Maybeboard


Foreward:

Before I explain anything, understand one thing; in my playgroup you have until about turn five or so to have your plan in place. That being said, I built this deck at first like I do with nearly all of them, I lumped all the good stuff in jund colors that I could think of, started with 36 lands, added ramp/card draw and added maybe 20 (10 of each) direct damage and fight effects respectively.

We want to play Indoraptor as quickly as possible. But, there's a slight issue. with no direct damage being cast before casting her she comes in as a 3/1 and that's grade 'A' dogshit. So lets ramp, harder than usual. After the damage and casting issue we can consistently get Indo down on turn 4/5 as a 12/10, and this is where we want to be.

After casting our roided out raptor, just ping her with things like pyrohemia/pestilence and swing (don't forget the enrage triggers on combat damage) and unload the fight effects. But be careful not too do too much damage to Indoraptor in the same phase.

Sorry if you came here expecting dino tribal. It's cute with Indoraptor and the enrage dinos, but largely ineffective (but fun). You'll be better served with Gishath or something for dino tribal if that's your thing.

Edit: This deck is missing a good amount of the jund good stuff, mainly the removal and some card draw. This deck went through a lot of cuts so be careful with removing the direct damage and ping/fight effects. They are what really makes this deck go. A bit more protection for Indo might not be a bad idea since she's a lightning rod for removal.

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98% Casual

Competitive

Date added 1 year
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

46 - 0 Rares

19 - 0 Uncommons

26 - 0 Commons

Cards 100
Avg. CMC 2.29
Tokens Treasure
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