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Rules guide · Artifact Creature

DinotomatonHow it works & interactions with other cards

By the ManaCount desk· 2 min read· The Lost Caverns of Ixalan· November 17, 2023
Carte Magic Dinotomaton

Dinotomaton is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, target creature you control gains menace until end of turn.

Complete guide

Dinotomaton is a versatile Artifact Creature that combines the prehistoric power of a Dinosaur with the mechanical ingenuity of a Gnome. Its ability to grant evasion to your team makes it a dangerous threat during the combat phase. By utilizing its menace keyword, you can force your opponents into difficult blocking situations.

Dual Threats

Dinotomaton features two distinct uses of the menace keyword. First, it has menace itself, meaning your opponent must commit at least two creatures to block it. Second, it has an 'enters' triggered ability that grants menace to another target creature you control until the end of the turn. This effectively creates a board state where multiple creatures require double-blocks, often allowing damage to sneak through.

How the Ability Resolves

When Dinotomaton enters the battlefield, its triggered ability goes on the stack. You must choose a target creature you control at this time. If the target is still legal when the ability resolves, that creature gains menace until the end of the turn. Note that Dinotomaton can even target itself with this ability, though this is usually redundant since it already has menace permanently.

Strategic Timing

To maximize the value of Dinotomaton, you should cast it during your pre-combat main phase. This ensures your target creature has menace before you declare attackers. Since the effect only lasts until the end of the turn, playing it after combat or on an opponent's turn (via flash) will not provide any offensive benefit for that specific turn's attack.

Common Pitfalls

A common mistake is forgetting that menace only matters during the declare blockers step. If a creature already has menace and gains it again from Dinotomaton, it does not require four blockers; multiple instances of menace are redundant. Additionally, if the opponent removes your target creature in response to the trigger, the ability will fail to resolve and no menace will be granted.

Interaction examples

Doubling the Danger

If you control Roaming Throne and have chosen 'Dinosaur' or 'Gnome' as its type, Dinotomaton's triggered ability will trigger twice when it enters the battlefield. This allows you to grant menace to two different creatures you control, making it extremely difficult for your opponent to block effectively.

The Mechanical Push

After you have played Solemn Simulacrum to ramp your mana, you can follow up with Dinotomaton. When Dinotomaton enters, you target Solemn Simulacrum with the triggered ability. Now, your opponent must use two creatures to block the Simulacrum. If they do, they likely help you trigger its 'dies' ability to draw a card; if they don't, you deal free damage.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Dinotomaton

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlpaupercommanderduel
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