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Itzquinth, Firstborn of Gishath
RGGruulLegendary Creature — Dinosaur

Itzquinth, Firstborn of Gishath

Mana value2Rank#5,619
BuildCard details

The Commander

Haste

When Itzquinth enters, you may pay {2}. When you do, target Dinosaur you control deals damage equal to its power to another target creature.

Guide

Gameplan

Cast Itzquinth early as a cheap, hasty enabler and beat down with a curve of efficient Dinosaurs while Gruul ramp and enrage payoffs snowball your board. Each time Itzquinth re-enters (via blinks or recasts), you fling damage from your biggest Dino to kill a creature, doubling as removal and Enrage triggers. You close out by overrunning the table with hasty fatties.

Strengths

  • Two-mana commander gives you a cheap, reliable Dinosaur on turn 2 that's nearly always castable
  • Built-in repeatable removal that also triggers Enrage on your own creatures
  • Haste keeps pressure constant and makes recast value immediate
  • Gruul has the best ramp and biggest creatures to make the fling damage lethal

Weaknesses

  • Removal-heavy color pair with little card advantage or recursion
  • Vulnerable to board wipes that erase your tribal investment
  • No evasion or protection built in—green/red lack good interaction
  • The {2} ability requires another Dinosaur already on board to do anything

Key Cards

  • Gishath, Sun's Avatar — The payoff top-end that cheats Dinosaurs into play and pairs thematically as a finisher.
  • Ranging Raptors — Enrage ramp that gets value every time Itzquinth pings it, accelerating you ahead.
  • Polyraptor — Splits into a swarm whenever damaged, turning Itzquinth's fling into an army.
  • Marauding Raptor — Cheapens your Dinosaurs and pings them for Enrage, doubling as damage enabler.
  • Temur Sabertooth — Lets you re-blink Itzquinth to repeat the fight trigger and protect creatures.
  • Forerunner of the Empire — Tutors Dinosaurs to the top and deals damage to trigger all your Enrage payoffs.

Upgrade Path

Add flicker/recursion like Conjurer's Closet and Temur Sabertooth to abuse the ETB removal repeatedly, and tighten the ramp suite with Cultivate, Sol Ring, and signets. Upgrade payoffs with Pantlaza, Sun-Favored, Trumpeting Carnosaur, and finishers like Craterhoof Behemoth or Triumph of the Hordes, and include protection (Heroic Intervention) against the board wipes this strategy fears most.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Overrun the table with a wide, hasty Dinosaur board plus Overrun-style effects
  • ▸Cheat out and swing with Gishath and other huge Dinosaurs
  • ▸Grind opponents' creatures away with repeated Itzquinth flings, then attack unopposed

Archetypes

  • Dinosaur Tribal — Itzquinth is a cheap Dino lord-adjacent commander that supports the whole creature type with removal.
  • Aggro/Midrange — Haste and a low curve let you apply early pressure and grind through removal.
  • Enrage Synergy — The fling ability intentionally damages your own Dinosaurs to fire Enrage abilities for ramp and tokens.
  • Blink Value — Flickering or recasting Itzquinth repeats its targeted-damage trigger as removal engine.

Combos

No combos found for this commander on Commander Spellbook.

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