









Overview:
Gishath Dinosaur tribal focuses on ramping into an early commander cast to cheat massive Dinosaurs into play, overwhelming opponents through combat. While powerful in creature-based metas, it struggles against interaction-heavy decks and lacks infinite combos.
Primer:
Core Strategy:
Deploy Gishath, Sun's Avatar by T5 using 8+ ramp sources (e.g., Sol Ring, Thunderherd Migration), then attack to cascade into free Dinosaurs like Zacama, Primal Calamity or Quartzwood Crasher. Secondary lines use tribal synergies:
- Enrage Triggers: Ripjaw Raptor (draw) + Wrathful Raptors (damage redirection)
- Haste Enablers: Rhythm of the Wild, Regisaur Alpha
- Overrun Effects: Akroma's Will, Overrun
Mulligan Priorities:
- Keep 3 lands (prioritize green sources)
- Require 1-2 ramp spells (Cultivate, Llanowar Elves)
- Avoid hands without T3 playable Dinosaurs (e.g., Marauding Raptor)
Key Tips:
- Protect Gishath with Swiftfoot Boots pre-combat
- Sequence enablers before big Dinosaurs (Garruk's Uprising before Apex Altisaur)
- Use Kessig Wolf Run to push lethal commander damage
Avoid Traps:
- Overcommitting to board before establishing protection
- Casting high-CMC Dinosaurs manually when Gishath triggers could cheat them
Weaknesses:
Critical:
- Commander dependency (3 removals cripples strategy)
- Limited interaction for non-creature threats
Moderate:
- Slow recovery from board wipes
- Minimal graveyard recursion
Minor:
- Predictable combat focus
Most Important Cards:
- Zacama, Primal Calamity
- Akroma's Will
- Rhythm of the Wild
- Garruk's Uprising
- Quartzwood Crasher
- Wrathful Raptors
- Swords to Plowshares
- Path to Exile
- Sol Ring
- Rampaging Brontodon
Attribute Ratings:
Speed: 6/10
- Can deploy Gishath by T4-5 with optimal ramp
- Lacks T3-4 infinite mana/damage lines
Resilience: 5/10
- Vulnerable to commander removal and counterspells
- Limited protection beyond hexproof equipment
Consistency: 7/10
- 12+ ramp sources ensure Gishath access
- Tribal redundancy (35 Dinosaurs) offsets variance
Interaction: 4/10
- Spot removal (Swords, Path) but no counterspells
- Minimal stax/board wipes
Rating Justification:
This deck sits between "Optimized Casual" (5.0) and "High-Power Casual" (5.5) on the rubric. It can reliably threaten T8-10 wins via combat but lacks:
- The T6-7 infinite combos of 6.0+ decks
- Interaction density to handle faster strategies
- Alternate wincons if combat is locked
Power level: 5.0 - 5.5
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