This deck is a Timmy's dream, completely devoted to making a lot of big creatures and beating them by smashing in their face. Therefore, there's a big emphasis on getting creatures on the board, making them big, and then having a finisher to kill an opponent. I love dinosaurs, so as soon as this commander was revealed I knew I had to make an awesome deck for him.

The first piece of the puzzle is getting enough lands on the field to cast your spells, so I run a few ramp spells which include Cultivate , Kodama's Reach , an Evolving Wilds on a stick in the form of Ranging Raptors , and a Burgeoning in the form of Wayward Swordtooth .

Notable lands include a Slayers' Stronghold which will help us swing a dino as soon as it comes onto the board and have no repercussions, a Rogue's Passage to make a dino unblockable, and Kessig Wolf Run to boost the dino attacking.

For increasing mana, I have the auto-include Sol Ring , the mana doubler Mirari's Wake , the creature dependant Growing Rites of Itlimoc  , and the creature mana-doubler Regal Behemoth . As a mana dork, I run Drover of the Mighty since it gets the boost from the dinos. These all serve to increase our mana so that I can hit our big creatures and finishers sooner to pose a bigger threat to the opponents on the board.

Along with the mana increases that I have, I have some cards that reduce the cost of the dinosaurs I'll be playing throughout the game. I have the basic creature reducers in the form of Kinjalli's Caller and Otepec Huntmaster , and one of the best cost reducers for tribal Urza's Incubator .


Having acceleration in the form of card draw is critical in ensuring that I hit the pieces I need to finish. While my two favorite colors for card draw, blue and black, aren't in the colors I'm playing, there are some solid options. Lifecrafter's Bestiary allows us to consistently scry and draw by paying only one extra mana when casting our big dinos, Sylvan Library allows us to filter our draws to avoid potential problems with poor draws, Ripjaw Raptor for an incredible amount of draws when used with a combo, Staff of Nin for the reliable card draw every upkeep, and the Monarch mechanic I gain from Regal Behemoth .
I run a decent amount of cards that allow us to tutor for dinos or let us cheat them out from our hand or deck. One of the best tutors I have and the reason I have him as our commander is Gishath, Sun's Avatar . Anytime he does damage to our opponents, I have a maximum potential of 25 targets for him to hit. There's Sunbird's Invocation which will constantly be pulling out not only dinos, but also any other spells I have. With the large mana costs of the dinos that I'm playing, I'm bound to hit something good. Lurking Predators will constantly be going off in a commander game since almost a third of our entire deck is creatures. When I don't hit a free creature, it will help filter our draws by allowing us to put the top card on the bottom of our library. Defense of the Heart is extremely potent early game if I'm playing token decks or any other creature focused deck since I can bring out our late game bombs incredibly early. Mosswort Bridge helps us quickly get a big dino out into the early game. Tooth and Nail will in the late game help us get the missing pieces I need to finish out a game against opponents with the large amount of mana I'll have by then. Lasty, I have Forerunner of the Empire to tutor out a dino and help induce enrage.

Since our entire game plan revolves around getting out our big dinos, I have to protect them so that I can get our finishers out. For single target defense, I run a couple great spells. It wouldn't really be a commander deck without Lightning Greaves to protect give a dino haste and protection from opponents' spells. Kindred Boon will allow us to give our dinos indestructible, meaning the fearsome dinos can swing in without having to worry about anything.

I also run a lot of blanket protection to get more effect from a card. Heroic Intervention and Boros Charm both protect from the inevitable board clears I'll encounter in commander games. Asceticism combines two great effects, giving all our dinos hexproof to protect from enemy spells and allowing us to regenerate them at instant speed if a board clear comes. While Temple Altisaur doesn't make my dinos immune to damage, it really helps in making sure that the damage they take isn't lethal and simply triggers enrage. Lastly, Iroas, God of Victory gives our dinos complete damage protection when swinging into our opponents.

In order to make sure that our board presence isn't threatened, there needs to be some removal/control aspects to ensure our win condition. In the form of spot removal, I run Swords to Plowshares and Path to Exile for creatures, Krosan Grip and Aura Shards for artifacts and enchantments, and then Wrath of God as a board clear in case my opponents board gets a little too out of hand.

Our dinos with their abilties also help with removal. Zacama, Primal Calamity destroys creatures, artifacts, and enchantments with its abilities, Trapjaw Tyrant exiles our opponents' creatures, Silverclad Ferocidons forces our opponents to sac their permanents, and Kinjalli's Sunwing forces our opponents' creatures to enter tapped. Lastly, Wakening Sun's Avatar is the dino version of Kindred Dominance .

I also run a few forms of recurring life-gain if I'm being threatened by other players too quickly. These are Mayael's Aria , Huatli, Warrior Poet , Zacama, Primal Calamity , and Verdant Sun's Avatar

Now that I have the dinos out on the board and they're protected, it's time to boost them up and finish the game. Door of Destinies is a fantastic card in tribal decks to constantly be boosting creatures, will will constantly happen in this deck where there's so many ways to get dinos on the board. Mayael's Aria will consistently be giving all our creatures +1/+1 counters since there's 16 creatures with 5 attack or higher. Xenagos, God of Revels doubles the power of a dino I have while making it bulky enough to take some hits as well. Thundering Spineback is a simple overall buff to all our dinos when it's on the field. Regisaur Alpha gives all of our dinos haste, which opens the possibility up to very explosive turns. Iroas, God of Victory comes in again to help with giving all our dinos menace in addition to the protection from damage. The double strike granted off of Goring Ceratops increases the threat of our dinos even more, and helps get rid of pesky blockers. Bellowing Aegisaur gives us the blanket boost I need when preparing for swinging in.

For our finishers, I run an array of cards that make our dinos pretty much unstoppable. Akroma's Memorial gives our dinos an insane amount of buffs that basically ensure that our dinos will swing in for the win. Mayael's Aria comes back for the third time to give us a win condition if one of the dinos is at 20 attack (which isn't completely out of reach.) Huatli, Warrior Poet can ult and make an entire board for an opponent unable to block, making sure that our dinos can hit big. Lastly, Kindred Charge doubles the forces of our dinos giving the opportunity to take out multiple opponents at once.

Cacophodon + Kindred Boon + Pyrohemia or Cacophodon + Pyrohemia + Rite of Passage

Activating Pyrohemia will hit Cacophodon which lets you untap a Mountain and repeat the process as many times as you want with either card:Kindren Boon activated or Rite of Passage on the board with the only limit being your life total. This combo does multiple things, it will activate the enrage effect on the dinos as many times as you want, and if you have the highest life total then you win the game. If you use Rite of Passage, your dinos receive as huge boost as well. Since there's so many enrage triggers that are possible, I'm not going to list them all, just read and imagine that enrage effect going off as many times as you want.

Staff of Nin +any dino

This is just a consistent enrage effect that will help do what you want to do.

Congregation at Dawn + Gishath, Sun's Avatar

Using Congregation at Dawn right before you swing with Gishath, Sun's Avatar ensures that you get three dinos that you want to come on to the field when you want. Whether it be for the big bombs or pieces to help better control the board, this will make sure it happens.

Gishath, Sun's Avatar + Rogue's Passage + Xenagos, God of Revels +3 power boost or Gishath, Sun's Avatar + Goring Ceratops + Rogue's Passage +3 power boost

When using all of these in tandem, it's an unblockable lethal from commander damage against anyone that hasn't previously been damaged by you. The 3 power boost is super easy to attain with cards such as Bellowing Aegisaur , Thundering Spineback , Slayers' Stronghold , Kessig Wolf Run , Mayael's Aria , Mirari's Wake , Rite of Passage , and Door of Destinies . You get the jist, +3 to power is easy to get.

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Date added 7 years
Last updated 5 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

52 - 0 Rares

22 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 4.44
Tokens City's Blessing, Copy Clone, Dinosaur 3/3 G w/ Trample, Monarch Emblem
Folders Cool Commander
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