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Cretaceous Nature Reserve

Standard* Midrange RGW (Naya) Tribal

Ryjo


Sideboard


Maybeboard


Similar to but legally distinct from Jurassic Park.

Land Sequencing on the First Turn:
- If you have Attune with Aether, prioritize playing an untapped land that produces the first turn. A Forest would be preferred, as it makes all the checklands better.
- Without Attune, prioritize Scattered Groves and Sheltered Thicket to set up Rootbound Crag and Sunpetal Grove later on.
- Without Forest, Attune or any of the dual lands, it's best to mulligan, as this deck needs to function properly.

Color Sequencing:
1. This deck is primarily . If you can't get by turn 2, mulligan.
2. The secondary color in this deck is . You don't need it to begin with, but if you Attune with Aether and already have a source, get one of the Mountains.
3. is the tertiary color (though it's really more of a secondary secondary color) in this deck. Once you have taken care of, you can Attune for a Plain. Though if you do have Kinjalli's Sunwing, you might want to prioritize getting the Plain over the Mountain.

Play Attune with Aether early. If you can curve Metallic Mimic into Kinjalli's Sunwing or Deathgorge Scavenger do so. Otherwise, try to play Drover of the Mighty into Ripjaw Raptor

If you can curve Metallic Mimic into a 3-drop, do so.
Otherwise, if you have the Drover of the Mighty and can go into Ripjaw Raptor, then that should be your play.
Going from Drover of the Mighty to your 3-drop would be the third best option.

Use Kinjalli's Sunwing, Deathgorge Scavenger, and Ripjaw Raptor to hold off your opponents while generating value. If you have Metallic Mimic on the field already, then either of these cards represents a very real threat that your opponent must deal with quickly.
Finish off the opponent with Regisaur Alpha, Carnage Tyrant, and Huatli, Warrior Poet.
This deck wins in the good ol' fashioned way by beating your opponent down. Ripjaw Raptor, Regisaur Alpha, and Carnage Tyrant are great ways to close the game out in a couple of turns, especially if they have been boosted by Metallic Mimic. Huatli, Warrior Poet will generate value if she survives, and her -X can set up the game winning blow.
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Carnage Tyrant: Outside of a board wipe, there's nothing that can stop this beauty.

Deathgorge Scavanger: The body isn't great, but this card can help stabilize against aggro decks, or attack as a 4/3. Either way, this card is graveyard hate, which is good against God-Pharaoh's Gift decks, decks utilizing The Scarab God or Torrential Gearhulk, Ramunap Red's Earthshaker Khenra, any deck using Scrapheap Scrounger, and is quite an upset when you cast it after combat when your opponent trades one of the Hour of Devastation gods.

Kinjalli's Sunwing: This creature can slow down opposing creature based decks, giving us more time to set up. It also provides us a way to potentially push through a few points of damage.

Metallic Mimic: This card makes all the dinosaurs much better. It can also be cast on turn 2 without worrying about color.

Regisaur Alpha: A pseudo Verderous Gearhulk that can push some damage through right away. This creature is also good after a boardwipe as a way to build up a board presence. Spot removal isn't great against it, as it will still leave behind a 3/3 trampler.

Ripjaw Raptor: Has good stats and an ability that should generate card advantage for us. If not answered quickly, it can get out of hand.

Drover of the Mighty: Can ramp and fix for any color. Though it starts off as a 1/1, it will eventually become a 3/3 that can still fix and ramp our creatures out.
Cast Out: Gives this deck the ability to respond to any problematic permanent at instant speed.
Aether Hub: This is a three color deck, and we need to be able to access those colors.

Rootbound Crag/Sunpetal Grove: Checklands that help fix our mana. They work well with the cycling lands, and have a good chance of entering the battlefield untapped in this deck..

Scattered Groves/Sheltered Thicket: As lands that always enter the battlefield tapped, they aren't great, but playing one of these turn 1 followed by the opposing checkland instantly gives us access to all our colors.

Abrade: A removal spell that has the flexibility to hit troublesome artifacts.
Huatli, Warrior Poet: The +2 gives us a good amount of life, while the 0 token helps to protect her and build up a board presence in case of a stall. The -X can allow an alpha strike out of nowhere.
Attune with Aether: An easy and inexpensive way to fix the colors of the deck. Supplies energy for Aether Hub so it can continue fixing our mana.
Carnage Tyrant: The copies in here are for control match-ups or for the mirror where we'll need more large creatures.

Cast Out: The 4th Cast Out is here in the side board because while we may need a 4th, 3 is usually a good number to have.

Forsake the Worldly: We can already handle artifacts, so this card is more or less here to handle any enchantments, but can also be used against artifact heavy decks.

Fumigate: An unconditional sweeper that helps stabilize if we start to get overrun. The life gain is also useful against Ramunap Red.

Heroic Intervention: Gives protection against sweepers, which is the only way our Carnage Tyrant dies.

Huatli, Warrior Poet: A third Huatli for more grindy match-ups.

Regisaur Alpha: The fourth Alpha in case we need to go bigger without needing to call in the Tyrants.

Solemnity: The sideboard tech to handle energy-centric decks. It's bad to play this before Aether Hub, but energy decks are still powerful.

Note: Cards in this list are ones I've considered but at present have decided to not include in the deck. I may revisit these cards later. A card in here can make it to the main deck if the reason for not playing it is fallacious.

Belligerent Brontodon: This creatures simply isn’t as good of a curve topper as the Tyrant.

Bellowing Aegisaur: This creature costs too much to be of use here, and I don’t have enough ways to trigger enrage to make it worthwhile.

Blossoming Defense: An anti-control card, it was either this or Heroic Intervention, and I think an anti-control that's also anti-wrath is better to have.

Burning Sun's Avatar: While I think this card is good, I went with the Tyrant as the top of the curve.

Channeler Initiate: This card was one considered alongside Servant of the Conduit, Naga Vitalist, and Drover of the Mighty. I went with the Drover because the color fixing doesn't run out.

Commune with Dinosaurs: A good card to help fix mana with or to find creatures, but Attune with Aether is more helpful here.

Dinosaur Stampede: While the flavor of this I on point, I simply don’t have space for this card.

Gishath, Sun's Avatar: This is not a ramp deck, so I don’t really have the ability to reliably cast him.

Goring Ceratops: This seems to me to be a win more card.

Grazing Whiptail: Even though it has Reach, I’m not impressed with the stats. Ripjaw Raptor is much better than this card.

Harnessed Lightning: I originally had this in the deck over Abrade, so if that card isn't working out, I'll go back to this one.

Hour of Devastation: I do want a sweeper in the sideboard since I have access to and . I ultimately chose Fumigate because it deals with more creatures in the format.

Huatli's Snubhorn: If I need to shore up this deck against aggro, this could see play, otherwise, it’s not too impressive.

Ixalan's Binding: It was either this card or Cast Out, and even though this card is Oblivion Ring + Nevermore, I’d rather have the instant speed of Cast Out.

Lightning Strike: On my short list of cards that can make this deck. Might take the place of Abrade if artifacts aren’t heavily in use when rotation happens.

Magma Spray: Might come back in if recurring creatures are problematic.

Manalith: Too slow to be effective against faster match-ups.

Naga Vitalist: Can ramp and fix for any color our lands can produce. When combined with Aether Hub, we can fix for all colors. This card lost out to Drover of the Mighty, since it also can fix for any color, and synergizes better with the dinosaurs in the deck.

Otepec Huntmaster: It does make my dinosaurs easier to cast and grant’s haste, but I can cast my dinos easlity enough without him, and the small body isn’t going to be winning any fights.

Pillar of Origins: This is only good for fixing our dinosaur creatures, so the remaining spells could still be stranded in out hand.

Priest of the Wakening Sun: Another possible inclusion if aggro is popular, but otherwise isn’t too impressive.

Prowling Serpopard: An uncounterable card that could come back if control is a big thing.

Raging Swordtooth: It passes the vanilla test, but isn’t better than Regisaur Alpha after a boardwipe.

Ranging Raptors: A possible 3 drop if I need more fixing, but is otherwise inferior to the 3 drops currently in the deck.

Raptor Hatchling: Can trade with some other 2 drops and will usually create a 3/3 before it dies. That sounds good, but after turn 3, this deck wants to be hitting hard, and a 1/1 that might never become a 3/3 isn’t super helpful.

Ravenous Daggertooth: It’s okay but not great, while it does trade well and gain life, it’s not all that exciting.

Savage Stomp: A good card for the deck, but I’d rather have the versatility of Abrade/Cast Out over this card.

Servant of the Conduit: This card was one considered alongside Channeler Initiate, Naga Vitalist, and Drover of the Mighty. I went with the Drover because the color fixing doesn't run out. Also, when I cut the Harnessed Lightnings for Abrades, the energy package looked a bit thin.

Sentinel Totem: If graveyard abuse runs rampant, this will see play in the sideboard.

Settle the Wreckage: Good against aggro, but I’m not sure if it’s really needed, as ramping them can put us at a sever disadvantage.

Shapers' Sanctuary: Good against control, but I’m not sure if it’s needed.

Shock: Could go back in if I need more spot removal for small creatures.

Snapping Sailback: This creature has the potential to be very good. There are times where you can play this to ambush an opponent's creature and make it a 5/5. I imagine this would be good against control, playing it on their end step to either force their counter or get a 4/4 onto the battlefield. This would also be pretty good as a creature against Ramunap Red, as it can flash in to block after their shenanigans are done.

Star of Extinction: This pretty much destroys everything, but is too expensive to be cast before I would be dead in the cases where I need it.

Sun-Crowned Hunters: This card competes with the Tyrant, and isn’t better.

Sweltering Suns: I'm not sure if this is better than Fumigate in this deck. The 3 damage keeps my top end safe, but I'm not sure it's enough if the format goes large.

Terror of the Skies: Flying and menace on a 2/2 for 2 seems great, but is too inconsistent on turn 2, and if I'm going to play a creature on turn 3, I'd rather play Kinjalli's Sunwing.

Thundering Spineback: This card would be good in an attrition based game, but is too expensive for this deck.

Traveler's Amulet: Ultimately, this card is worse than Attune with Aether.

Uncage the Menagerie: I thought this might be a good restock card after a board wipe, but it might be too narrow.

Unclaimed Territory: I tried including this card, but I found that the mana base didn't get better with this card over Aether Hub. The fact that it hindered the ability of this deck to play its non-creature cards made me go for the Hub.

Vanquisher's Banner: This card comes in too late.

Verdant Sun's Avatar: It’s pretty solid, but unless I’m regularly hurting for life, this isn’t going to make the deck.

Wakening Sun's Avatar: An anti-dino boardwipe is great, especially with those stats, but seven mana and is a bit too steep for this deck.

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Revision 28 See all

(6 years ago)

Top Ranked
  • Achieved #7 position overall 7 years ago
Date added 7 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 3 Mythic Rares

30 - 9 Rares

15 - 1 Uncommons

4 - 2 Commons

Cards 60
Avg. CMC 3.00
Tokens Dinosaur 3/3 G, Energy Reserve
Folders Dinosaurs, RAWR!, Awesome Deck Ideas, XLN Standard, new ideas, Interesting Standard Decks, Standard deck ideas, standard ideas, Tribal Decks, cool decks
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