted a version of this deck in the R/X deck thread in the Proven forum and got kicked out from there saying that this deck is not "competitive" enough and too much like a dino tribal deck so here I am.
The deck plays like the mono red or R/W normal aggro deck except that the burn is only to take care of creatures and we win by hitting the opponent with ours. Most of the creatures are unblockable or "flying" which also makes them pretty much unblockable.
Kinjalli's sunwing works better than ahn-crop crasher in this R/W build since he also keeps creatures from blocking the turn they are cast, also he has a 3 toughness so he can get around magma spray or shock, the opp would need to waste an abrade or lightning strike on him and of course he is flying so he can keep attacking to do damage.
Sky Terror is a very underrated card as a two drop, it comes out fast and hits every turn since it's almost impossible to block due to flying and menace.
Relentless raptor just attacks comes out fast or in doubles once I hit 4 mana and he can also block for us and will kill other two drops or three drops that people play in the format. They also help to flip path of mettle as well.
Earthshaker khenra does what she used to do in mono red, stop creatures from blocking and also come back later in the game, and she can help to flip PAth of mettle as well.
Hazoret is well...Hazoret.
Glorybringer is there to add even more attacks in the air, take care of smaller creatures by exerting and finishing the game. They are at the top of the mana pyramid and the only 5 drops aside form Huatli.
Huatli, warrior poet is there to help us gain life in the mirror match, also she can make a 3/3 dinosaur every turn for free and can help finish the game with her last ability. I have one main deck and one in the sideboard that can come in against mid range and control decks.
The burn spells are pretty self-explanatory, I am just testing the creature only spells now, and if I feel that I need to hit the player as well then I will change the magma sprays to shocks, but I need to use those along with other damage to remove the scarab god from the game or other creatures that can come back, they also kill all the 1/1's and 2/2's that other red decks play.
Path of mettle is there to flip and help with the mana and also start to do damage to the opponent, I have 15 creatures that can help flip Path so it will happen probably every game.
The sideboard is kind of a mess now, but I am looking at Cast out to come in against decks with planeswalkers and the scarab god, sweltering suns will come in against token decks or merfolk decks. Slaughter the strong will come in against mid range decks, scarab god or R/G dinosaur decks. Chandra's defeat and aethersphere harvester come in against mono-red or red/white aggro decks. Aethersphere harvester and vance's blasting cannons, insult // injury and the second Huatli will come in against control decks and midrange decks. Crook of condemnation will come in against the scarab god decks or GPG's decks, so pretty much everything is covered in the sideboard right now.
Let me know what you think, I can't wait to play this deck and maybe make some changes after that.
Path of mettle is there to flip and help with the mana and also start to do damage to the opponent, I have 15 creatures that can help flip Path so it will happen probably every game.
I played Path to Mettle in Rw Aggro at the start of the format in a deck where every single creature triggered Path of Mettle.
You will not flip Path of Mettle every game. I didn't flip it every game I played it and I played 25 creatures.
On top of that, the creatures that are triggering Path in this deck are 2, 4, and 5 mana -- instead of 1,2 and 3 (and Hazoret).
Ranging Raptors has been fairly decent. They don't have the power to close the came, but they are essentially 3 power creature that prevents non-menace attacking and isn't easily removed without triggering the land grab. If they decide to use walk the plank or fatal push, it isn't on a Ripjaw or a Drover so all good. It also tends to be a fog effect and preserving life totals. People are willing to trade for a Deathgorge scavenger, they are less willing to trade for a ramp land I have found especially early in the game.
Since, I am now using Reckless Rage, I can get some free Enrage Triggers off it as well which has been extremely useful at times.
Path of mettle is there to flip and help with the mana and also start to do damage to the opponent, I have 15 creatures that can help flip Path so it will happen probably every game.
I played Path to Mettle in Rw Aggro at the start of the format in a deck where every single creature triggered Path of Mettle.
You will not flip Path of Mettle every game. I didn't flip it every game I played it and I played 25 creatures.
On top of that, the creatures that are triggering Path in this deck are 2, 4, and 5 mana -- instead of 1,2 and 3 (and Hazoret).
The problem with the internet is that everyone is an expert on the internet. I try to post new and innovative decks that people can try to play instead of the 5-0 decks or whatever is played at the latest pro-tour but I always bump into "Experts" that instead of giving constructive criticism about the deck or specific cards choose to instead tell ME that the deck doesn't work, or it's not competitive enough.
I have been playing this game since 1996 and was playing competitive Standard magic between 2000-2009 and tested countless deck in the changing formats with some of the best deck builders in Canada. In 2010-2011 before I "quit" magic I was playing only Vintage/Type 1 with my own decks that I worked on to some fairly good results. That made me a much better player (vintage games are super competitive and tough)as well as deck builder.
I started magic again last year in April of 2017 and one of the first decks I built for standard was a mono red deck which I posted on here back in June, and which became knows as Ramunap red after the pros picked it up and played it at the Pro tour in late june or early july. I was the one to play most of the cards in that deck though and create the shell for it as well as winning many FNM's in those months at my LGS playing the all hasty mono red deck. That's why I picked up Hazoret for $5 a pop and Glorybringer for $4 when they came out because I already knew they would be playable in MY deck.
Now, I understand that many people can't build a deck to save their own life, they also probably suck at sealed for that very same reason, and also they probably can't evaluate non-creature cards and know how to use them. I am not one of those people, I can pre-evaluate cards before they become famous and played in popular decks.
path of mettle is such a card, it is a mid-game card that is meant to be flipped on turns 6-9 and help to end the game or do the last few points of damage to the opp much like ramunap ruins was used. It's not meant to be flipped over on turns 3-5 unless you need to use the extra mana ability.
Which brings me to the quoted text above, if you have a deck where most of your creatures are 1 drops or 2 drops it means that by the time you will get to cast path and flip it you will already have won the game, or you will not have any creatures on the board because you opp will have killed them. A 1/1 or 2/2 will simply not survive more than one turn, so if you draw path of turn 5-6 and want to cast it and flip you won't be able to because you won't have any creatures on the board to attack with, or maybe you'll have one only.
Path was not meant to be played in an aggro deck, but in a "big red" or mid-range deck that can flip it any turn past turn 5, so having creatures that come down on turn 4 or 5 and can survive past turn 5-6 means that path will get flipped on those turns. That is the reason why this card works in a deck with Hazoret at 4 mana and Glorybringer at 5 mana and both of those cards can flip it.
To make a long post short, if you have never or hardly ever built decks from scratch then stick to playing decks built by others and don't be snarky and comment on people's decks that were build from scratch and use the cards in the way that they were designed to be used. Also, don't say I am using hazoret, glorybringer and khenra and am copying some other R/W deck because remember I created the original mono red Ramunap deck last year so I can hardly be copying my own deck.
'Nough said. I find the above text that I have changed to Red to be trolling/flaming. You proposed a deck that you apparently hadn't even played and asked for feedback. You got feedback from someone that had played some of the cards. You don't have to agree with the feedback, but I expect posts to be constructive. Please run the deck and prove it good rather than get defensive about feedback that may be helpfully intended.
I find the text in orange to be marginal. In context, I don't see how the person you are responding to could find it to be helpful. -hoser2
Path of mettle is there to flip and help with the mana and also start to do damage to the opponent, I have 15 creatures that can help flip Path so it will happen probably every game.
I played Path to Mettle in Rw Aggro at the start of the format in a deck where every single creature triggered Path of Mettle.
You will not flip Path of Mettle every game. I didn't flip it every game I played it and I played 25 creatures.
On top of that, the creatures that are triggering Path in this deck are 2, 4, and 5 mana -- instead of 1,2 and 3 (and Hazoret).
path of mettle is such a card, it is a mid-game card that is meant to be flipped on turns 6-9 and help to end the game or do the last few points of damage to the opp much like ramunap ruins was used. It's not meant to be flipped over on turns 3-5 unless you need to use the extra mana ability.
Path of Mettle is for hyper aggro decks that need reach to close out a game. If you are using big mana creatures like Glorybringer, you dont need the ping damage from Metzali, Tower of Triumph. I have never played with Path. But I can read the card understand that is what it is for.
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2-0 Grixis Control
2-0 UR “bunch of 1-2 mana U flyers and unblockables”
0-2 GRw Dinosaurs (he went bigger)
2-1 UW Eternalize (?)
SB needs a ton of work, I just jammed it full of good stuff. MVPs from the board were Heroic Intervention, Abrade, Carnage Tyrant, and Deathgorge Scavenger.
Moving forward, will probably swap the 3 Sweltering Sun MB for 3 Deathgorge Scavenger. I played a dozen games against BW Vamps and UG merfolk between rounds and Sweltering was great, but not really necessary. They didn’t feel that bad at all.
@Robo_Memer on Twitter, Twitch, Reddit, and YouTube
Feel free to PM me about Affinity decks in any format!
Other means amount to beating down with creatures and burn spells like Lightning Strike.
4 Drover of the Mighty
3 Deathgorge Scavenger
4 Ripjaw Raptor
4 Regisaur Alpha
3 Carnage Tyrant
2 Ghalta, Primal Hunger
Sorcery
3 Savage Stomp
4 Commune with Dinosaurs
4 Thunderherd Migration
3 Reckless Rage
3 Abrade
Lands (23)
7 Forest
6 Mountain
2 Hashep Oasis
4 Sheltered Thicket
4 Rootbound Crag
2 Hour of Devastation
2 Sweltering Suns
2 Chandra, Torch of Defiance
2 Magma Spray
1 Abrade
3 Thrashing Brontodon
1 Deathgorge Scavenger
2 Scavenger Grounds
Things we are still good against:
Grixis Anything (Tyrant is a HUGE problem for them to answer), Reckless Rage is fantastic at shooting down GB's and Pheonix's.
Mardu Vehicles, we incidentally have good removal that lines up with their entire G1 plan. G2-3 they better but so do we, we can:
+1 Abrade, +3 Brontodon, +2 Chandra, Torch of Defiance all come in. We can grind too, and if they go into the PW route, 2 Hour of Devastation isn't a bad include.
UB Control, 7/6 Trample Hexproof attacks past The Scarab God just fine.
Merfolk Fish tend to make good meals for our Dinos
Bad:
BW Vamps, hence my 4 sweepers in the SB. However you can win G1, and most of the time it feels like 50/50. It depends on how many sweepers they actually bring in.
Mono Red, yeah...well...
UW/x Approach You can beat it and I did beat bant Approach in my league but that had a lot to do with me T6 hitting me opponent for 18 in 1 turn.
GB Explore You must get on board fast and remove sneks on sight. They can actually get bigger if you are unable to keep things in check. Ghalta is excellent here.
Fumigate.decs If Fumigate is a card that gets heavily played, then dinos is just poorly positioned, but due to the fact that other decks are playing cards to hedge against it, that opens the door for Dinos to become a good tier 2 deck. There are metas where dinos will be great and this leads to believe that the deck has legs.
On Fatal Push, you have to respect this card, and it's one of the reasons I dropped Otepec Huntmaster and am a huge advocate of Thunderherd Migration. Getting to 4 mana and accelerating on the draw really helps the deck regain the initiative. If you have the read that your opponent has Push + revolt, play out the Drover after ramping with Migration. Most players will push the dork (T4 Tyrant is lights out for a ton of decks and T4 Reggie is also a problem), this allows you play Reckless Rage on your own dork and remove one of their threats IE: Gifted Aetherborn.
Hope ya'lls testing has also yielded good results!
lastly: cards i have been least un-impressed by savage stomp, it may get cut, but it has a high ceiling. mtgo is littered with deathtouch blockers so it brings it’s usefullness down. This may not be true in paper metas but i do find myself boarding 1-2 out on the draw in favor of abrade and chandras.
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
4 Sheltered Thicket
4 Rootbound Crag
10 Forest
7 Mountain
Creatures
3 Carnage Tyrant
2 Rhonas the Indomitable
4 Drover of the Mighty
3 Hazoret the Fervent
1 Rekindling Phoenix
4 Ghalta, Primal Hunger
4 Regisaur Alpha
2 Thrashing Brontodon
4 Chandra, Torch of Defiance
2 Magma Spray
2 Sweltering Suns
4 Thunderherd Migration
1 Dire Fleet Daredevil
2 Deathgorge Scavenger
2 Glorybringer
2 Fling
2 Pounce
2 Raging Swordtooth
2 Abrade
1 Naturalize
1 Sweltering Suns
The deck absolutely stomped all the midrange, especially grixis decks but struggled with tokens and aggro a bit so I shored up the main board a bit with the sweltering suns. This list is very all in on the ramp plan and is looking to drop a Chandra on t3 to potentially have access to 7 mana on t4 or an additional card.
I found in testing other dino variants that playing resilient threats to turn off a lot of removal was key to dropping multiple threats a turn and overwhelming their removal. An unchecked regisaur alpha threatens a hasted ghalta which can often get kills from nowhere on t5. Hazoret and rhonas also work well together and the ramping enables the deck to pitch redundant ghaltas or lands in hand to hazoret to get the last few points in.
Overall I've found the deck to be well positioned against fumigates and grixis decks that can't deal with tyrants and indestructible creatures well. Aggro decks are more challenging with this build vs the more traditional ripjaw raptor at the 4 drop slot.
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
However, Haste might as well read, "Destroy Target Planeswalker" -- and Gruul has plenty of haste.
I appreciate the help, I totally forgot about Hour of Devastation. I went 4-1 in a Friendly league losing to a Abzan Tokens deck due to a big punt I did in game 2 then losing game 3 due to not having a way to get rid of Vraska. I'm going to try out 2 of them in the sideboard.
One could cast Vraska's Contempt with Dire Fleet Daredevil at 6 mana.....
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
3x Optepec Huntmaster
4x Drover of the Mighty
3x Deathgorge Scavenger
1x Rhonas the Indomitable
4x Ripjaw Raptor
1x Thrashing Brontodon
4x Regisaur Alpha
3x Ghalta, Primal Hunter
Instants
3x Reckless Rage
2x Blossoming Defense
3x Abrade
4x Commune with Dinosaurs
3x Thunderherd Migration
Lands
4x Rootbound Crag
4x Sheltered Thicket
4x Hashep Oasis
5x Forest
5x Mountain
1x Chandra's Defeat
2x Magma Spray
2x Sweltering Suns
1x Deathgorge Scavenger
2x Thrashing Brontodon
2x Carnage Tyrant
1x Raging Swordtooth
2x Chandra, Torch of Defiance
2x Struggle // Survive
The deck has been running great really smooth for me. My matches were
Match 1
Grixis Control W 2-1 Tyrant Carnage is beast against control and Chandra is good too.
Match 2
B/W Tokens W 2-0 Game one turn 4 Regisaur Alpha turn 5 Ghalta gg and in game 2 kinda stalled a little due to a those dam tokens it makes but then I cast Raging Swoodtooth and my opponent scoops it up right there on the spot.
Match 3
R/G Dinos W 2-1 Practically this is a match of who can setup faster and bring out Ghalta first. Rhonda the Indomitable put in a lot of work here as well.
Match 4
Mono Red 2-0 Abrade and Reckless Rage in game one early on was the MVP. It was enough to hold them back until I couldve bring out Regisaur Alpha and Deathgorge Sacvenger to finish him off. Game 2 Sweltering Suns did the job and Rhonda as well to back off Hazoret the Fervent then Ghalta finished it off quickly.
Match 5
Abzan Tokens L 1-2 Game one went smoothly Deathgorge Scavenger and Ripjaw Raptor did there thing and beat him up easily Game 2 was really grinding game I had Tyrant Carnage Rhonda Deathgorge and couple mana dorks and the field and he had a bunch of tokens but no hand I only was attacking with Rhonda instead of attacking with everything but then he drew to some good outs and won that game. Game 3 he brought out Vraska, Relic Seeker and I couldnt find a way to get rid of it and lose later in the game.
All in all the deck is really good need to put some Hour of Devastation in the sideboard but I don't know what to take out. Thunderherd Migration is decent but I normally take them out during sideboarding adn the one Thrashing Brondoton is good as one of in the main for those echantments and Kiran in game one to get a slight advantage and the other 2 in side sounds good against mardu vehicles and tokens decks and even control. Raging Swordtooth is great against tokens, vampires and merfolk but I'm sure to keep him in and stick with Sweltering Suns.
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.
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
I am tempted to replace the W splash with U for permission, but Heroic Intervention could also work.
I don't think it's the most competitive version, but if you want to go off sometimes with some awesome dinos at an FNM, it's a shell worth considering.
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.
https://www.mtggoldfish.com/articles/budget-magic-ghalta-gearhulk-standard
4 Drover of the Mighty
1 Rhonas the Indomitable
1 Thrashing Brontodon
4 Ripjaw Raptor
4 Regisaur Alpha
4 Combustible Gearhulk
4 Ghalta, Primal Hunger
Spells - 14
3 Treasure Map
4 Abrade
3 Mouth // Feed
4 Thunderherd Migration
6 Mountain
5 Forest
4 Sheltered Thicket
4 Rootbound Crag
4 Hashep Oasis
1 Scavenger Grounds
2 Deathgorge Scavenger
2 Thrashing Brontodon
2 Naturalize
2 Chandra, Torch of Defiance
2 Sweltering Suns
1 Sandwurm Convergence
1 Reckless Rage
1 Struggle // Survive
1 Chandra's Defeat
1 Magma Spray
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
Round 1 - GPG Madcap Gearhulk - Lived a dream here. I won game 1 fairly convincingly with a Hashep Oasis, Carnage Tyrant, and Samut over a metalwork colossus and an Eternalized Noxious Gearhoulk. Game 2 was interesting in that a Crook of Condemnation kept him from doing anything as he couldn't find anything or I could exile the graveyard. I plinked away at him with Ranging Raptor and Drover the mighty until I had enough natural land for a Ghalta.
Round 2 - Grixis Energy - I lost game 1 to Scarab God beats after he disallowed a hashep oasis on a carnage tyrant. A Chandra exile of Samut sealed the deal. Game 2 - we both mulligan to 5. I keep a hand of 2 lands and 3 thunderherd migration. I draw a Commune with nature picking up a deathgorge scavenger instead of a land so I can thunderherd next turn. I thunderherd then play deathgorge scavenger and drew a carnage tyrant. I draw and play 4th land and double thunderherd and slam Carnage Tyrant Number 1. I draw carnage tyrant number 2 the next turn and then draw hour of devestation for the win. Game 3 I once again mulligan to 5, but curve out nicely with carnage tyrant for the win.
Round 3 - Sandworm Convergence Brew - This brew is essentially Naya with plenty of enchantment ramp and other enchantments to win the game on a stall out with sandworm convergence. Game 1, I run him over with dinos before he can set up victory. Chandra proved crucial here. Game 2, I accelerated a Chandra and a Nissa Vital Force and just started to attack him. A thrashing brontodon killed an ixalan binding getting back my Nissa for the win.
Round 4 - RG Dinosaurs - Game 1 - I went first and won. Game 2 - He went first and won. Game 3 - I went first and won.
4 Rootbound Crag
3 Hashep Oasis
1 Arch of Orazaca
2 Mountain
7 Forest
4 Drover of the Mighty
3 Ranging Raptor
4 Ripjaw Raptor
4 Regisaur Alpha
4 Carnage Tyrant
2 Ghalta, Primal Hunger
2 Samut, the Tested
4 Commune with Dinosaurs
4 Thunderherd Migration
4 Reckless Rage
2 Sweltering Suns
1 Nissa, Vital Force
2 Hour of Devestation
2 Abrade
2 Magma Spray
2 Crook of Condemnation
3 Deathgorge Scavenger
3 Thrashing Brontodon
I commonly side out Sweltering Suns, Ripjaw, Regisaur Alpha, Ranging Raptor depending on the matches.
Standard Decks:
Dinosaurs
Aggro Retired
Aggro Retired
Tokens Retired
Temur White Retired
Dragons Retired
Monsters Retired
Aggro Retired
Midrange Retired
Zombies Retired
As one of the original people to be playing Ramunap Red which I started playing before anyone else back in June of last year I am always looking to innovate in the deck building area. I posted a version of this deck in the R/X deck thread in the Proven forum and got kicked out from there saying that this deck is not "competitive" enough and too much like a dino tribal deck so here I am.
7 Mountain
4 Plains
1 Shefet Dunes
1 Field of Ruin
4 Aether Hub
4 Inspiring Vantage
2 Stone Quarry
Creatures(23)
4 Sky Terror
4 Relentless Raptor
4 Kinjalli's Sunwing
4 Earthshaker Khenra
4 Glorybringer
3 Hazoret the Fervent
4 Magma Spray
3 Harnessed Lightning
2 Abrade
2 Cut // Ribbons
Enchantments (3)
3 Path of Mettle
Planeswalkers(1)
1 Huatli, Warrior Poet
1 Insult // Injury
1 Huatli, warrior poet
1 Vance's Blasting Cannons
2 Crook of condemnation
2 Aethersphere Harvester
2 Sweltering Suns
2 Chandra's Defeat
2 Cast Out
2 Slaughter the strong
The deck plays like the mono red or R/W normal aggro deck except that the burn is only to take care of creatures and we win by hitting the opponent with ours. Most of the creatures are unblockable or "flying" which also makes them pretty much unblockable.
Kinjalli's sunwing works better than ahn-crop crasher in this R/W build since he also keeps creatures from blocking the turn they are cast, also he has a 3 toughness so he can get around magma spray or shock, the opp would need to waste an abrade or lightning strike on him and of course he is flying so he can keep attacking to do damage.
Sky Terror is a very underrated card as a two drop, it comes out fast and hits every turn since it's almost impossible to block due to flying and menace.
Relentless raptor just attacks comes out fast or in doubles once I hit 4 mana and he can also block for us and will kill other two drops or three drops that people play in the format. They also help to flip path of mettle as well.
Earthshaker khenra does what she used to do in mono red, stop creatures from blocking and also come back later in the game, and she can help to flip PAth of mettle as well.
Hazoret is well...Hazoret.
Glorybringer is there to add even more attacks in the air, take care of smaller creatures by exerting and finishing the game. They are at the top of the mana pyramid and the only 5 drops aside form Huatli.
Huatli, warrior poet is there to help us gain life in the mirror match, also she can make a 3/3 dinosaur every turn for free and can help finish the game with her last ability. I have one main deck and one in the sideboard that can come in against mid range and control decks.
The burn spells are pretty self-explanatory, I am just testing the creature only spells now, and if I feel that I need to hit the player as well then I will change the magma sprays to shocks, but I need to use those along with other damage to remove the scarab god from the game or other creatures that can come back, they also kill all the 1/1's and 2/2's that other red decks play.
Path of mettle is there to flip and help with the mana and also start to do damage to the opponent, I have 15 creatures that can help flip Path so it will happen probably every game.
The sideboard is kind of a mess now, but I am looking at Cast out to come in against decks with planeswalkers and the scarab god, sweltering suns will come in against token decks or merfolk decks.
Slaughter the strong will come in against mid range decks, scarab god or R/G dinosaur decks.
Chandra's defeat and aethersphere harvester come in against mono-red or red/white aggro decks.
Aethersphere harvester and vance's blasting cannons, insult // injury and the second Huatli will come in against control decks and midrange decks.
Crook of condemnation will come in against the scarab god decks or GPG's decks, so pretty much everything is covered in the sideboard right now.
Let me know what you think, I can't wait to play this deck and maybe make some changes after that.
Check out my Youtube channel where I upload MTG content videos twice a week!
Mtg Lifestyle
I played Path to Mettle in Rw Aggro at the start of the format in a deck where every single creature triggered Path of Mettle.
You will not flip Path of Mettle every game. I didn't flip it every game I played it and I played 25 creatures.
On top of that, the creatures that are triggering Path in this deck are 2, 4, and 5 mana -- instead of 1,2 and 3 (and Hazoret).
Ranging Raptors has been fairly decent. They don't have the power to close the came, but they are essentially 3 power creature that prevents non-menace attacking and isn't easily removed without triggering the land grab. If they decide to use walk the plank or fatal push, it isn't on a Ripjaw or a Drover so all good. It also tends to be a fog effect and preserving life totals. People are willing to trade for a Deathgorge scavenger, they are less willing to trade for a ramp land I have found especially early in the game.
Since, I am now using Reckless Rage, I can get some free Enrage Triggers off it as well which has been extremely useful at times.
BSWEITZ' G/R Dinosaurs
2 Carnage Tyrant
3 Ghalta, Primal Hunger
3 Jadelight Ranger
2 Merfolk Branchwalker
4 Otepec Huntmaster
4 Regisaur Alpha
4 Ripjaw Raptor
3 Thrashing Brontodon
4 Commune with Dinosaurs
4 Savage Stomp
4 Abrade
Land (23)
7 Forest
4 Hashep Oasis
4 Mountain
4 Rootbound Crag
4 Sheltered Thicket
2 Carnage Tyrant
3 Chandra, Torch of Defiance
2 Chandra's Defeat
3 Deathgorge Scavenger
3 Magma Spray
2 Raptor Hatchling
Standard Decks:
Dinosaurs
Aggro Retired
Aggro Retired
Tokens Retired
Temur White Retired
Dragons Retired
Monsters Retired
Aggro Retired
Midrange Retired
Zombies Retired
The problem with the internet is that everyone is an expert on the internet. I try to post new and innovative decks that people can try to play instead of the 5-0 decks or whatever is played at the latest pro-tour but I always bump into "Experts" that instead of giving constructive criticism about the deck or specific cards choose to instead tell ME that the deck doesn't work, or it's not competitive enough.
I have been playing this game since 1996 and was playing competitive Standard magic between 2000-2009 and tested countless deck in the changing formats with some of the best deck builders in Canada. In 2010-2011 before I "quit" magic I was playing only Vintage/Type 1 with my own decks that I worked on to some fairly good results. That made me a much better player (vintage games are super competitive and tough)as well as deck builder.
I started magic again last year in April of 2017 and one of the first decks I built for standard was a mono red deck which I posted on here back in June, and which became knows as Ramunap red after the pros picked it up and played it at the Pro tour in late june or early july. I was the one to play most of the cards in that deck though and create the shell for it as well as winning many FNM's in those months at my LGS playing the all hasty mono red deck. That's why I picked up Hazoret for $5 a pop and Glorybringer for $4 when they came out because I already knew they would be playable in MY deck.
Now, I understand that many people can't build a deck to save their own life, they also probably suck at sealed for that very same reason, and also they probably can't evaluate non-creature cards and know how to use them. I am not one of those people, I can pre-evaluate cards before they become famous and played in popular decks.
path of mettle is such a card, it is a mid-game card that is meant to be flipped on turns 6-9 and help to end the game or do the last few points of damage to the opp much like ramunap ruins was used. It's not meant to be flipped over on turns 3-5 unless you need to use the extra mana ability.
Which brings me to the quoted text above, if you have a deck where most of your creatures are 1 drops or 2 drops it means that by the time you will get to cast path and flip it you will already have won the game, or you will not have any creatures on the board because you opp will have killed them. A 1/1 or 2/2 will simply not survive more than one turn, so if you draw path of turn 5-6 and want to cast it and flip you won't be able to because you won't have any creatures on the board to attack with, or maybe you'll have one only.
Path was not meant to be played in an aggro deck, but in a "big red" or mid-range deck that can flip it any turn past turn 5, so having creatures that come down on turn 4 or 5 and can survive past turn 5-6 means that path will get flipped on those turns. That is the reason why this card works in a deck with Hazoret at 4 mana and Glorybringer at 5 mana and both of those cards can flip it.
To make a long post short, if you have never or hardly ever built decks from scratch then stick to playing decks built by others and don't be snarky and comment on people's decks that were build from scratch and use the cards in the way that they were designed to be used. Also, don't say I am using hazoret, glorybringer and khenra and am copying some other R/W deck because remember I created the original mono red Ramunap deck last year so I can hardly be copying my own deck.
'Nough said.
I find the above text that I have changed to Red to be trolling/flaming. You proposed a deck that you apparently hadn't even played and asked for feedback. You got feedback from someone that had played some of the cards. You don't have to agree with the feedback, but I expect posts to be constructive. Please run the deck and prove it good rather than get defensive about feedback that may be helpfully intended.
I find the text in orange to be marginal. In context, I don't see how the person you are responding to could find it to be helpful. -hoser2
Check out my Youtube channel where I upload MTG content videos twice a week!
Mtg Lifestyle
Per the General Forum rules found here, I find this to be Flaming/Trolling. -hoser2
Per the General Forum rules found here, I find this to be Flaming/Trolling. -hoser2
C Long Live Eldrazi C
C Long Live Eldrazi C