This is my favorite of the four tribes, with Merfolk a close second. Drop big critters for the win; what's not to like?
Commune with Dinosaurs is important to smooth out the Dinosaur drops, or, in an emergency, to avoid mana screw.
If you are allowed to have enough creatures on the board, Ghalta is not difficult to cast.
Some of the Dinosaurs drop tokens... nice!
Most of the time, Gishath drops way too late. I would have to work on the early mana to make that happen at least one turn early consistently.
Another Commune with Dinosaurs.
I did not trigger enrage here, and that's what Titonalli's Crown is really for.
Vanguard's Banner is late game draw perfection.
Path of Mettle is cheap for a reason: it is quite restrictive.
The first clause protects the creatures you want to use for the flip:
When Path of Mettle enters the battlefield, it deals 1 damage to each creature that doesn't have first strike, double strike, vigilance, or haste.
The second clause uses them for the flip:
Whenever you attack with at least two creatures that have first strike, double strike, vigilance, and/or haste, transform Path of Mettle.
You can kill off Raptor Hatchling and you get the token, but it's way better to boost it enough so that it doesn't die, and then you can get more than one tokes and keep your Raptor Hatchling alive.
There are two cards that reduce the casting cost of Dinosaurs by 1 mana in this deck: Kinjalli's Caller, and Otepec Huntmaster (shown in play below). It's great to have one of these on the board, and it's even better to have both!
I am done with this deck. There is a part 2 next.