Deck Idea: Yourassic Park (Dino Zoo) [Standard]

in mtg •  7 years ago  (edited)

Hi there, back after taking yesterday off as well sadly, still getting back into the swing of things after Tuesday's events. I decided to drop this list now before the set came out, to get an idea floating out there early! Tomorrow I'll post twice to catch up a bit, and I think you'll like what I've got in store. I don't want to drag on, so; Without further ado, a bad MSPaint edit for the thumbnail:

Yourassic Park (A Standard Dino Zoo)

Overview

Yourassic Park is an aggro deck meant to gain an early advantage by sticking aggressively costed threats, and protecting those threats through well-timed pump spells. Almost every creature costs two mana, so three or four lands is the sweet spot to find. Turn 3 is the most important of the game for this deck, being able to untap with a 2-cmc beater begin the offensive. Late game is a little dicey being a low end aggressive deck, but if you time your pump/protection spells correctly there's always a way out of a jam. This is my first go at the list and I'll be updating it through later installments!

I made the deck on MTGSalvation's deckbuilder, which I highly recommend anyone to use! It's very simple and fast!
http://www.mtgsalvation.com/decks/962-yourassic-park

The Decklist

dinos.png

Notable Card Choices

PATH TO METTLE: Really strong at clearing most tokens, and doesn't drop any of your creatures except Cherished Hatchling (more on that in a second) so you really don't need to be afraid to let this one rip. The flipside gives you some inevitability, and can also allow you to drop more of your hand out if you've been having some mana problems.
CHERISHED HATCHLING: While this little guy IS a nonbo with Path to Mettle, it also doubles as one of the scariest cards for your opponent to clear with removal precombat if you get to untap with him. The fight mechanic is a way to regain board superiority against big and wide strategies alike.
THRASHING BRONTODON: While the double green and 3-cmc is a little hard to stomach, this guy is gonna do wonders against decks that can land a _______ Gearhulk onto the battlefield, so this is a necessary mainboard inclusion. the 3/4 body is still pretty relevant, and can act as a decent beater against the decks where Gearhulks won't be the issue for you.
APPEAL // AUTHORITY: The top side is a cheap&impressive combat trick, with the backside being a slightly more expensive, slightly more impressive combat trick! Playing from the graveyard has impressive upside to it, and the backside also helps activate your Path To Mettles
BLOOD SUN: In the board, this one sides into the deck pretty nicely against certain greedy manabases. I can see swapping the Paths for Blood Sun if Path doesn't effect your opponent so much! Also doesn't hurt your Unclaimed Territory if it was placed down before your Sun rises.

Early/Mid/Late Game

Early Game

The most important phase of the game, you definitely want your opener to have at LEAST two threats and a protection/pump spell. Always play the creatures first if you're debating between one and a Path To Mettle
. Siegehorn Ceratops and Relentless Raptor are both incredibly powerful starts, both powering through Path (with Siegehorn being especially powerful). If your opponents come after one of your threats, you should always use your spells to protect them. Make them work to clear your early pressure! Turn 3 is paramount, going 2-drop with protection spell mana open is your optimal route here.

Mid Game

This is where you need to finish the game in most circumstances. Keep applying board presence, using combat tricks to your advantage while keeping your guys on the field. Appeal // Authority is especially strong here, and Savage Stomp can clear a board for your alpha strike finish. Gearhulks and creatures with high toughness are your main problem here, but Blossoming Defense can allow you to finish off large creatures. I would say to reserve Lightning Strike and Shock for your opponent's head, but clearing out a midrange beast might be well worth the spell's use. Hope you end it by turns 6 or 7!

Late Game

You Lose!!! Don't let yourself get to the late game. Seriously, just don't. If your opponent is able to cast two large spells in one turn, it's hard to catch up. Path to Mettle again can end a game through it's shocking, but that alone is a pretty tall order to fulfill. Keep hope alive! Peeling multiple threats and protection off the top might be enough to power you home.

Alright, that's pretty much all I have to say for now! Like I said I'll be posting updates on this list, so be on the lookout for those and more!!! Sorry again for my posts being sporadic the past few days, but believe me I'm back! I'd love to hear anyone's feedback, and hope you guys enjoy this little read!

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Keep the great MTG content coming! You have inspired me to try creating my own, thank you =]

Hello @svenboolie, upv0t3
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