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I've been experimenting with a variety of different takes on B/G/x decks in Standard, and I like a lot of what's going on, but I haven't figured out the best way to build it, so I wanted to talk through a lot of the engines and packages I'm looking at.
I love black in the current Standard primarily due to the strength of Fatal Push and Vraska's Contempt. Moment of Craving and Golden Demise help round things out in the sideboard, and access to Duress lets you get away with playing a bunch of removal in your maindeck because you can sideboard it out for a fantastic card against control. I feel like all of these one-for-one cards play really well with the wide variety of powerful transform cards and planeswalkers available in Standard. There are many ways to grind, and I like the defensive shell that lets you get down to the business of finding the best way to grind.
Out of green, I'm really into Thrashing Brontodon. Its body is big enough that it's never an embarrassment, and the ability covers a lot of bases. Many of the powerful things you can do to go long in this format are artifacts or enchantments, so Thrashing Brontodon makes it easy to beat other people who are trying to do similar things, but not so well-prepared. It also complements Vraska's Contempt nicely.
Hour of Promise is also fantastic right now. If you have a Desert, four other lands, and any other permanent, it gets you the city's blessing, which doesn't matter for a lot of good cards in Standard. It does, however, matter for Arch of Orazca, which, as it so happens, Hour of Promise can find while also helping you get enough mana to use it, so that's a really simple package to have a decent ability to grind in long games. Its utility goes well beyond that, however; in addition to utility Deserts like Ifnir Deadlands and Scavenger Grounds, it can also find Field of Ruin, another way to break up opposing bids for inevitability with various transform cards.
Speaking of transform cards, I still love them, and I'm starting to come around on Journey to Eternity in Standard. Thrashing Brontodon and Walking Ballista are solid creatures on their own, and that gives you a core of up to eight creatures that can sacrifice themselves if you can resolve a Journey to Eternity on them (if you need to, the Thrashing Brontodon can attempt to destroy the Journey to Eternity and it'll all work out fine for you; you'll have a Thrashing Brontodon and a Cave of Eternity when all is said and done). It's definitely better if you can find more than eight easy ways to transform the Journey to Eternity, but I'm not sure playing one is bad with just that.
My preferred other options are Hidden Stockpile (of course), Banewhip Punisher (great to be able to return with Cave of Eternity), and theoretically Atzocan Seer, but getting the Dinosaur in the graveyard is a little tricky.
Journey to Eternity isn't the only transform card I'm interested in. Profane Procession is really powerful, and I'm even optimistic about Golden Guardian, especially if you can play good creatures to fight with it (especially Wayward Swordtooth…remember what I was saying about Hour of Promise and the city's blessing?). As with planeswalkers, you don't need to play very many transform cards for them to have a serious impact on your plans, since transforming any of them can have such a large impact on a game.
Another card that I've liked more than I expected is Path of Discovery. It certainly feels like it should be terrible, but I think about it kind of like Anointed Procession: either one is fantastic with Hidden Stockpile. If you have Path of Discovery, instead of getting two 1/1s, you get a 1/1 and an explore, which is different but comparable. It doesn't scale as well, which is to say that the second Anointed Procession is amazing, while the second Path of Discovery is a little lackluster, but that means you can just play fewer of them. More importantly, Path of Discovery works with any other creature you happen to want to put in your deck, and while Anointed Procession works with any token you might want to play, those are generally at least a little harder to come by.
As an added bonus, Path of Discovery plays really well with Journey to Eternity, since exploring allows you to put creatures directly into your graveyard, and returning them from your graveyard explores again (in case you're wondering, yes, my interest in this was inspired by a game of Limited).
So there are a lot of cards I'm interested in for this kind of deck, more than I can reasonably play in a single deck, so how do I choose which ones I want to use?
I've written a long time ago about how I think of deckbuilding in clusters, which is a particularly useful framework for this kind of deck, so let's talk through some clusters and how they do and don't fit together.
Commune with Dinosaurs is a fantastic card, and getting to play this kind of effect will make a deck a lot better (think about how strong Ancient Stirrings is in Modern). The trick is finding enough Dinosaurs you want to put in your deck, and ideally, you'll want Dinosaurs with a variety of costs and effects.
Thrashing Brontodon is a highlight here, as are great finishers like Tetzimoc, Primal Death and Carnage Tyrant. Another potentially strong reward for playing Dinosaurs is Thunderherd Migration. For a midrange deck in these colors, there's a good chance that if you're playing either Commune with Dinosaurs or Thunderherd Migration, you'll likely want to play the other.
There aren't enough good Dinosaurs to reliably cast Thunderherd Migration for two mana without playing Commune with Dinosaurs to set it up, and if you're playing enough for Thunderherd Migration, I can't imagine that you wouldn't also want Commune with Dinosaurs anyway. It's possible that you'd want Commune with Dinosaurs and not Thunderherd Migration, but I think that if you have enough Dinosaurs, you're probably going to be interested in the ramp spell and a little short on things to do for two mana.
So if you're trying to play those, what are the Dinosaurs you're looking at?
Thrashing Brontodon is the best start. Then I could see probably three total Tetzimoc, Primal Death and Carnage Tyrant; maybe a Zetalpa, Primal Dawn (though I'm skeptical of that one); and then you'll need some more midrange Dinosaurs to round it out. Your best options are Wayward Swordtooth, Ranging Raptors, and Ripjaw Raptor. If you go for the enrage Dinosaurs, you'll probably want to play Savage Stomp (this is a bit of a combo with Journey to Eternity), and if you're playing Wayward Swordtooth, you'll want a lot of lands, explore, card draw, or other great ways to get the city's blessing, like Hour of Promise. (Note the clusters within clusters here!) I think you can probably get away with something like ten to twelve Dinosaurs, maybe even fewer if you're satisfied with paying three mana for Thunderherd Migration sometimes, which honestly isn't that bad.