This is currently what I've decided to go with for dinosaurs in standard, I'll give it a go at FNM once I get my hands on all the cards, and I'll update with how it goes!
The Ramp
Otepec Huntmaster Giving our dinosaurs haste will be crucial, especially if we haven't hit a Regisaur Alpha, this is particularly cruel with Carnage Tyrant. The fact we don't have to tap this card for mana and instead haste, is what makes it perfect for this deck.
Drover of the Mighty like the recent Channeler Initiate, this card is a dork that becomes a good beatstick and chump blocker later on, perfect synergy and it taps for any type of mana. Definitely a solid dork.
The Dinos
Ripjaw Raptor our core dinosaur for this deck, it's enrage ability is very strong, it's a 4/5 that we can hit on turn 3, it blocks well, people will feel like they can't block it as it will give us advantage. The all-star of the dinosaurs.
Ranging Raptors is another good drop on turn 3 for us, similarly to Ripjaw Raptor our opponent won't want to block into it and will give us value if they lightning strike or abrade it - if it produces just one land, it's done it's job, any more than that and I'll be impressed.
Rhonas the Indomitable he may not be a dinosaur, but he's an indestructible threat that gives our other dinos trample, easy to activate so we can block and attack with him - all round I think he's a useful addition to the deck.
Regisaur Alpha another all-star dinosaur for the deck - another haste enabler that is essentially a 7/7 for 4 in this deck. There's not much to say about this card other than it's a powerhouse.
Burning Sun's Avatar is without a doubt the most playable of the 3 avatars, sure it's 3 red, but it should be easy to hit with the mana base we're running. a 6/6 on turn 5 that act as removal and a bolt to the head - I feel like a 2 of is definitely a good number for this deck. Carnage Tyrant is still the stronger turn 5 play, but this card gives us and answer on a stick. Plus, hitting this beast with Gishath, Sun's Avatar is going to feel like bliss.
Carnage Tyrant on turn 5 with haste from Otepec Huntmaster this card is just painful. It also makes control players wet their pants. Something as strong as this on turn 5 will close the game pretty quick if unanswered Followed by a turn 6 Gishath, Sun's Avatar, it may as well be GG.
Planeswalkers
Huatli, Warrior Poet does a lot of things for us here, with all these big power creatures we can gain some relevant life to keep us in the game. Her ultimate does a few things, it can generate card advantage with Ripjaw Raptor or just make it easy for us to swing in big. She also protects herself, always a massive bonus for planeswalkers. The only downside is she is 5cmc, and Otepec Huntmaster and Pillar of Origins don't ramp into her, only Drover of the mighty will help hit her on turn 4 - but I still think she provides the deck with a fair bit of utility.
Samut, the Tested
I actually really think Samut can perform in this deck, her +1 is admitedly her weakest part, but given the big bodies in our deck, any dinosaur that double strikes is going to be scary, her -2 is great for triggering the enrage effects of Ripjaw Raptor and Ranging Raptors, which will be her main use in this deck. Though if we ever get chance to activate her ultimate we can drop a Gishath and Carnage Tyrant. Though I definitely think with just her first two abilities, she provides a lot of value for the deck.
Spells
Savage Stomp removal in green, always a welcome inclusion, but my main thinking with this being main boarded is it works well with Ripjaw Raptor and if we get any more relevant enrage abilities, it will make it an even more valuable card. 1 mana removal that generates us another form of advantage, all the value.
Abrade is just too good of a card, its perfectly fine mainboarded - answering early threats if we have to, where we don't want to use a Savage Stomp also being artifact hate in the mainboard is just handy.
Changed the manabase slightly, removed 1x Forest and replaced a Sunpetal Grove for an Inspiring Vantage - by the looks of it, our one drop will be white, so I'm hoping to fix the mana base to a point where we can drop white on turn 1.
Moved one Savage Stomp from the mainboard to the sideboard - this card is situational, if we aren't against a creature heavy match up, 3 in the mainboard feels like 1 too many
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