As I've said before, it's hard to take an in-depth look at an archetype prior to seeing the full set. That being said, Wizards of the Coast has tendencies towards the designs of sets that we can still glean information from. Sometimes a card is uncommon when it looks like it should be common, and that suggests that it may be better than it looks. Even though we don't know all the Dinosaurs yet, let's see if we can learn anything about how this archetype may look.
Ah, the good old Trumpet Blast variant of the set. These kinds of cards range from "always great" (Trial of Solidarity) to "solid in specific strategies" to "unplayable." My guess is that Dinosaur Stampede will be in the upper tier of "solid in specific strategies." Definitely no Trial of Solidarity, though.
Trumpet Blast is usually a fine 23rd card in aggressive strategies, so you don't really need Dinosaurs for this card to make your deck. But if you do have Dinosaurs, this card may end up being one of the best cards in your deck. Trample combos nicely with large creatures, and most Dinosaurs happen to have inflated stats.
The problem with this card is that it isn't too hard to play around (or doesn't seem like it will be). My guess is that it'll be much better in the beginning of the format when people aren't so trained to look for weird attacks that suggest Dinosaur Stampede, but it will be good in a Dinosaur deck regardless. If you're in an aggressive Dinosaur deck, then you want the Trumpet Blast, and if you're not, then your creatures should be large enough that Dinosaur Stampede gets enough equity to justify a slot in the maindeck.
I'm going to start taking this card on the earlier side. Not first-pick, but if I've started with a Dinosaur or two, this may be the payoff I want to move into some Dino-beatdown strategy!
When you look at five cards, the probability that you hit a land is quite high, so this card doesn't have to take a spell slot; you can play sixteen lands and Commune with Dinosaurs and your deck should function similarly to if it had seventeen lands. Unfortunately, it's not too easily comparable to Attune with Aether, which was a high-ish pick in Kaladesh. Commune with Dinosaurs replaces the subtle upside of energy plus the ability to enable a splash with the ability to select a Dinosaur.
I don't think this upside is better, mostly because it requires a specific deck, but this card will be pretty good if your deck has eight or more Dinosaurs. I expect this card to work as mana flood/screw insurance in Dinosaur decks, and that is an irreplaceable effect. We've just seen cycling lands work similarly, and those were very high picks. So I wouldn't take it highly until I've solidified into Naya, but in pack two I would take this card over most non-impressive cards because it will always be good in my deck.
This is probably the best Enrage trigger given the cost of the Dinosaur, but since Raptor Hatchling only has one toughness, it isn't as abusable. In the average case, this is a 1/1 for two that creates a 3/3 Dinosaur token when it dies. That card strikes me as solid, but not insane. There are a couple of important notes for the evaluation of the card.
Are you aggressive? Cards like this tend not to be great in aggressive decks because they can be ignored on the offense. Sure, you can always leave it back to block and then attack with the 3/3, but that is less efficient than most two-drops for aggressive decks. It'll still be fine, but just remember that the evaluation changes here.
How many one-toughness threats are in the format? If this card is trading and producing a 3/3, then that is amazing. My guess is that this card will make your maindeck almost all of the time, but its power level will vary greatly based on your opponent's deck.
Lastly, this card is abusable when combined with combat tricks and Equipment. If you can make Raptor Hatchling have more than one toughness, it can yield multiple 3/3s, and that is just crazy. So if you pick one up, be on the lookout for ways to maximize this.
Then there's the Spanish-language preview that I've seen translated as Infuriated Gladiodon.
This card looks spectacular to me. In fact, it looks like one of the gold uncommons that I would be happy to first-pick. Its ceiling is going to depend on the number of one-toughness creatures and the density of Enrage at common, but the floor is too high to pass up.
The fact that this card is standalone tells me that R/G may not require much work, whereas when you look at the G/W gold card, that one requires both bigger butts and ramp in order to be good. Given that Dinosaurs are centered in Naya, there appears to be three builds: aggro, midrange, and ramp. And it looks like Infuriated Gladiodon can fit in all three strategies off a splash.
One thing to note is that this card will be better in paper Magic than it will online. This is because the probability that you play against Enrage cards is higher in a League than it is with in-pod-play.