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4/7 Game Day - only 8 people showed, which is insanely low for this LGS, but ended up 4th or 5th. Round 1, 2-0 vs Dimir Pirates; Round 2 0-2 vs Azorius Auras (apparently I am NOT ready for this - almost went to time by the end of Game 2, but couldn't keep up with his massive card advantage); and Round 3 1-2 vs Rakdos Midrange (although I lost, he let me have the win since he didn't care about the pack difference, super nice dude).
4/6 FNM - tied for first, went 3-0-1 (split last round with other guy, toss up whether i would have beaten him or not). 2-0 versus Golgari Constrictor, 2-1 vs a VERY finely tuned Dimir control build, and 2-0 vs Vampires.
3/30 FNM - took a 3-1 record, lost Round 1, 0-2 to UB Disruption, went 2-1 against Hazoret Aggro, Nayasaurs, and Grixis Treasure.
Semi control, semi stompy.
We mainboard a pretty broad framework toward the opposing format and meta.
Starting with out main finisher, Carnage Tyrant is very difficult to deal with and forces people to not only play cautiously, but also clumsily because it is just so hard to get rid of. As backups, we have Nezahal, Primal Tide as a major draw engine or even just as another source of powerful stomps. Finally, we have a single copy of Zetalpa, Primal Dawn to push in the final smash against decks that can't deal with it.
To curve out against aggro, we have 4 Renewed Faith and 4 Gift of Paradise to gain life and keep us alive until we hit a removal spell to seal the deal.
Against control, Nazahal carries most of the weight, but Gideon's Intervention also turns off Approach of the Second Sun for a short amount of time. There is also a backup Negate and Essence Scatter for various needs.
The removal package in general wants to be flexible, so we run a single Ixalan's Binding and 2 Cast Out because of the Cycle ability. Then we have 3 Settle the Wreckage and 3 Fumigate.
To top it off, this deck is not very fast, so we need to be consistent. In order to accomplish that, on top of the all the other card advantage already listed, 4 Commune with Dinosaurs helps curve out a mediocre hand or push us into a Tyrant, and 2 Pull from Tomorrow is honestly a big deal even when only cast for X=3.
The land is pretty obvious, 1 Arch of Orazca for the long game and 2 Field of Ruin to turn off lands that want to end the game. There is only 6 Cycle lands, though, because we tap out a lot, and it becomes obvious when we are holding removal. Therefore, having as few lands that enter the battlefield tapped as possible is a major deal in this deck.
The sideboard gives us a lot of options in these colors, with alternate win conditions of the Planeswalkers and Approach, to the extra suite of important removal and graveyard hate. It's also worth noting that Sandwurm Convergence actually REALLY matters if it resolves and can take a game over by itself. At one point I ran two mainboard, but that was before the deck was all Dinosaur themed.