Overview
Allosaurus Shepherd is a 1-mana Elf Shaman that can’t be countered and makes all of your green spells uncounterable. It also provides a 6-mana team pump: until end of turn, each Elf you control becomes a 5/5 Dinosaur in addition to its other types. It’s both a hate piece against permission and a reliable finisher for Elfball.
How it plays
As a turn-one play, Shepherd forces through critical green spells—your ramp, your draw engines, and your payoffs resolve regardless of counterspells. In Elf decks, the activated ability ends games out of nowhere by converting a board of 1/1s into a lethal stampede. Because it sets base power/toughness, it stacks with +1/+1 counters and static anthems for even larger swings. Opponents are incentivized to remove it on sight, so sequencing and protection matter.
Decks & synergies
- Legacy/Commander Elves: Protects Glimpse of Nature, Natural Order, and Craterhoof Behemoth lines; pump mode is an alternate win.
- Green ramp/midrange: Makes haymakers uncounterable and forces blue mages to have removal, not permission.
- Synergies: Wirewood Symbiote, Heritage Druid, and token makers scale the pump; protection like Heroic Intervention keeps it around.
Sequencing & tips
Lead with Shepherd when you suspect countermagic, then follow with your must-resolve spells. In Elfball, sandbag the pump until you can attack safely or until you’ve amassed enough mana to activate it twice if needed. Remember that non-Elf creatures don’t get the 5/5 upgrade.
Formats
A staple in Legacy Elves and a high-impact role-player in Commander Elf and mono-green shells. Also excellent in cubes featuring permission-heavy blue decks.
Proxy note
Third-party proxy for casual play and testing. Not tournament legal. Unaffiliated with Wizards of the Coast.


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