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DINOMINANCE - TRIBAL DINOSAURS - [STANDARD]

Standard RG (Gruul)

EMPARAWR


This is Dinominance version 6. The latest iteration of my much beloved standard deck. It is surprisingly fast and resilient for a midrange deck, even with the lack of early answers. It also has some serious surprises built in. I cannot tell you how many times Sarkhan's Unsealing followed up by a Ghalta or Gigantosaurus has absolutely wrecked someones board state and turned the entire game swiftly to my victory. It really is just a blast to play, and version 5 was winning a lot more often than it was losing, and I feel confident that version 6 is going to be even better.

Also, I know it is a 61 card deck, but this is a personal preference. Mostly its just because I enjoy deliberately running 1 extra card in deck building games just to go against the conventional wisdom that running anything more than the bare minimum is laughably inferior. This habit has been known to screw up mill decks a few times though lol.

Also there is no sideboard because I have mostly been playing on MTGA lately, and saving up all those wildcards just to play the one format that actually uses sideboards doesn't seem worthwhile.

Suggestions

Updates Add

-1 Rhythm of the Wild >>>> +1 Goreclaw, Terror of Qal Sisma
-1 Rhythm of the Wild >>>> +1 Incubation Druid
-1 Rhythm of the Wild >>>> +2 Domri, Anarch of Bolas

The latest iteration of my much loved standard deck, Dinominance. Doing what Gruul does best. Once I get a few more rare wildcards on MTGA I will begin testing. This version replaced Rhythm of the Wild what I think are going to prove to be some serious improvements.

Goreclaw has proven to be a huge bomb despite the vulnerability of the 3 toughness. The cost reduction has been a huge boon, and the mass +1/+1 and Trample on attacks has made all the difference in many games. So even if it is a legendary, and potentially a dead card if I draw both and one is already out, I think it will pay off well.

The fourth Incubation Druid is partly to reinforce this decks need for early mana dorks and also because it has proven itself to be very effective at it. Tap for any color, and the ability to get bigger in the late game and triple its mana ramp abilities have been great.

The 2 copies of the new Domri I think are going to be some phat bombs in this deck as well. Mass +1/+0 passive buff alone is good, but it also has built in dual color ramp, at haste speed, that also blocks counterspells, but it even has built in removal.

Recent testing of version 5 revealed the potential need for ramping 3 drops which Rhythm of the Wild was filling, but I wasn't always feeling great about having them in my hand. Especially if I couldn't get it out turn 2. So it would often get pushed back into later turns, lowering its effectiveness further in favor of getting out creatures to protect myself while I build.

The protection from counterspells was sometimes helpful, but is also obviously circumstantial. The Haste was often useful, but I feel like the Regisaur Alpha really has that covered already for the important parts. So instead, Domri can ramp, which I can always use more of. He can give the counterspell protection when I still need it, which is a big boon. Plus with the built in Fight style removal, he not only provides more support in a facet that the deck is very light on, but can even help make Ripjaw Raptor more of a draw engine potentially.

I am really enthusiastic about these changes. Version 5 was a solid deck, with a high win rate, and a lot of fun, but I really really think this version will be even better.

Comments

Date added 7 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

5 - 0 Mythic Rares

32 - 0 Rares

12 - 0 Uncommons

4 - 0 Commons

Cards 61
Avg. CMC 3.95
Tokens Dinosaur 3/3 G w/ Trample, Emblem Vivien Reid
Folders Standard, dinos, Celia Ideas, Dinos
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