Last updated on February 28, 2025
Gishath, Sun's Avatar | Illustration by Zack Stella
I still remember my excitement when I first heard that Ixalan focused on dinosaurs. Let’s face it: dinosaurs are cool. Loads of kids and adults are fascinated with dinosaurs, and Jurassic Park is one of the most iconic movies of all time.
Sadly, Ixalan was a bit of a flop for me, both a miss for Standard and Draft. For Commander, though, Gishath, Sun's Avatar was a huge stand-out from the very start as a really sweet commander for whatever dinosaur deck we might be able to create.
Quite a few dinosaurs have been released since then, with plenty of legendary dinosaurs to choose from, with multiple sets offering different aspects of dinos. So, where do dinosaurs stand in Commander? Gishath, Sun's Avatar is here to show us just that!
The Deck
Kinjalli's Caller | Illustration by Sara Winters
Commander (1)
Planeswalkers (3)
Chandra, Flamecaller
Domri, Anarch of Bolas
Vivien, Monsters' Advocate
Creatures (37)
Annoyed Altisaur
Apex Altisaur
Atzocan Seer
Bellowing Aegisaur
Brash Taunter
Etali, Primal Storm
Forerunner of the Empire
Ghalta and Mavren
Ghalta, Primal Hunger
Goreclaw, Terror of Qal Sisma
Gwenna, Eyes of Gaea
Kinjalli's Caller
Knight of the Stampede
Marauding Raptor
Nylea, Keen-Eyed
Otepec Huntmaster
Oviya, Automech Artisan
Polyraptor
Quartzwood Crasher
Ranging Raptors
Regal Behemoth
Regisaur Alpha
Ripjaw Raptor
Runadi, Behemoth Caller
Runic Armasaur
Silverclad Ferocidons
Temple Altisaur
The Tarrasque
Thrashing Brontodon
Thrasta, Tempest's Roar
Titanoth Rex
Topiary Stomper
Trapjaw Tyrant
Wakening Sun's Avatar
Walking Ballista
Wrathful Raptors
Zacama, Primal Calamity
Instants (3)
Boros Charm
Heroic Intervention
Klauth's Will
Sorceries (8)
Barroom Brawl
Blasphemous Act
Farseek
Fiery Confluence
Nature's Lore
Shatterskull Smashing
Star of Extinction
Turntimber Symbiosis
Enchantments (8)
Descendants' Path
Fight Rigging
Garruk's Uprising
Growing Rites of Itlimoc
Lightmine Field
Pyrohemia
Rite of Passage
Up the Beanstalk
Artifacts (6)
Arcane Signet
Boxing Ring
Herald's Horn
Sol Ring
The Great Henge
Urza's Incubator
Lands (33)
Arid Mesa
Bountiful Promenade
Cavern of Souls
Command Tower
Forest x2
Jetmir's Garden
Jungle Shrine
Kessig Wolf Run
Mosswort Bridge
Mountain x2
Path of Ancestry
Plains x2
Plateau
Rootbound Crag
Sacred Foundry
Savannah
Secluded Courtyard
Sheltering Landscape
Spectator Seating
Spinerock Knoll
Spire Garden
Stomping Ground
Sunhome, Fortress of the Legion
Sunpetal Grove
Taiga
Temple Garden
Temple of the False God
Unclaimed Territory
Windswept Heath
Wooded Foothills
Dinosaurs are massive creatures. There are dozens of awesome dinosaurs that cost anywhere between 6 and 12 mana apiece. Gishath, Sun's Avatar is very good at cheating these creatures out, which makes it the perfect commander to lead a dinosaur deck.
Dinosaurs own their mechanic in Ixalan: enrage. Enrage abilities trigger when the dinosaur is dealt damage. This makes effects that deal just a single point of damage very useful. This mechanic is the focus of this deck.
The Commander: Gishath, Sun’s Avatar
Gishath, Sun's Avatar is very straightforward. You cast it, attack, and hopefully get some immediate value.
But this deck isn't built around Gishath in particular. Instead it's a cool dinosaur tribal deck that’s built around enrage triggers. Out of all of the potential dinosaur commanders, Gishath is way out in front of the others, because it allows you to cheat others into play with ease and also hit really hard just by itself.
Mana Acceleration
Let’s look at what might be the most important aspect of this deck: the mana acceleration. You'll cast a variety of creatures costing upwards of six mana. About 15 of this deck’s creatures cost six or more, so this is key to look at.
What you have here is a few cheap mana accelerators that you see in most green decks, like Farseek and Nature's Lore, with a focus on cost reducers for your dinosaurs.
Starting out cheap at Kinjalli's Caller and Otepec Huntmaster, then you can move up towards standouts like Knight of the Stampede and Goreclaw, Terror of Qal Sisma. And of course there's the Commander staples Herald's Horn and Urza's Incubator. All of a sudden your 6-drops might cost just two or three mana apiece if you can combine any of these cards together, and then you really get paid off.
You have a couple very powerful mana dorks, particularly Gwenna, Eyes of Gaea and Runadi, Behemoth Caller. Keep in mind that these need to have more than one toughness to survive your enrage enablers. This rules out most conventional dorks.
Sol Ring is acceptable given how accessible it is, but I purposefully don’t put fast mana rocks and avoid game changers in my decks. If you don’t mind them, by all means, use them; they’re just not included here because it’s not the way I personally enjoy Commander.
Enrage Enablers
Enrage abilities trigger when the creature is dealt damage. The natural progression there is that you want cards that deal damage to your own creatures and ideally one damage at a time.
The best card in the deck to accomplish this is Forerunner of the Empire. Not only does it search up a good enrage payoff, it then turns every dinosaur you play into an enrage enabler. It also goes infinite with Polyraptor, which is always nice to have.
Pyrohemia, the red Pestilence, is an exceptional way to enable these cards. One mana to hit everything is a great rate, and it scales up very well too.
Legacy all-star Fiery Confluence is also extremely powerful. Not only can you use it to remove important artifacts, you’ll also get multiple enrage triggers if you so choose. And yes, if you choose that mode three times it triggers enrage three times.
Next you have an incredible old card that very few will remember exists: Lightmine Field. This card should probably see more Commander play in my opinion. It completely hoses token decks and stops them attacking at all. Better yet, it allows you to trigger your enrage cards just by attacking with them.
You’ll notice a lot of sweet fight spells like Brash Taunter, Barroom Brawl, and Boxing Ring, which all act as removal while also triggering enrage.
The final part of this section covers a small handful of cards that make all your creatures indestructible. This lets you trigger enrage multiple times in the same turn and lets your creatures survive your bigger damage dealers like Blasphemous Act and Star of Extinction. These cards are Boros Charm and the Commander all-star of Heroic Intervention.
Enrage Payoffs
OK let's keep a good perspective here on why you want to damage your creatures, why do you want to do that in the first place? I already mentioned Polyraptor as a card that goes infinite pretty easily, and it’s probably the most powerful enrage trigger in the deck, so what else can you do?
Well, the other huge payoff you have is a classic “bulk rare that can be good in Commander,” and that’s Silverclad Ferocidons. This wasn’t even remotely playable in Limited and I had literally never seen it in play until this deck. But it’s just disgusting in Commander. Wording is everything, and it says that each opponent sacrifices a permanent.
You'll kill off three permanents in your average 4-player game for every time you damage the Ferocidons, which gets out of hand very quickly once you throw in something that damages it several times, like activated abilities on Pyrohemia or Walking Ballista.
Beyond those two big threats you have a lot of the classic cards that anyone who played Ixalan Limited or Standard will likely be familiar with. Ranging Raptors accelerates you and is the main reason you still have six basic lands here.
Ripjaw Raptor is the big “draw a card” payoff that archetypes like this typically need.
Wrathful Raptors, Needletooth Raptor and Trapjaw Tyrant offer you good removal options too.
Apex Altisaur is a huge payoff that synergizes especially well with the indestructible tricks, which should essentially Plague Wind the board when used together.
There are less than two dozen enrage triggers in the game and a lot of them frankly suck, so you have to get a little bit creative. Bellowing Aegisaur is a sweet card that also goes infinite with Walking Ballista, as well as generally helping your team survive your damage effects. But of course you don’t necessarily need a card to have an enrage trigger to work here.
I found a cool old card that works well in the deck, and that’s Rite of Passage. This card basically combos with any of your repeated damage dealers to let your creatures grow at the same rate that they get dealt damage, which can very quickly get out of hand.
Other Standouts
Above all else, the purpose of this deck is to have fun. Like I said a lot at the start, dinosaurs are cool. So naturally there are a lot of cards that are just fun while also being synergistic with the deck.
Oviya, Automech Artisan is a prime example, a card that puts trample on every creature, unless they're attacking you. Oviya is an Elvish Piper that can survive a point of damage, and ensure you trample through chump blockers, which isn’t very likely given your deck is full of enraged dinosaurs.
Vivien, Monsters' Advocate’s -2 ability lets you get two big dinos out for the price of one, which is exactly the kind of ability you want on your planeswalkers.
Two very powerful cards for the deck are Turntimber Symbiosis and Shatterskull Smashing. Both of these have abilities that you really want in your deck and yet are also lands at the same time. That flexibility is incredible to see and lets you pack more good spells into the deck without cutting lands to do it.
I already mentioned it, but Barroom Brawl is a really sweet spell to see. You want fight spells, but most of them are fairly weak. This is a fight spell that also creates a fun multiplayer situation as every player decides to copy it or not. You could even get another go of it if it comes back around to you.
Up the Beanstalk is strong and natural addition to this deck. So many of our creatures reach that cost threshold, making this often a 4-for-1 or better. Drawing cards is sweet, and there's virtually no downside to playing this on turn two over something else.
The Mana Base
The land base in this deck is pretty simple. It's three colors, so generally speaking I tried to throw in as many of the best cycles of dual lands as possible, and each time you get three of them. I was able to go for the original duals since this deck had a high budget: Plateau, Savannah, and Taiga.
There's also the fetch lands: Arid Mesa, Windswept Heath, and Wooded Foothills. Of course, this isn't even remotely necessary for this deck to work. What lands are important?
You have two tri-lands in Jungle Shrine and Jetmir's Garden, which are pretty huge to help your fixing. Garden in particular is the most important land perhaps in the entire deck, because it can be fetched by Farseek and Nature's Lore. If you invest in just one land for this deck, it should absolutely be this one. Sheltering Landscape also helps you fetch for the color you need and has the flexibility of coming in untapped, or to cycle into another card.
Path of Ancestry is great tribal support.
Speaking of tribal, you can utilize Cavern of Souls, Unclaimed Territory, and Secluded Courtyard as well as any other typal decks out there.
The Commander duals of Bountiful Promenade, Spire Garden, and Spectator Seating are fairly inexpensive and also very good for this. Beyond these, whichever dual lands you have access to will be absolutely fine for this, whether you have Revised duals and shock lands or common duals and budget lands.
The Strategy
The strategy here is as simple as it comes: you want to overwhelm opponents with your huge and aggressive dinos. You need to prioritize casting anything that makes them cheaper, because you won’t last long enough to get the beatdown going if you’re stuck casting everything for full price.
If you have an opportunity to cast Gishath and get a clean hit in, you should probably go for it. Otherwise you’re trying to extend your board and will likely get blown out by every board wipe imaginable. But that’s to be expected, I think.
Combos and Interactions
I already talked in detail about the enrage theme, and it doesn’t go much deeper than that.
Rule 0 Violations Check
I'd reiterate that this deck houses two infinite combos that I touched on already: Bellowing Aegisaur plus Walking Ballista and Polyraptor plus Forerunner of the Empire. You’ll likely want to mention these if you have Rule 0 discussions before your games.
Budget Options
Generally speaking, this deck is pretty cheap to build. Yes, my exact build is quite expensive, but the expensive cards are by no means essential to the deck’s general theme. You can easily compromise on the land base and still have a great time with the rest of the deck as-is.
Other Builds
There’s theoretically a build of this where you don’t even try to cast your dinosaurs and instead cheat them all into play. There are a lot of cool, bigger dinosaurs like Verdant Sun's Avatar and Zetalpa, Primal Dawn that aren't in this build because I had to trim expensive cards to make room for the cheaper ones. You instead cut out all of the cheaper dinosaurs and focus on ramping into Gishath and big monsters.
This build would start at Gishath. Ramp spells let you hit Gishath as early as possible, so you pack in cards that help Gishath deal more damage by buffing its power, giving it double strike, or both. Each hit lets you cheat huge dinosaurs into play for free. After that you likely don’t want to be casting your other dinosaurs, looking for other methods instead.
Start with the trifecta of Quicksilver Amulet, Belbe's Portal, and Monster Manual, which all let you cheat any big dino into play. This enables the build to play literally all the biggest dinosaurs without worrying. You could even go with Elvish Piper and Howlpack Piper to get even more cheats down. Sneak Attack could also be a reasonable inclusion.
Where this build really pops is Lurking Predators. Along with Herald's Horn, you have a couple big incentives to introduce some top-deck manipulation. Scroll Rack and Sensei's Divining Top really help this, along with Worldly Tutor and Congregation at Dawn to tutor up specific targets at will.
All-in-all, this deck is very fun to play too. I like it focused on Gishath as opposed to just dinosaur tribal.
Commanding Conclusion
Bellowing Aegisaur | Illustration by Craig J Spearing
I hope you enjoyed this look into dinosaur tribal and Gishath in particular. I can’t wait to revisit this again when we have another dinosaur theme set to give us more big hits, maybe an unannounced set for the plane of Muraganda reinvigorates Magic with dinosaurs.
What do you think of this build, or the big dinos alternative? Any tweaks you'd make if you try it out for yourself? Let me know in the comments or join the discussion in the Draftsim Discord.
Until next time, take care of yourselves!
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