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Dino Stompy Stomp (Standard)

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Ideal turn sequence:

  1. Kinjalli's Caller
  2. Drover the Mighty
    3 Essentially anything that costs 5 mana or less (preferably a regisaur alpha)

The sky terror and dowsing dagger are just a back-up ramp plan to give you additional resources to get the fatties out faster. A swing for 4 with menace in the sky is nice, usually gets through, and then you are gifted with 3 additional mana for the turn. usually done turn 3 for up to 6 mana sitting for a carnage tyrant or any other :)

This isn't a complex deck, and it's easy to swap out the dinos for playsets (or halving playsets for more variety).

Playing vampires you put the dino that cancels life gain in. Or if there is flight swap out for the flying dinos.

There are a lot of moveable parts all from just one set, and find no need for removal as you are swinging in so large and so fast the opponent can't chump fast enough. a turn 3 alpha with optec giving haste is devastating with just 3 mana on the board. It's insane.

I have had Gishath in hand a few times, but the game ends before I can cast it!

Adjust mana according to what you are doing of course. Had a ton of fun stomping complex decks pretty fast. Would like 2 more carnage tyrants but they are pricey right now.

Tags

This deck does not appear to be legal in Standard (Season from Sep 2021).

Problems: Not legal in this format: Burning Sun's Avatar, Carnage Tyrant, Dowsing Dagger // Lost Vale, Drover of the Mighty, Huatli, Warrior Poet, Kinjalli's Caller, Raging Swordtooth, Regisaur Alpha, Ripjaw Raptor, Savage Stomp, Sky Terror, Verdant Sun's Avatar, Wakening Sun's Avatar, Scattered Groves, Sheltered Thicket.

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