Sideboard


Trying to brew for someone that wants to play dinos, but doesn't want to play red, because that's what they want and I care. At least that's how it started. This deck has become somewhat of a project of mine and I'd like to get feedback on it. If you try it out, I'd love to hear your thoughts on it!

The deck aims to stick its dorks to drop a dinosaur early and take over the midgame. As explained below, an Energy subtheme was adopted to add substance to the deck's early game. This has since been changed due to bannings and the release of Rivals of Ixalan. In all honesty, a Monsters deck or RGx Dinos deck is probably better but I want to explore this approach further because it just seems fun to at this point. If you're interested in the deck's performance, check out the Testing Results Deck Update below - just remember that these results are for the pre-bannings and Rivals Energy variant. For the most recent changes, take a look at the Bannings & Rivals of Ixalan Deck Update.

After testing the deck as it was, I've found it to be far too slow and dependent on our mana dorks like Kinjalli's Caller and Drover of the Mighty. More often than not, they would be killed by one of the many cheap removal spells in the format, and we'd wind up unable to execute our plan to dominate the midgame with powerful dinosaurs. Worse yet, even if our dorks manage to survive, we don't have any good 5 drops to play (without red we don't have access to Regisaur Alpha unless we bet it all on Drover. Red Drover? Dead Drover. We get run over). That means that the deck's core play of Caller into Drover into a dinosaur was flawed since it wouldn't maximize the benefits of our resources on that third turn. Sure, we could swing with the Drover, but that's not the point. So, to find a solution, I tried looking at other ramp decks. They too were very slow, and way more all-in on the ramp plan via Gift of Paradise and Thaumatic Compass   type cards into Sunbird's Invocation or Aid from the Cowl. And while the all-in ramp plan was good in its own way, it was clear that we wanted to be more like the RG Dino list. That is to say a more aggressive ramp deck. Are there any existing decks that ramp and are aggressive? Well, technically yes. The Temur Energy deck (and its other GUx Energy variations) rely on cards like Attune with Aether and Servant of the Conduit to not only generate Energy for their threats, but also to make sure they can cast those threats, sometimes earlier than they normally would (think turn four Glorybringer off a Servant, and then try to forget that painful thought). The basic Energy package consists of the two aforementioned cards, Attune and Servant, and Longtusk Cub, a cheap and powerful threat that will snowball if left unchecked. I believe the Energy package gives us the early plays we need to make it to our midgame where our dinosaurs really shine.

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It's FNM! But I won't be able to participate tonight! But this deck needs testing! Luckily players like to hang out at our LGS all day so competitors abound. The deck was played against six opponents, one new player, one casual regular, and four competitive regulars. I'll separate them into these two sections: Main Gauntlet and Bonus Rounds.

Main Gauntlet

Bonus Rounds

  • Round 1 vs UR Izzet Auras: 2-1. And in case you were wondering, it was indeed Auras. Jokes aside, this was a pretty sweet deck. It played a suite of cheap unblockable and evasive creatures like Slither Blade, Daring Saboteur, and Riddleform (technically a creature?), stuck some auras like Consuming Fervor and Cartouche of Knowledge on them, and backed them up with Lightning Strike and Spell Pierce. So cool.
  • Round 2 vs WB Vampires: 2-0. Go wide with all the lifelink! THEN WINDMILL SLAM A Bishop of the Bloodstained!! Good thing they came in tapped (thanks to Kinjalli's Sunwing) and Carnage Tyrant is big enough to trample over for the big hits. Still, though, I loved the opponent's deck. Orzhov is life and vampires are fam.

Thoughts

Personally, I'm more than satisfied with the deck's performance. It went 5-1, playing 16 games across 6 matches. We won 11 and lost 5. That puts the deck about a couple points shy of a 70% win rate. (If you omit the Bonus Rounds, the deck went 3-1 over 11 games. 7 wins, 4 losses. About 64% win rate.) Internally, I didn't find any issues with how the deck played in my hands. It did precisely what it tried to do each game, which is 'ramp big dino and smash' (always fun). Externally, the meta seems somewhat well-suited for a deck like this. It does Energy like the rest of them. Cards that demand interaction are a special challenge to deal with, specifically Approach of the Second Sun. The more resilient the Approach deck against your primary strategy, the worse your odds. I'd discourage trying to sculpt a sideboard against the Approach deck best suited against you, however, because it's such a small percentage of the field that you risk not having the sideboard slots to deal with much else. You'll lose before you get to it. Ultimately, I find that there are only two changes I'm considering. My local meta seems to have moved on from hyper-aggressive decks, so I believe it is a safe call to switch out Appetite for the Unnatural for Forsake the Worldly in the sideboard. Forsake has the advantage of exiling God Pharoah's Gift so that it can't be brought back, as well as having cycling on it if it just sits dead in your hand. The other change I'm considering is swapping out one or both Cast Out in the mainboard for more copies of Ixalan's Binding. Binding makes up for its lack of flash and cycling by keeping your opponent from simply playing another copy of their exiled card. This was very important in the Temur Black Energy match because it kept the opponent from playing their second copy of The Scarab God. If you hit your opponent's Binding, they can't cast another one, which helped in the match against Jeskai Approach. It's very strong (and I just got a foil, yay!). I hope these results were helpful to you, and if you plan on trying this deck, I'd love to hear your thoughts!

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Due to Attune with Aether receiving a ban, the deck will be dropping its Energy subtheme. Making up for that, however, we'll be adding some new cards from Rivals of Ixalan! The biggest change for the deck internally is the importance of getting to four mana by the third turn. Doing so let's us make plays like Drover of the Mighty into Ripjaw Raptor into turn four Ghalta, Primal Hunger, which can be back-breaking if the opponent can't answer it. Alternatively we can drop a Thrashing Brontodon off of Drover and still have mana up to use it immediately if we need to (which can discourage our opponent from playing their, say, Anointed Procession, or something). Lastly, and this is probably my favorite part about the deck, we have Siegehorn Ceratops. This little guy can grow really fast, just like Longtusk Cub, and makes fantastic use of Savage Stomp ! Authority of the Consuls in the sideboard against aggro; Deathgorge Scavenger for graveyard hate; Gideon's Intervention for hard-to-deal-with cards like Approach of the Second Sun; Heroic Intervention for sweepers; Shapers' Sanctuary for spot removal; and Take Down for flying creatures like Glorybringer or thopters. Anyway, it's been a while since I've updated this deck. I'll try to get some testing done with it eventually, but I wouldn't hold my breath if I were you. I do encourage you to try it if you like Selesnya, or dinosaurs, or just beating down. I'd love to get your opinion!

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Date added 7 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 0 Mythic Rares

19 - 13 Rares

24 - 0 Uncommons

3 - 2 Commons

Cards 60
Avg. CMC 3.63
Tokens Dinosaur 3/3 G w/ Trample
Folders standard, dinos, Standard
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