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As the name says, you put dinos on the board, hit them once or twice to get 'em enrage triggers, then enjoy the value. It's pretty strong, and most of the time opponents don't expect enrage tribal when you mention Naya dinos. Ramp, protection, removal, it does it all.

THE CREATURES

Ideally, we want Marauding Raptor in our opening hand, as it is a garanteed enrage trigger whenever we put a dino in play, and it helps us cast some dinos early thanks to his cost reduction. Another one that's great to have early is Ranging Raptors, with an average hand you can easily have almost 8 lands by turn 4!

Wayta, Trainer Prodigy doubles our enrage triggers, she also allows us to trigger it on an empty hand if we couldn't put a Ripjaw Raptor in play. This often makes her a magnet to removal, I often keep a protection spell or two before putting her in play so I can at least enjoy her for a few turns.

Temple Altisaur allows us to be reckless when it comes to the triggers, attacking and blocking. One of the main weakness of the deck is that you have to keep up with how much damage your creatures took, especially during combat. This creature gives us a breather and also nullifies trample which is pretty awesome. With two of them on the field, they're almost unkillable.

Now for my favorite, Trapjaw Tyrant. This one is also a removal magnet, with Wayta, you can reliably remove anything that comes on the board. Against decks that don't really run removal, you can have a PILE of creatures below the Tyrant, and it feels GOOD!

Finally, Zacama, Primal Calamity is our bread and butter. With our ramp dinos we can sometimes cast him early, which is very scary for the opponent and sometimes even a game ender, or a game saver.

THE REST

Pretty self explanatory, cards like Rile are awesome in this deck since we benefit from the damage inflicted, for a single red mana we get an enrage trigger, draw a card, and get trample? Absolutely splendid. The white spells are for protection, simple as that. The reason we run Cinderclasm and not Pyroclasm is for flexibility. Dealing 1 damage allows us to maybe get an extra enrage trigger with another spell while sparing our creature, or it gives us a safety window to attack. The deck doesn't really have mana issues thanks to its reliable ramp with Ranging Raptors, so the extra mana Cinderclasm cost is manageable. Only card I often debate changing or removing is Savage Stomp. It's nice especially with the permanent +1/+1 counter, but if the opponent has no creature in play it's a card that's a bit harder to use. If I had to remove it, I'd replace it with Commune with Dinosaurs.

Fiendlash is awesome as it gives us reach to cover the potential flying units, but it also allows us to burn the opponent with every enrage triggers with get, allowing us to attack less frequently so we can keep a blocker or two.

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Casual

92% Competitive

Date added 2 weeks
Last updated 1 week
Legality

This deck is Vintage legal.

Rarity (main - side)

4 - 0 Mythic Rares

12 - 0 Rares

19 - 0 Uncommons

10 - 0 Commons

Cards 60
Avg. CMC 2.85
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