
Itzquinth, Firstborn of Gishath
The Commander
Haste
When Itzquinth enters, you may pay . 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
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
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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Same color identity (GR), by popularity.

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