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I have always loved dinosaurs, so really wanted to make a deck with a dinosaur theme! The main objective is to mana ramp and get big bashy dinos on the table as quick as possible, utilising overwhelming stampede to send a big wave of devastating trampling damage across the table. CREATURES ------------------- - Allosaurus Rider Really liked the power and toughness is equal to1 + the amount of lands you control. Can get this guy out pretty quickly if you remove 2 cards from the game and if Primal Rage/Rancor is not too far behind buy turn 2 you could have a minimum 3/3 trampler out. Plus he gets bigger with every land that comes out, so hopefully the mana ramping cards can help with this. - Pygmy Allosaurus Hard to pass up this guy for this deck, plus the mana cost to get him out is pretty decent to boot. Swampwalk for this guy is also very handy. - Basking Rootwalla 1 Drop lizard with Madness 0, which is good against discard decks or when you are mana screwed and need to discard. Paying 2 to buff him to 3/3 is also very awesome early game when opponents are slow to get creatures out and you want deal some decent damage. Adding enchantments like Rancor/Moldervine Cloak to him makes him surprise opponents with how much damage this seemingly little guy can really do. - Imperiosaur My favourite card in magic. Simple card that is a 5/5 for 4 mana cost. Adding trample to that with enchantments make him really nasty. Fits the theme of the deck nicely and I really like the artwork as well! - Old Fogey This was a later addition to the deck. Besides having a smeg-load of rules attached to him, a 2 drop 7/7 is pretty cool. The Phasing, Fading and Echo (which you only have to pay once) makes him a bit of a pain to use, but if you attach Rancor to him he becomes a 9/7 trampler very early in the game. Combined with his Rampage 2 ability can make him pretty devastating, when he isn't Phasing in and out of the game all the time ;) - Alpha Tyrannax 6/5 for 6 mana big guy that is a dinosaur, or close enough to. Decided to add him in to fill out the higher tier of big creatures and rely on enchantments that give him trample to make him more formidable. ENCHANTMENTS ------------------------- - Moldervine Cloak +3/+3 to a creature with the Dredge 2 ability to bring it back if need be. Find this to be good with Primal Rage giving Trample to all creatures and helps buff up the damage Overwhelming Stampede can do. - Spidersilk Armor Gives all creatures 0/+1 and Reach which helps to deter flyers from attacking me and help keep creatures alive when blocking. I used to run with Gravity Well, but I like this card better, even though it is a more selfish tactic ;). - Rancor 1 drop +2/+0 plus trample AND returns to your hand if it goes to the graveyard. So awesome for decks like this. This stacks well with Moldervine Cloak too and once again helps buff Overwhelming Stampede. - Primal Rage Gives all my creatures Trample for 2 mana. Works really well for creatures like Imperiosaur and Alpha Tyrannax. Plus the name fits the deck perfectly and reminds me of the Primal Rage video game! - Asceticism Stops my creatures being targeted with spells or abilities and has Regenerate target creature for 2 mana. Little expensive mana-wise but handy for stopping opponents doing stuff like exiling my creatures when attacking/blocking. Downside is that it doesn't stop global spells :( SPELLS ------------ - Explore Helps to mana ramp early game and draw extra cards to hopefully get creatures/enchantments out quicker. Cheap and effective for my needs. - Overwhelming Stampede Gain +X/+X and Trample until the end of turn, where X is the power of your biggest creature. I try to use the enchantments Moldervine Cloak and Rancor to help buff this when it hits the table. - Cultivate Quick, reasonably cheap way to mana ramp. Could also use Kodama's Reach but already had this card lying around. - Naturalize Really handy card for removing global enchantments/artifacts other players have in play that are really hurting you, or remove enchantments/artifacts from opponents to help minimise the damage they can dish out. This card has helped me out of difficult situations many times. LAND -------- I decided to run with 20 forests and rely on the mana ramping cards like Cultivate and Explore to help me get the land I need for my creatures faster. I used to have Wild Growth in the deck to enchant lands and get that extra mana, but I decided to remove those and add Explore instead because of the card draw ability.
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Y U No Play The Old Fogey?
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Did a re-shuffle of this deck recently, want to add him when I get my next batch of cards :)