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Commander primer

Gishath, Sun's Avatar

WELCOME TO JURASSIC PARK.

midrange B3 Upgraded Archidekt ↗

Overview

This is midrange stompy in its purest form: big dinosaurs, dumb stuff. A third of the deck is acceleration — 8 dorks, 3 rocks, 4 Forest-fetching sorceries, plus typal discounts (Herald's Horn, Urza's Incubator, Hunting Velociraptor) — and its only job is to make an 8-mana commander show up turns early. Gishath swings for 7 with trample the turn he lands, and each connect reveals cards equal to the damage dealt: usually two or three free dinosaurs, each of which triggers the draw suite, Pantlaza's discover, and whatever other payoff you've set up. One good connect turns "a big creature attacked" into "the board doubled and you drew four."

The rest of the list keeps the stampede rolling through interference:

Per the deck's doctrine there is no single line to force: snowball Gishath when the table lets you, grind engine value when he's contested, and take the Apex + Raptors clear when it arrives. All three are the right plan when they're the one in front of you.

Green is meaningfully under-sourced relative to its pips (39% of sources vs 62% of demand) — in a marginal keep, a hand's green sources matter more than its total land count suggests.

Alternate Commanders

Three more RGW legends live in the 99, and any of them can take the command seat with the same 99 behind them — pick your seat before you shuffle. They're self-explanatory to pilot; the short version of what changes:

Gishath is the default because he's the fastest and the most fun — but the box plays all four. The rest of this primer assumes Gishath in the seat.

Mulligan Guide

We need lands to get started. The keep question is "can you get Gishath out ahead of schedule, and do you live until then?"

Keep a hand with all three:

Snap-keep: ramp-dense hands with a payoff engine (Rhythm of the Wild, Garruk's Uprising, Pantlaza). You don't need Gishath in hand — he's the one card you're always holding.

Mulligan: all-lands, all-top-end (two 7-drops and no ramp is a mulligan no matter how cool they are), and hands whose only action starts on turn 5. The deck mulligans well — a 6-card hand with lands and ramp beats a 7-card hand that does nothing until Gishath.

Game Plan

How Gishath's trigger actually works

Key Loops & Interactions

Combos

The combo web — 4 lines, shared pieces highlighted

Destroy all creatures opponents control

Apex Altisaur

Wrathful Raptors

Akroma's Will

Heroic Intervention

Savage Order

Flawless Maneuver

commander shared piece (3+ lines) what the lines produce

Step-by-step — tap a line to open it

Apex Altisaur + Wrathful Raptors + Akroma's Will Destroy all creatures opponents controlNeeds floating · Apex Altisaur in hand · Akroma's Will in hand

repeat

1. Cast Apex Altisaur by paying {7}{G}{G}.

2. When Apex Altisaur enters, its first ability triggers.

3. Holding priority, cast Akroma's Will by paying its mana cost, giving creatures you control indestructible until end of turn.

4. Resolve the Apex Altisaur trigger, causing it to fight a creature you don't control.

5. If the opposing creature dealt damage to Apex Altisaur, Apex Altisaur's second ability and Wrathful Raptors trigger.

6. Resolve the Wrathful Raptors trigger, dealing damage to any opponent.

7. Resolve the Apex Altisaur trigger, causing it to fight a creature you don't control.

Apex Altisaur + Wrathful Raptors + Heroic Intervention Destroy all creatures opponents controlNeeds floating · Apex Altisaur in hand · Heroic Intervention in hand

repeat

1. Cast Apex Altisaur by paying {7}{G}{G}.

2. When Apex Altisaur enters, its first ability triggers.

3. Holding priority, cast Heroic Intervention by paying its mana cost, giving creatures you control indestructible until end of turn.

4. Resolve the Apex Altisaur trigger, causing it to fight a creature you don't control.

5. If the opposing creature dealt damage to Apex Altisaur, Apex Altisaur's second ability and Wrathful Raptors trigger.

6. Resolve the Wrathful Raptors trigger, dealing damage to any opponent.

7. Resolve the Apex Altisaur trigger, causing it to fight a creature you don't control.

Apex Altisaur + Wrathful Raptors + Savage Order Destroy all creatures opponents controlNeeds floating · Apex Altisaur in library · Savage Order in hand

repeat

1. Cast Savage Order by paying {2}{G}{G} and sacrificing a creature with power 4 or greater excluding Wrathful Raptors, searching your library for Apex Altisaur, putting it onto the battlefield and giving it indestructible until your next turn.

2. When Apex Altisaur enters, its first ability triggers, causing it to fight a creature you don't control.

3. If the opposing creature dealt damage to Apex Altisaur, Apex Altisaur's second ability and Wrathful Raptors trigger.

4. Resolve the Wrathful Raptors trigger, dealing damage to any opponent.

5. Resolve the Apex Altisaur trigger, causing it to fight a creature you don't control.

Apex Altisaur + Wrathful Raptors + Flawless Maneuver Destroy all creatures opponents controlNeeds plus if you don't control your commander floating · Apex Altisaur in hand · Flawless Maneuver in hand

repeat

1. Cast Apex Altisaur by paying {7}{G}{G}.

2. When Apex Altisaur enters, its first ability triggers.

3. Holding priority, cast Flawless Maneuver by paying its mana cost if you don't control your commander or casting it for free otherwise, giving creatures you control indestructible until end of turn.

4. Resolve the Apex Altisaur trigger, causing it to fight a creature you don't control.

5. If the opposing creature dealt damage to Apex Altisaur, Apex Altisaur's second ability and Wrathful Raptors trigger.

6. Resolve the Wrathful Raptors trigger, dealing damage to any opponent.

7. Resolve the Apex Altisaur trigger, causing it to fight a creature you don't control.

All four combos in the list are the same machine with interchangeable third pieces: Apex Altisaur + Wrathful Raptors + an indestructibility effect.

The skeleton: Apex Altisaur enters and fights a creature you don't control. The fight deals damage both ways — the opposing creature usually dies, and the damage Apex takes triggers two things: his own enrage (fight again) and Wrathful Raptors (throw that much damage at any non-Dinosaur target — a face, a planeswalker, or their last blocker). The indestructibility layer keeps Apex alive through the chain, so he fights down every opposing creature one at a time while Raptors converts every hit he takes into burn. End state: your opponents' boards are gone and their life totals paid for it. It only goes truly infinite if an opponent controls an indestructible creature with power 1+ (a free damage source that never dies).

The four assemblies, cheapest first:

Boros Charm's indestructible mode runs the identical loop as a fifth interchangeable piece. Teferi's Protection does not — phasing your board out removes Apex from the fight mid-chain.

Two honesty caveats: a 0-power opposing creature stops the chain (it deals no damage back, so nothing retriggers enrage — you'll need a fresh damage event to restart), and Wrathful Raptors needs a non-Dinosaur target to throw damage at.

Common Pitfalls

Every real misplay in this deck is the same misplay: having too much fun. Tapping out for one more dinosaur, swinging Gishath into open mana because the reveal is exciting, dumping the whole hand into the wipe everyone can see coming. The fix is one habit — keep protection in hand. Flawless Maneuver and Deflecting Swat are free with Gishath out; Heroic Intervention is one mana. There is almost never a reason to commit the board without one.

The mechanical gotchas, for the record: