Ranging Raptors is our cheapest dinosaur currently and thins our deck out nicely to help ramp even easier into our finishers. Deters potential attackers and is usually unblocked. Thinning the deck is important so we can keep the pressure up by playing more dinosaurs. Makes a great fight target.
Seal Away feels better than Baffling End as it isnt restricted by cmc, and we're scared of glorybringer and hazoret, which this removes.
Huatli, Warrior Poet is a lot of fun, granting lots of life or a relevant blocker. I like to use this for alpha swinging with her ultimate, usually killing her the turn she is played to stop 3 blockers, usually enough for the trampling dinos! Through testing, she is an AMAZING stablizer, often gaining you enough to be put back into the game and then drawing aggro because you just gained 5 life or 7 life w/ tyrant :)
Territorial Allosaurus Testing out this guy to fill out of 4 drop slot, i like the big body and i like being able to use it as a removal spell later in the game too.
Cast Out For when we need to deal with more permanents or Gods.
Thunderherd Migration
Settle the Wreckage for the mirror and other agressive decks.
Kinjalli's Sunwing is a flier, slows down our opponent and will frankly - probably just eat a removal spell. Thats ok. Boarded in as a flier or to slow down aggressive decks.
Etali, Primal Storm
Trapjaw Tyrant
Forerunner of the Empire
Prowling Serpopard is for decks running blue, most tend to run Essence Scatter or something along those lines so this is for that and any possible control match up.
Reckless Rage
Prepare // Fight Combat trick and lifegain for those quick decks or decks that focus on burning to try and trade with my big dinosaurs. This also nets us a lot of life and makes for unfavorable trades with out opponent! No one ever expects this either.
Authority of the Consuls Is for RDW and fast aggro decks, but mostly for RDW. Lets us play our dudes at a regular pace and not the extreme speed that they wanted to play at. Also stops suprise damage coming through and a little bit of life gain.
Baffling End is brought in for agressive decks or quicker decks with problem creatures.
Thaumatic Compass
is used for more reliable land filtering and ensuring land drops which this deck struggles with sometimes. Also flips into a useful land as we dont really want to be on the defense by swinging in a lot, this untaps one of their attackers and helps us stay alive a little longer. Removed in place for more utility dinosaurs in RIX.
Wayward Swordtooth
Kinjalli's Caller too cute and too unreliable to get t1, also a really bad top deck. I dont want this at all.
Vanquisher's Banner was a test for an anthem effect and some card draw but was too slow in the end.
Mouth // Feed was tested as a source of card draw too, was pretty good but since it was an Aftermath effect only it took that extra step to cast and was a bit too fiddly to be consistent. Nice draw power though, may look into this in the future again.
Shapers' Sanctuary is our main card draw, but serves as pseudo protection as who really wants to give us more fuel? May deter spells being cast or activating abilities on opponents side and is very cheap, also stacks! Running 2 copies for now.
Gishath, Sun's Avatar might be a bit win more, but a great end game with his built in abilities. Currently testing without this, though is still a great finisher.
Ajani Unyielding helps us dig and to remove bigger threats at the cost of granting them some life. Good trade off in my opinion.
Samut, the Tested Tested. Double strike is going to be favourable for us in combat and some enrage triggering too if need be. However, this is a win more card and doesnt help us on an empty board or a losing position.
Lifecrafter's Bestiary for the scrying and card draw, even with being our main colour, i found this kind of hard to trigger. It felt...clunky.
Priest of the Wakening Sun This isnt the right deck for it. I liked the life gain but i ended up dropping it all together for more removal.