731
4/14/2025
Pantlaza, Sun Favored EDH
Deck Size: 100
Commander
Legal
Est deck cost: $568.74
Salt sum: 38.07
731
4/14/2025
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Commander

Qty: 1 Price: $5.99
Pantlaza, Sun-Favored

Whenever Pantlaza or another Dinosaur you control enters, you may discover X, where X is that creature's toughness. Do this only once each turn. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Creature
Pantlaza, Sun-Favored (lcc) 20

Commander

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Land

Qty: 37 (38 w/ MDFC)Price: $253.35
Arid Mesa

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (mh2) 436
Battlefield Forge

{T}: Add {C}. {T}: Add {R} or {W}. This land deals 1 damage to you.

Land
Battlefield Forge (bro) 257
Bountiful Promenade

This land enters tapped unless you have two or more opponents. {T}: Add {G} or {W}.

Land
Bountiful Promenade (clb) 348
Branchloft Pathway

Land
Branchloft Pathway // Boulderloft Pathway (plst) ZNR-258Branchloft Pathway // Boulderloft Pathway (plst) ZNR-258
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (40k) 270
Cragcrown Pathway

Land
Cragcrown Pathway // Timbercrown Pathway (plst) ZNR-261Cragcrown Pathway // Timbercrown Pathway (plst) ZNR-261
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (mkc) 260
Fabled Passage

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Land
Fabled Passage (m21) 246
Forest

({T}: Add {G}.)

Land
Forest (lci) 291
Jetmir's Garden

({T}: Add {R}, {G}, or {W}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Jetmir's Garden (snc) 250
Karplusan Forest

{T}: Add {C}. {T}: Add {R} or {G}. This land deals 1 damage to you.

Land
Karplusan Forest (dmu) 250
Kessig Wolf Run

{T}: Add {C}. {X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn.

Land
Kessig Wolf Run (mkc) 269
Mountain

({T}: Add {R}.)

Land
Mountain (lci) 290
Needleverge Pathway

Land
Needleverge Pathway // Pillarverge Pathway (plst) ZNR-263Needleverge Pathway // Pillarverge Pathway (plst) ZNR-263
Path of Ancestry

This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Land
Path of Ancestry (mkc) 279
Plains

({T}: Add {W}.)

Land
Plains (lci) 287
Rockfall Vale

This land enters tapped unless you control two or more other lands. {T}: Add {R} or {G}.

Land
Rockfall Vale (mid) 266
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (mkc) 284
Sacred Foundry

({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Sacred Foundry (rvr) 285
Secluded Courtyard

As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.

Land
Secluded Courtyard (lcc) 350
Spectator Seating

This land enters tapped unless you have two or more opponents. {T}: Add {R} or {W}.

Land
Spectator Seating (cmm) 427
Spire Garden

This land enters tapped unless you have two or more opponents. {T}: Add {R} or {G}.

Land
Spire Garden (clb) 361
Stomping Ground

({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Stomping Ground (rvr) 289
Temple Garden

({T}: Add {G} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Temple Garden (rvr) 290
Unclaimed Territory

As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.

Land
Unclaimed Territory (lcc) 366
Windswept Heath

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (ktk) 248
Wooded Foothills

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (ktk) 249

Land

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Removal

Qty: 9 Price: $26.17
Apex Altisaur

When this creature enters, it fights up to one target creature you don't control. Enrage — Whenever this creature is dealt damage, it fights up to one target creature you don't control.

Creature
Apex Altisaur (lcc) 232
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (lcc) 233
Bronzebeak Foragers

When this creature enters, for each opponent, exile up to one target nonland permanent that player controls until this creature leaves the battlefield. {X}{W}: Put target card with mana value X exiled with this creature into its owner's graveyard. You gain X life.

Creature
Bronzebeak Foragers (lcc) 69
Generous Gift

Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

Instant
Generous Gift (lcc) 128
Nature's Claim

Destroy target artifact or enchantment. Its controller gains 4 life.

Instant
Nature's Claim (plst) IMA-177
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (mkc) 78
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (mkc) 88
Thrashing Brontodon

{1}, Sacrifice this creature: Destroy target artifact or enchantment.

Creature
Thrashing Brontodon (lci) 216
Trapjaw Tyrant

Enrage — Whenever this creature is dealt damage, exile target creature an opponent controls until this creature leaves the battlefield.

Creature
Trapjaw Tyrant (rix) 29

Removal

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Protection

Qty: 3 Price: $41.47
Eerie Interlude

Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.

Instant
Eerie Interlude (khc) 22
Heroic Intervention

Permanents you control gain hexproof and indestructible until end of turn.

Instant
Heroic Intervention (cmm) 295
Tibalt's Trickery

Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.

Instant
Tibalt's Trickery (khm) 153

Protection

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Stompy Friends

Qty: 15 Price: $37.75
Etali, Primal Storm

Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.

Creature
Etali, Primal Storm (mkc) 152
Ghalta and Mavren

Trample Whenever you attack, choose one — • Create a tapped and attacking X/X green Dinosaur creature token with trample, where X is the greatest power among other attacking creatures. • Create X 1/1 white Vampire creature tokens with lifelink, where X is the number of other attacking creatures.

Creature
Ghalta and Mavren (mom) 225
Gishath, Sun's Avatar

Vigilance, trample, haste Whenever Gishath deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.

Creature
Gishath, Sun's Avatar (lci) 229
Kinjalli's Sunwing

Flying Creatures your opponents control enter tapped.

Creature
Kinjalli's Sunwing (lcc) 130
Quartzwood Crasher

Trample Whenever one or more creatures you control with trample deal combat damage to a player, create an X/X green Dinosaur Beast creature token with trample, where X is the amount of damage those creatures dealt to that player.

Creature
Quartzwood Crasher (lcc) 281
Regal Behemoth

Trample When this creature enters, you become the monarch. Whenever you tap a land for mana while you're the monarch, add an additional one mana of any color.

Creature
Regal Behemoth (lcc) 251
Scion of Calamity

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.

Creature
Scion of Calamity (lcc) 93
Temple Altisaur

If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.

Creature
Temple Altisaur (lcc) 138
Trumpeting Carnosaur

Trample When this creature enters, discover 5. {2}{R}, Discard this card: It deals 3 damage to target creature or planeswalker.

Creature
Trumpeting Carnosaur (lci) 171
Tyrranax Rex

This spell can't be countered. Trample, ward {4}, haste Toxic 4 (Players dealt combat damage by this creature also get four poison counters.)

Creature
Tyrranax Rex (one) 189
Verdant Sun's Avatar

Whenever this creature or another creature you control enters, you gain life equal to that creature's toughness.

Creature
Verdant Sun's Avatar (lcc) 262
Wakening Sun's Avatar

When this creature enters, if you cast it from your hand, destroy all non-Dinosaur creatures.

Creature
Wakening Sun's Avatar (lcc) 139
Wayward Swordtooth

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.

Creature
Wayward Swordtooth (lcc) 263
Wrathful Raptors

Trample Whenever a Dinosaur you control is dealt damage, it deals that much damage to any target that isn't a Dinosaur.

Creature
Wrathful Raptors (lcc) 88
Zacama, Primal Calamity

Vigilance, reach, trample When Zacama enters, if you cast it, untap all lands you control. {2}{R}: Zacama deals 3 damage to target creature. {2}{G}: Destroy target artifact or enchantment. {2}{W}: You gain 3 life.

Creature
Zacama, Primal Calamity (lcc) 296

Stompy Friends

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Draw

Qty: 6 Price: $18.80
Curious Altisaur

Vigilance, reach Whenever a Dinosaur you control deals combat damage to a player, draw a card.

Creature
Curious Altisaur (lcc) 90
Earthshaker Dreadmaw

Trample When this creature enters, draw a card for each other Dinosaur you control.

Creature
Earthshaker Dreadmaw (lci) 183
Elemental Bond

Whenever a creature you control with power 3 or greater enters, draw a card.

Enchantment
Elemental Bond (plst) ORI-174
Return of the Wildspeaker

Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.

Instant
Return of the Wildspeaker (lcc) 252
Rishkar's Expertise

Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.

Sorcery
Rishkar's Expertise (lcc) 254
Runic Armasaur

Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.

Creature
Runic Armasaur (lcc) 256

Draw

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Ramp

Qty: 11 Price: $28.49
Cultivate

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Cultivate (lcc) 235
Entish Restoration

Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.

Instant
Entish Restoration (ltr) 163
Farseek

Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

Sorcery
Farseek (rvr) 138
Kodama's Reach

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Kodama's Reach (cmm) 649
Nature's Lore

Search your library for a Forest card, put that card onto the battlefield, then shuffle.

Sorcery
Nature's Lore (mkc) 178
Otepec Huntmaster

Dinosaur spells you cast cost {1} less to cast. {T}: Target Dinosaur gains haste until end of turn.

Creature
Otepec Huntmaster (lcc) 229
Progenitor's Icon

As this artifact enters, choose a creature type. {T}: Add one mana of any color. {T}: The next spell of the chosen type you cast this turn can be cast as though it had flash.

Artifact
Progenitor's Icon (lcc) 100
Rampant Growth

Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Sorcery
Rampant Growth (lcc) 248
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (tdc) 106
Three Visits

Search your library for a Forest card, put it onto the battlefield, then shuffle.

Sorcery
Three Visits (mkc) 189
Topiary Stomper

Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle. This creature can't attack or block unless you control seven or more lands.

Creature
Topiary Stomper (lcc) 261

Ramp

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Tutor

Qty: 6 Price: $68.25
Chord of Calling

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Chord of Calling (rvr) 134
Eladamri's Call

Search your library for a creature card, reveal that card, put it into your hand, then shuffle.

Instant
Eladamri's Call (mh1) 197
Invasion of Ikoria

Battle
Invasion of Ikoria // Zilortha, Apex of Ikoria (mom) 190Invasion of Ikoria // Zilortha, Apex of Ikoria (mom) 190
Savage Order

As an additional cost to cast this spell, sacrifice a creature with power 4 or greater. Search your library for a Dinosaur creature card, put it onto the battlefield, then shuffle. It gains indestructible until your next turn.

Sorcery
Savage Order (rex) 6
Tooth and Nail

Choose one — • Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle. • Put up to two creature cards from your hand onto the battlefield. Entwine {2} (Choose both if you pay the entwine cost.)

Sorcery
Tooth and Nail (cmm) 327
Worldly Tutor

Search your library for a creature card, reveal it, then shuffle and put the card on top.

Instant
Worldly Tutor (dmr) 185

Tutor

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Haste Enablers

Qty: 4 Price: $10.26
Hammer of Purphoros

Creatures you control have haste. {2}{R}, {T}, Sacrifice a land: Create a 3/3 colorless Golem enchantment artifact creature token.

Artifact Enchantment
Hammer of Purphoros (plst) THS-124
Regisaur Alpha

Other Dinosaurs you control have haste. When this creature enters, create a 3/3 green Dinosaur creature token with trample.

Creature
Regisaur Alpha (lcc) 286
Rhythm of the Wild

Creature spells you control can't be countered. Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)

Enchantment
Rhythm of the Wild (rvr) 217
Rising of the Day

Creatures you control have haste. Legendary creatures you control get +1/+0.

Enchantment
Rising of the Day (ltr) 427

Haste Enablers

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Recursion

Qty: 2 Price: $17.48
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Noxious Revival

({G/P} can be paid with either {G} or 2 life.) Put target card from a graveyard on top of its owner's library.

Instant
Noxious Revival (onc) 110

Recursion

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Win Condition

Qty: 2 Price: $19.48
Akroma's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.

Instant
Akroma's Will (lcc) 125
Chandra's Ignition

Target creature you control deals damage equal to its power to each other creature and each opponent.

Sorcery
Chandra's Ignition (lcc) 220

Win Condition

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Sideboard

Qty: 3 Price: $33.77
Fervor

Creatures you control have haste. (They can attack and {T} as soon as they come under your control.)

Enchantment
Fervor (m13) 129
Polyraptor

Enrage — Whenever this creature is dealt damage, create a token that's a copy of this creature.

Creature
Polyraptor (rix) 144
Turntimber Symbiosis

Sorcery
Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215

Sideboard

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Deck Info

Deck stats

23 pips - 19 cards
18 mana - 18 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
19 pips - 14 cards
20 mana - 20 cards
56 pips - 39 cards
24 mana - 24 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"\tThis is an upgraded version of the Veloca-rampt-tor deck from Lost Caverns of Ixalan helmed by "},{"insert":{"card-link":"Pantlaza, Sun-Favored"}},{"insert":". I haven't played this deck too many times yet, and I also haven't had the heart to pull all of the Enrage cards--and those that support that game plan--yet. A more focused version of this deck would probably eschew the Enrage Dinos (which aren't as impactful without the dedication to trigger them consistently) in favor of other Dinos that will further our combat-based win condition. As I test the deck further I will make upgrades by cutting these cards over time. \n\n\tThis deck is mostly straight forward: ramp hard, cast Dinos, flip free spells with Pantlaza, and build an overwhelming board presence in order to overrun our opponents. There are a few fun combinations of Dinos for Tooth and Nail, some flashy plays to be had, and most importantly there are plenty of big stompy friends. \n\n\tOk, let's break down some of the categories in the deck. \n\nRamp: \n\tThe average CMC in this deck is high, so we need plenty of ramp to get our game plan online. "},{"insert":{"card-link":"Three Visits"}},{"insert":" and friends can fetch our Shock lands (or the Naya Triome, if you have one to add in), which is excellent for color fixing in the early game. "},{"insert":{"card-link":"Otepec Huntmaster"}},{"insert":" discounts our Dinos and can give haste, so it runs double duty. "},{"insert":{"card-link":"Progenitor's Icon"}},{"insert":" is a cool new card that can allow us to cast o. r Dinos at instant speed. "},{"insert":{"card-link":"Topiary Stomper"}},{"insert":" can net us a Discover 4 trigger if Pantlaza is out. "},{"insert":{"card-link":"Entish Restoration"}},{"insert":" will most often fetch out three lands since we run plenty of creatures with high power. "},{"insert":{"card-link":"Ranging Raptors"}},{"insert":" is the weakest of the bunch since my deck does not aim to trigger Enrage and will most likely be cut before long. \n\nDraw: \n\tIt is great that our commander generates some extra card advantage, but card draw is king so we need plenty of it in the 99 as well. The Dinos that provide draw are excellent here, for obvious reasons, and again "},{"insert":{"card-link":"Ripjaw Raptor"}},{"insert":" is the worst of the bunch given that it relies on Enrage; cutting it for something more consistent like "},{"insert":{"card-link":"Elemental Bond"}},{"insert":" is high on the to-do list. "},{"insert":{"card-link":"Guardian Project"}},{"insert":" is always a banger in green creature-based decks. "},{"insert":{"card-link":"Rishkar's Expertise"}},{"insert":" and "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":" are one time use but can draw quite a few cards at once. "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" is also a land so it's an easy include. \n\nRemoval: \n\tWe love how many of our Dinos also include spot removal, and "},{"insert":{"card-link":"Apex Altisaur"}},{"insert":" can be devastating to opposing board states; just be sure to order the creatures it fights in an optimal order. "},{"insert":{"card-link":"Trapjaw Tyrant"}},{"insert":" currently holds a hefty price tag, but I was lucky enough to pick one up before the price increased; given the reliance on Enrage it may be cut at some point. Obviously including the suite of efficient instant speed removal is a must. "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" is currently the only board clear since it can also deal a boat load of direct damage to our opponents. \n\nStompy Friends:\n\tAh yes, the main show and the most fun category of the deck. There are plenty of fun Dinos to choose from, so feel free to deviate from me here if you have some favorites; I'll outline a few of mine along some fun synergies. You'll also no. ice that many of the ones I chose are doing double duty, such as ramp ("},{"insert":{"card-link":"Wayward Swordtooth"}},{"insert":"), removal ("},{"insert":{"card-link":"Scion of Calamity"}},{"insert":", "},{"insert":{"card-link":"Wakening Sun's Avatar"}},{"insert":", and "},{"insert":{"card-link":"Wrathful Raptors"}},{"insert":"), or other utility ("},{"insert":{"card-link":"Kinjalli's Sunwing"}},{"insert":"). \n\t"},{"insert":{"card-link":"Etali, Primal Storm"}},{"insert":" is fantastic and provides a big swing if it can attack, so it pairs nicely with Haste. Eventually I hope to add in "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":" as well, once I can get my hands on one. "},{"insert":{"card-link":"Ghalta and Mavren"}},{"insert":" is one of my favorite additions because it will flip a big Discover with Pantlaza out and it's token generation will activate the turn it comes down. It pairs very nicely with both "},{"insert":{"card-link":"Quartzwood Crasher"}},{"insert":" and "},{"insert":{"card-link":"Verdant Sun's Avatar"}},{"insert":" when choose it's first ability, which we will do almost every time. I have used "},{"insert":{"card-link":"Tooth and Nail"}},{"insert":" to get all three of these on the board and it gained me a lot of life and put a lot of trample power on the board. "},{"insert":{"card-link":"Tyrranax Rex"}},{"insert":" is a huge problem that needs to be answered, so I love the Haste and Ward 4. "},{"insert":{"card-link":"Polyraptor"}},{"insert":" is a busted card, but would be better suited to a more Enrage-focused deck. "},{"insert":{"card-link":"Raging Regisaur"}},{"insert":" helps us trigger Enrage or ping down problematic 1 toughness creatures. Both of these are potentially on the chopping block. "},{"insert":{"card-link":"Gishath, Sun's Avatar"}},{"insert":" and "},{"insert":{"card-link":"Zacama, Primal Calamity"}},{"insert":" are both big problems that we love to see hit the board. \n\nHaste Enablers: \n\tWe can build up a scary board state pretty quickly, and each of our Dinos can be problematic; however, if we get board wiped before we can swing then we are sad. So, in comes the Haste enablers. Obviously we love "},{"insert":{"card-link":"Regisaur Alpha"}},{"insert":" since it is also a Dino. "},{"insert":{"card-link":"Rhythm of the Wild"}},{"insert":" is excellent protection from counterspells. We could probably slot in another option here such as "},{"insert":{"card-link":"Fires of Yavimaya"}},{"insert":" when removing an Enrage Dino. \n\nProtection: \n\tIn a similar vein to the above category, we are weak to board clears and will see a lot of spot removal directed at our big stompy friends. So, we need to be able to keep our Dinos safe until we can strike. \n\t"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" is an insane card, so it is clearly the best in the category. "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" is also fantastic, although it won't help us against an overloaded "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" or a "},{"insert":{"card-link":"Farewell"}},{"insert":". "},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":" should always be used to stop particularly problematic targeted removal or a board clear; the only exception is if you can counter another player's win condition. Since it gives them an unknown card it can be dangerous, and we only want to use it if we know any other alternative is very unlikely to be worse than the current issue. \n\nRecursion: \n\t"},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" is free here; I do love the MDFC lands, I was a fan as soon as they came out and luckily I scooped up quite a few copies of each one before the consensus on them changed and the prices went up. I like "},{"insert":{"card-link":"Noxious Revival"}},{"insert":" here since it can put a card from our graveyard back on top of our deck so we can immediately flip it onto the field with a Pantlaza Discover trigger. \n\nSynergy: \n\t"},{"insert":{"card-link":"Descendants' Path"}},{"insert":" is an interesting new card, but I imagine it will be cut in the next iteration. "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":" is an excellent card here since it can act as protection from spot removal and board wipes but can also net us another Discover trigger if we flicker Pantlaza with it. \n\nWin Condition: \n\tAs I tend to do, I've included the tutors in the win condition category. This does not mean that they should be used solely to find a win con; there are plenty of times where an early tutor into a value piece (such as draw or ramp) to get ahead is a winning move. And, of course, using them effectively comes with familiarity with the deck.\n\t"},{"insert":{"card-link":"Akroma's Will"}},{"insert":" is the only hard win condition in the deck (although in some situations maybe Chandra's Ignition can close out a game as well). Usually we will win with beat downs over the course of the game. The deck may need some other "},{"insert":{"card-link":"Overrun"}},{"insert":" type effects, such as "},{"insert":{"card-link":"Overwhelming Stampede"}},{"insert":", but for now it's fun to just play big stompy Dinos and see what happens. This is one of my lower power decks, and it still slaps if it's left alone, so I haven't felt the need to boost this category.\n\tIf you want to add more decisive win cons I would start with Overwhelming Stampede and perhaps "},{"insert":{"card-link":"Triumph of the Hordes"}},{"insert":". If there are other more flavorful cards or interesting options that you've been enjoying feel free to leave them in the comments section! \n\n\n\tI was in love with Dinosaurs as a kid (original, I know), so filling the board with huge Dinos is cathartic for my inner child. This deck is fun to play, and with the value that Pantlaza accrues as we cast our big Dinos allows us to keep up with other strategies that are lower to the ground. Getting to two for one on any Dino we cast is excellent and really speeds up the deck. If you want a new stompy deck this precon is great out of the box--it just needs more draw and ramp. Hopefully this primer is helpful as you upgrade your own Veloci-ramp-tor precon. I must add that I have put much more effort into my upgrade for the Merfolk precon from LCI, so feel free to check out that primer as well if you're more of a Merfolk player. That deck is incredibly strong and so much fun to play, I highly recommend it. As always, please leave any comments, questions or suggestions you may have down below! Cheers\n\nEdit 01: 04/14/25\nI noticed my deck list was a little outdated so I refreshed it. I also decided to cut some Enrage-focused dinos for a small blink package, since the deck isn't really doing the Enrage thing. It was sad to see "},{"insert":{"card-link":"Polyraptor"}},{"insert":" go, but it just didn't shine in the deck. I think that blink as a protection tool that also draws or plays a card for free is an excellent route; I will probably add more blink over time. \n"}]}
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