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Budget Enrage Deck (Casual)

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Lands
There may appear to be to many red mana sources but most of the red spells are the cheaper spells. You can change things with adding more mountains and taking out more forests if you'd like. 22 May not seem like a lot but there is a lot of ramp in the deck, being from 3 sorceries and from 7 creatures. Commune with Dinosaurs can also help you hit your land drop for turn. Game Trail is your budget option for a dual land that has a fair chance of coming in untapped as long as you keep a forest or mountain in your hand.

Instants
Only 4 instants in this deck being reckless rage. Reckless rage is one of your few ways of getting rid of opponents creatures and four damage will get rid of a lot of threats. The two damage to any of your enrage creatures is also really good. It kills Raptor Hatchling and Needletooth Raptor, but one will replace itself with a bigger creature and Needletooth Raptor will likely kill one of your opponents bigger threats. It may be a two for two, but it the right situations it pulls you out ahead. If anything you can use it to get a trigger on your Polyraptor or your Snapping Sailback. Due to it being a pretty good card in the deck a full playset is needed.

Sorceries
We start off with our last four slots of removal with Savage Stomp. Essentially a cheaper version of Hunt the Weak, it's a no brainer in a dinosaur deck. Not only does it have good synergy with our enrage abilities, it also buffs our dinos in the process, for only ONE green mana! You can also use it with one of your humans in the deck and play the whole three, but it's usually more beneficial to target one of your enrage dinos to fight. That takes up our eight utility slots for this dino tribal deck so all the other spells are in for that sweet big dino synergy, starting with one of the best one drops, Commune with Dinosaurs. For one green mana, you can look at the top five cards of your deck, and you'll be SURE to get either that land drop you really need or dig for some awesome dinos that you need in the given situation. It's never a dead card but to save room for other spells in the deck and keeping in mind the mana curve we're only running a three of. Same with Thunderherd Migration. If you have the choice of playing a Hatchling or a Thunderherd Migration on turn 2, ALWAYS go for the ramp. Having 4 lands on turn 3 lets you use Forerunner of the Empire and pick out any bomb you might want to head toward that sweet win. With 14 dinosaurs you'll usually have at least one in your hand by turn two to play it as a two drop. Just don't show them your Snapping Sailback! A smart player will keep an answer open if they suspect you of having one, but if you just show them it makes it easier on them.

Creatures
Starting things off in the creature category is your best two drop in the deck. Turn two to add any color mana could really save you, especially if you haven't gotten your red source yet, and allows you to play that Forerunner next turn. Late game dropping a 3/3 for two is awesome so of course we're playing a four of. Next, the one we've been talking about this whole time and the one you'll want to play as soon as possible, Forerunner of the Empire. He'll search for any dino you need and even trigger all your enrage abilities if you're having trouble getting damage on your dinosaurs. Not to mention the sick synergy he has with Polyraptor. Every time one of those tokens come into play you can do one damage to ALL of them, doubling your 5/5 dinosaurs every time. Next we have an alternative bomb, with a much cheaper mana cost; Ghalta, Primal Hunger. You'll likely be able to play this one turn 5 if you've been playing on curve, which can allow you to win the Game either that turn or the next if your opponent doesn't have an immediate answer. On turn 5 you ask? Oh thats right. Our last human in the deck, Otepec Huntmaster can give any dinosaur you have hast. A hasty Ghalta is a dead opponent. Our last few cards are all our enrage dinosaurs. Needletooth can do very easy trades and probably will dishearten your opponent to block it least they lose their big creatures (five damage is a lot) so it should easily be able to swing and get two damage in. It has the added benifit of being an AMAZING blocker, as anything that doesnt have eight or more toughness will be taken out by this 2/2. We don't want a lot of them so it's only a two of. Ranging Raptors has a decent body at a 2/3 but we really want that enrage ability; ramping us even closer to that oh so beloved Polyraptor. Three of these is plenty as we only want it for the ramp. Four Raptor Hatchlings means 4 nice chump blockers for only two mana that replaces itself with a 3/3 that can swing for decent damage on the next turn. And finally, three Snapping Sailback. Your big combat trick to hopefully get rid of any decently sized creature coming in to attack. Some creature preventing one you already had out from blocking? Well they didn't see this large dinosaur in your hand which should easily get to a 5/5 after you cast it and will easily prevent those aggro decks from attacking or those more defensive ones from blocking or they run the chance of creating a monster so big it will be GG.

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