This deck was originally a Red/Green Dinosaur deck, but I decided to change it to focus on being an Elder Dinosaur deck. Besides being able to ramp and cast your dinosaurs early on, this deck allows you to play around your hand and adapt to what you need. With several ways to get each color mana, this deck allows you to play accordingly whenever you may happen to draw one of your Elder Dinosaurs.
Strategy:
Turn 1 - Play a land.
Turn 2 - Play a land, ramp.
Commune with Dinosaurs
and
Otepec Huntmaster
are both good plays here, but I usually aim for ramp.
For mana ramp I prefer
Sol Ring
>
Gruul Signet
>
Emerald Medallion
>
Thunderherd Migration
>
New Horizons
. The reasoning for this order is that Sol Ring can let you cast Gruul Signet or Emerald Medallion on the same turn. Gruul Signet is preferred over Emerald Medallion because Gruul generates both a red and green mana. Emerald Medallion allows you to get more lands on the field for a single green mana through Thunderherd. New Horizons nets some mana as well and it allows you to put a +1/+1 counter on a creature, but it might be harder to cast on turn two if you have spent mana to play other artifacts/enchantments.
Turn 3 - Play a land, start casting creatures.
Otepec Huntmaster
cuts mana costs,
Ranging Raptors
snags basic lands,
Forerunner of the Empire
can get
Ranging Raptors
or whatever dinosaur you want/need to the top of your library.
Lifecrafter's Bestiary
is really nice here because you get to scry every upkeep after you cast it, which can help you get the cards you need and cycle the ones you don't need to the bottom of your library. Otherwise, same as Turn 2.
Of course you want to play a land each turn, so I'll stop repeating that part.
Turn 4 - By turn 4, I'm usually between 4-6 mana at this point and can start focusing on getting my stronger dinosaurs out.
Regisaur Alpha
,
Ripjaw Raptor
, and
Growing Rites of Itlimoc
are all solid plays here. If you have extra mana available, feel free to search with
Commune with Dinosaurs
or get some draws with
Rile
if possible. If you can cast
Sunbird's Invocation
here, go for it.
Turn 5 - Same as Turn 4
Turn 6 and on - Cast creaturesm ramp whenever possible, and just sit back and watch as your battlefield grows each turn. It's surprisingly easy to get
Ghalta, Primal Hunger
out by now and if you have the Sunbird's search on CMC 12, you are bound to get something useful.