When I saw this Dino, I instantly thought that this could be an intesting card to play. Nice work, I was wondering which color to run but Blue is actually a nice idea.
However I think there is some room for improvement. The main flaw I see in your deck is that brotondon is your only win condition. After game 1, when your opponent knows that, he could easily shut your combo down, so I think you need to be prepared for that. Cards like
Lost legacy or
field of ruin or deck that run a set of 8 creature removal/
counterspell could just completly shut you down. If you still have some counterspells to counter their answers, you might be ok, but if you have use them all before, the end game will be hard. Your only answer is
Prowling Serpopard but it might be hard with your current manabase to cast it because it needs 2 green mana. I think you also need 3 of them.
The second flaw is what do you do of your mana in the late game? After you cast Brontondon, I feel like you may have too many unused mana. You should get some cards to spent that mana
I like
Dusk // Dawn, it's the perfect removal for creatures that can't be block by
Kinjalli's Caller and
God-Pharaoh's Faithful and with the dawn part, you can even get the died ones from your graveyard.
If your opponent is running a token deck, then you can switch some
settle the wreckage and
dusk // dawn for some
Fumigate.
25 lands is a lot, don't you get land mana flooded somewhere along the process? I also think you should run at least one copy of each basic land. First it's an insurance against
field of ruin, and second it means you could get green or blue land by using
settle the wreckage on your
Kinjalli's Caller and
God-Pharaoh's Faithful and the priest. By switching some of your
plains for some
forest and
island and going down to 23. I think you should also remove some of the dual land to get some
evolving wilds for the same reason. I think your manabase will be more consistent and you could add two more cards to your deck.
With the priest to get them, 3 Brontondon might be enough ?
You could include a single copy of some powerful dino. It will give versatility to your deck. With the priest to get the dinosaur card you want, a single copy of them can be enough and you could answer back to a range of threat depending on the situation and the opponent will not only
fear your brontondon.
-
Carnage Tyrant because it's
carnage tyrant If you can cast Brontondon, you can probably cast this one.
-
Thundering Spineback : Could help you make your dino even better and you could use your extra mana to get more dino token.
-
Verdant Sun's avatar : with looming altosaur in the
balance, this card can just level up your like and get you back on track for the win after the difficult start
-
wakening sun's avatar : just a single copy, why not ? If the opponent has no answer , you can cast it the turn after Brontondon and should be a guarantee kill.
They do not have to be in your main deck so, you could just sideboard a copy of them and adjust your deck after game 1.
Cards to consider :
- Authority of the consul or Shaper's Sanctuary could help you control the board the first turns and keep the cards advantage.
Kinjalli's Sunwing could also do the job and give you some flying option, and it's a 2 power creature, so it's good for dawn as well.
-
Ranging raptors: it could help you get those basics land you need and you can also get it back with dawn .
-
Crushing canopy : I think it would do a better job than
Take down, mostly because
Take down is a sorcery and not an instant. And
Crushing canopy deals also enchantment.
- I usually do not recommand
Cartouche of knowledge but in your deck, it could open a lot of option: draw card, block flyers and/or get a powerful flying attacker when Brontondon is up.
-
Dive down or some green hexproof instant could protect Brontondon (and give you extra damage, not that you need it ^^). Maybe
Heroic Intervention could be the best solution ? It can buy you that extra turn you need to kill your opponent.