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Frontier Naya Dinosaurs (Frontier)

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I believe Dinos have a better chance to be playable in Frontier right now. Not tier 1, but the deck runs more smoothly. The mana base is perfect in Frontier, it is so easy to cast any card, unlike in standard where the mana base is a bit clunky.
Secondly, Dromoka's Command is so important for the deck. Playing DC with the enrage ability is such value.

The deck:

Human dorks, 11 total.
I originally had 4 Drover, but I felt having the x4 Otepec are a must. Giving the midrange dino's haste is just vicious. Any game where you go turn 1 Caller, into turn 2 Otepec is just nasty beats. Playing a Regisaur with haste turn 3 is not something easily dealt with. It is totally unfair that the two Shaman dorks do not tap to accelerate Dino's, meaning you can still use Caller as a blocker and Otepec to give haste.

3cc drops, 8 total
They all serve two general purposes:

(a) Aggressive beats: to be played for 1 mana on turn 3 when we curve out right.

(b) Vs. Aggro: to extend the game until we hit midrange.
-Ranging Raptor is a willing blocker as he gets us a free ramp if he takes damage and also is a fantastic target for Savage Stomp and Dromoka's Command, even better if he survives.
-Kinjalli's Sunwing forces opponents creatures to enter tapped, then blocks flyers.
-Deathgorge Scavenger gains just enough life to offset aggro, before he turns the switch and becomes a beatstick.

Bombs, 10 total
-Ripjaw Raptor is a beast to deal with. He is a great turn 3 drop as he is a major deterrent for opponents to attack into with the card draw and 5 toughness. Also, here is your primary target for your fight mechanics. If I have an alternate play on turn 3, I will often hold back the Raptor if I have a Savage Stomp so that I get full value the turn it enters.
-Regisaur Alpha is too much value. At worst he is a 4/4 that throws out a 3/3 haste, but with Otepec things can get nasty. Turn 3 Regisaur's have to be answered right away because the next turn your Dino's having haste is probably game over if there are any dorks already on board.
-Carnage Tyrant is the show stopper. The funny thing is there are many game 2/3's where he stays in your hand because the board is just too strong and I hold him back. If he is your response to a board wipe by the opponent then that just sucks all the life out of them.

Utility Cards, 8 total
-Commune with Dinosaurs allows you to round out your opening draws in the first two turns. You can keep two-landers or hands without a real bomb, knowing Commune wiil either hit one or dig through enough cards that you will draw one by the time you need it. Late game it's a great card to put another bomb in your hand.
-Settle the Wreckage provides one-sided blowouts against other creature decks. While ramping the opponent is a small risk, by the time you play it the opponent would have played most their threats anyway so the extra mana will not matter.
-Dromoka's Command has always been great, with enrage it's better.
-Savage Stomp serves as a one mana kill spell that usually either draws you a card or ramps you a land as a bonus.

lands, 23
-Naya lets us play two sets of fetches which makes are mana base so good. Playing the Shards makes such better mana bases in Frontier, as the enemy color pairings have weaker lands right now.
-Unclaimed Territory is so good in tribal decks. This land can obviously help your dino's, but can also help you play an early turn human to ramp out your dino's turn 3.

Sideboard (some have multiple purposes, but I will list their main reasons below)
Wild Slash- Saheeli Combo
Abrade- Vehicles decks
Chandra- Control (when Settle the Wreckage is weak)
Blessed Alliance- Emrakul & Carnage Tyrant
Huatli- vs aggro for lifegain. (may be better served as another sweeper)
Hallowed Moonlight- CoCo
Dromoka's Command- midrange added removal
Heroic Intervention- any deck that will side in mass removal
Raging Swordtooth- extra Dino, cleans up tokens

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This deck appears to be legal in Frontier.

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» Revision 4 January 8, 2018 bradcoish23
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