Borderland Ranger

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Borderland Ranger

Creature — Human Scout

When Borderland Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.

Shaffe_House on This Land is my Land

2 years ago

cards like Windrider Eel fit the land fall deck architype, but I feel have too low impact on a game of commander. Like lets play best case scenario you get like 3 or 4 land fall triggers, cool now this thing is a big old 10/10. Either Ouch, or it gets blocked by like a 1/1 flyer. I feel like there could be cards that better impact the board state.

Other Cards that you could consider cutting

  1. Borderland Ranger , Jungle Wayfinder => Farhaven Elf , Wood Elves (just strictly better)
  2. Burnished Hart , Dryad Greenseeker , Solemn Simulacrum are not bad, but I think you can do better in green
  3. Embodiment of Insight I like where you headspace is at here but they only create them for a turn. If they were permanently 3/3 I'd be 100% for it.
  4. Hungering Hydra => Hydroid Krasis
  5. Silkwing Scout => Embodiment of Spring (One mana cheaper overall), and I don't think the body is relevant

Other Cards that you could consider adding

  1. Lore Weaver , if you have a Ley Weaver that draws a card on etb that is pretty cool. Also Lore Weaver is a mana sink which with all the lands you are producing is a good thing.

Alkadron on Ramp IS Voltron

3 years ago

It kinda looks like your deck just loses unconditionally to pacifism.

The amount of ramp you have is tremendous, but you have exactly one payoff for it. Your curve ends at five..... and it's a ramp spell.

Also, a lot of your "ramp" is... kinda bad. Cards that put lands into your hand (e.g., Civic Wayfinder and Borderland Ranger) don't really ramp you, and cards that put lands into play from your hand (e.g., Arboreal Grazer and Walking Atlas) just run you out of cards-in-hand quickly and then do nothing. Combining them is only OK.

I would cut both of those kinds of cards and add a lot more control, interaction, and big-mana payoffs.

Consider the utility of:

(These are just examples from each category, there are plenty more of each kind if you want them. You'll have to playtest to get the balance right.)

EmEcks on

4 years ago

Why Borderland Ranger and not Wood Elves ? Same CMC, however the Wood Elves give you land advantage immediately instead of having to wait until next turn to play a land. Though I can see the advantage of the Panharminicon/Conjurer's Closet hitting the Ranger, you're still only able to play one land per turn. Fodder for Delve, then? Consider running Splendid Reclamation , so you delve away instants/sorceries and are able to get all your lands back for all the mana.

Also, considering this is a creature heavy deck and you only run two enchantments, I'd recommend swapping out Commune with the Gods with Once Upon a Time , as you'll have two different targets to choose from with a higher probability of hitting either than only creatures or enchantments (though I understand you'd miss out on the graveyard targets for Delve, so feel free to disregard this option).

I have always loved the Phyrexian Rager mechanic of etb lose life and draw a card, which I can see a great advantage to it with the recurring panharminicon/closet triggers on it and the Zealot; however I'm not super keen on the Elves of Deep Shadow (never really was keen on them, tbh). You could swap them for Deathrite Shaman and provide you with Mana/Life/Damage in a single unit. Sure, it costs exiling cards to be able to use, but a LOT, if not all players that run 2+ colors use fetch lands, it's guaranteed that you'll have hits for it, especially in a 4 player pod. And even if you can't hit lands, you can still deny them creatures for life gain on your part, or deal damage (life loss, which is even better!) while denying Flashback targets.

I also think Slimefoot, the Stowaway would work really well with your deck, as you run a Korozda Guildmage and a Doomgape .

Oh, you may also want to consider running a Bojuka Bog , in case you're dealing with people who run a lot of graveyard interactions.

halcyon-witness on Time to Win

4 years ago

I'd personally go with more than one Scute Mob and add a few Borderland Ranger . It's fairly cheap land fetch so you have a better chance at getting your large creatures out, it's a dispensable 2/2 blocker buying you time after its ETB, and Scute Mob is reliant on you having actual lands rather than the mana produced by LLanowar Elves and Leyline of Abundance so it works great for that.

Also Durkwood Baloth could be a good fit.

SynergyBuild on Yeva WIP v1.4

5 years ago

These upgrades aren't huge, cards I'd drop are the following:

Ambush Viper , Lay of the Land , Boundless Realms , Tower Defense , Mortal's Resolve , Fog , Burst of Strength , Panharmonicon , Lure , Verdant Haven , Sandwurm Convergence , Shapers' Sanctuary , Shapers' Sanctuary , Greenseeker , Kalonian Tusker , Oak Street Innkeeper , Duskdale Wurm , Elvish Aberration , Borderland Ranger , Civic Wayfinder , and Centaur's Herald .

These 21 cards don't do enough to warrant inclusion overall, and you can ask me about any specific drops, but I'd not run them. I would argue to run at least 3-5 more Forests (4 for now will be my estimate leaving 17 cards left to work with) and to run the following:

Yisan, the Wanderer Bard , End-Raze Forerunners , Karametra's Acolyte , Terastodon , Reclamation Sage , Primordial Sage , Wolfbriar Elemental , Ulvenwald Tracker , Rampaging Baloths , Regal Force , Temur Sabertooth , Fierce Empath , Harmonize , Rampant Growth , Primal Command , Lignify , and Beast Within

These should all round out the deck! Many are creatures that can be flashed in with big effect, like Yisan, the Wanderer Bard / End-Raze Forerunners / Rampaging Baloths / Regal Force , etc. or are card draw/removal to keep you in the game when an opponent 'goes off'. Often if green gets board wiped they hurt, and while Heroic Intervention helps out, Temur Sabertooth too, sometimes just rebuilding is the answer. Think of the value of in response to a Wrath of God you flash in a Regal Force , draw 7 cards, then on your next turn empty your hand of new creatures to win with!

I chose relatively cheap cards for this list, hoping you don't have to spend to much!

CheapCanadianrototype on

5 years ago

If I may, I would suggest putting in Llanowar Elves and Elvish Mystic to keep your curve down and help with the ramp as you try to fish for more lands early on. Borderland Ranger is another good budget option that can get you more lands early. Journey of Discovery is a fantastic sorcery for land ramp. Depending on your group's meta, Runic Armasaur might be another cheap option for card draw. I see you have some hydras lined up as possibilities, Mistcutter Hydra is a fantastic card against control decks that run blue and Savageborn Hydra will be absolutely titanic if it hits the field! Polukranos, World Eater is another fun hydra that fights opponents creatures when you make it monstrous.

I don't think you should discount having other enchantments either since Nikya tries to discourage that. Zendikar Resurgent has dipped in price and having good card draw on top of ramp can be a win-win.

It would be good for you to have some redundancy for making your creatures uncounterable. Prowling Serpopard and Spellbreaker Behemoth are both good options and Vexing Shusher if you want to spend extra. Adding something to give creatures haste from the get go is also nice to have outside of your Rhythm of the Wild. Anger is just a solid option at about 50 cents and Urabrask the Hidden does that and then some, too.

These are just some of my thoughts as a fellow G/R player. I honestly love Nikya and seeing someone putting a deck together is exciting! Hope some of the suggestions get you on the track you want, whether you take them or not.

MerenTheArchmageRitualist on Dead Bodies In the Cellar

5 years ago

ZendikariWol, while I appreciate the "criticism" you make a lot of arguments against yourself here.

You said that Butcher of Malakir should be dropped because I don't need to dictates on the field; then you follow that by calling Liliana, Heretical Healer  Flip fragile and that there are no defenders with flying which Butcher is. May not be huge, but definitely a defender with flying.

You claim that Midnight Reaper "if all goes well, will kill (me)", when the entire point of the deck is to sacrifice creatures as you pointed out while berating me for having Mazirek, Kraul Death Priest. Using Reaper as a draw engine for a turn or two isn't going to end the game for me, and I don't plan on keeping him on the field forever.

Pathbreaker Ibex is a MF all-star in this deck and wins games for me all the time. And with Lord of Extinction on the battlefield tends to make the "five creatures, even with the boost... smaller than all your opponents" massive creatures and a force to be reckoned with.

And Borderland Ranger is definitely not better than Wood Elves.

Some things you mentioned are true: Golgari Charm is a garbage card and I've been looking for something in it's stead; probably Assassin's Trophy. Skullbriar, the Walking Grave shouldn't have a place in this deck. However the point of green (as far as I've ever heard) is to cheat giant creatures onto the battlefield and end the game. My creatures in total from 0-3 drop are 19 while my creatures from 4-7 are 20. In total my cards from 0-3 drop equal 36 while my cards from 4-7 equal 29. If you look up an official how to build a mana curve you will see that my mana curve is almost on point on what is suggested. I agree that there are a lot a creatures on the upper end of the spectrum, however this is commander and the curve isn't going to be exact. The deck cheats in giant creatures with Meren's ability; that's the point. I appreciate criticism when it's criticism. What you did was essentially attack my deck and point out what you think are flaws. Again, I'm sure some things could be tweaked and I could definitely get some smaller creatures onto the battlefield, but you should learn to approach what you consider criticism with a little more tact.

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