Daybreak Ranger


Nightfall Predator  Flip


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad Rare

Combos Browse all

Daybreak Ranger

Creature — Human Archer Werewolf

T: Daybreak Ranger deals 2 damage to target creature with flying.

At the beginning of each upkeep, if no spells were cast last turn, transform Daybreak Ranger.

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Daybreak Ranger Discussion

Sillynx on

3 months ago

Don't quite understand the addition of white. You only have 1 spell that needs it. You're making the deck more complicated in terms of its manabase than it needs to be. I'd just add in more Lightning Bolts instead and just get rid of Lightning Helix and white as a whole.

Also don't quite understand the addition of Skinshifter, he doesn't really synergize in with the rest of your deck. If you need to deal with enemy flyers, you could use Daybreak Ranger  Flip, she fits in more with your theme.

Tomslipknot1 on Werewolves Are Back!!

3 months ago

I have been trying to make Werewolves work for some time aswell, and i like what you have done here. Just a few things i would change is replacing Kessig Prowler  Flip with Village Messenger  Flip as it's the one of the best 1CMC werewolves. Daybreak Ranger  Flip is better for the sideboard unless your going for more of a casual build, but it's flipped side is very relevant so all down to personal preference. Have you thought about adding Kruin Outlaw  Flip? she can win you the game in one swing when flipped. I am using Aether Vial in my build and find it so useful, to get my werewolves flipped consistently though i can understand the downsides with the amount of artifact hate around. The problem i found with werewolves is that you need to keep the creatures coming and i like the addition of Collected Company but on the fence on buying a playset.

Great deck though. +1

Goatface on Human-Werewolf Tribal EDH

4 months ago

DanteBeleren I do definitely want to stick with the (were)wolf theme, as setting up a situation where my opponents really don't want to play any spells, and I'm content to just smash them with werewolves, or Helix Pinnacle as much as I like.

If I'm narrowing down what wolves I really want, then I suppose I have:

Aggressiveness: Wolfbitten Captive  Flip, Reckless Waif  Flip, Village Messenger  Flip, and Kessig Prowler  Flip

Spell Punishment: Mondronen Shaman  Flip, Hermit of the Natterknolls  Flip, (which combos nicely with Lambholt Elder  Flip and Sage of Ancient Lore  Flip)

Synergy stuff: Immerwolf, Mayor of Avabruck  Flip, Instigator Gang  Flip, Kruin Outlaw  Flip, Geier Reach Bandit  Flip, and Spirit of the Hunt, Silverfur Partisan

Utility: Duskwatch Recruiter  Flip, Daybreak Ranger  Flip, Huntmaster of the Fells  Flip, Scorned Villager  Flip.

Also Wolfir Silverheart because an 8/8 and at the least a 5/5 for 5 mana seems pretty great.

I think those are the wolves that I really like, and I think they'll work well together, along with some other stuff. Ulrich isn't on that list because he's gonna be the commander.

This is ending abruptly now because I need to go sleep.

DanteBeleren on Human-Werewolf Tribal EDH

4 months ago

That really depends on how you wanna play the deck. Typically when I go for theme decks, I focus on the creatures being in that theme and cutting the rest. Relaying on the rest of your deck to support your theme (good or bad) isn't the worst thing to do. Since you're playing Gruul I would go for 25-30 creatures (including general) with 32-35 lands depending on how much ramp/rocks you end up running. Of your creatures, if you end up going with 30, try for ~25-5 (were)wolf-support average.

Something I always want to make sure people understand, this is you deck. If you disagree with any suggestions, and/or feel a card is terrible or fully deserves to be in the deck, by all means do as you see fit.

Personally I would go with the following creature base:

  • Eternal Witness
  • Nylea, God of the Hunt
  • Purphoros, God of the Forge
  • Xenagos, God of Revels
  • Stonebrow, Krosan Hero: This was my original WW general before Shadows over Innestrad came out, so more sentiment than anything lol
  • WrathofCod on Mina and Denn Landfall Shenanigans

    4 months ago

    @ Jagd_Tallgeese Thanks so much for stopping by and providing me with some great suggestions! In regards to Arlinn Kord  Flip, I actually decided to include her because of the recurring value she adds to this deck. She does everything I want in this deck: buff a single attacker, make tokens, provide a Lightning Bolt on a stick, give my creatures a mini-Overrun effect and with her ultimate she provides a universal haste enabler allows me to win without attacking! In regards to the other werewolves, I do think I will be making some cuts... Both Daybreak Ranger  Flip and Instigator Gang  Flip have been underperforming and I will replace them both with lands. I am still on the fence about Breakneck Rider  Flip, he has been an efficient 3-drop who puts in work when flipped, so I don't know what to do. I definitely want Xenagos, the Reveler, but he is a little pricy, so I will put him in my maybeboard until I get my hands on one! What are your thoughts on Champion of Lambholt, Vorapede, Deus of Calamity + Karametra's Acolyte and Ruric Thar, the Unbowed? All of them were good in the past, but since I am incorporating more noncreature spells and trying to lower my curve, I don't know if they would be worth it to keep. I definitely will try to get my hands on an Awakening Zone and I will think about a Nissa's Renewal for sure! Thanks so much for the suggestions and have a nice day!

    zephyr_chang on Modern Werewolves

    6 months ago

    I would get rid of Kruin Outlaw  Flip and Daybreak Ranger  Flip and go up to playsets of Duskwatch Recruiter  Flip (card advantage) and Huntmaster of the Fells  Flip (probably the best Werewolf printed so far) and Geier Reach Bandit  Flip (haste and a relevant ability) instead.

    I would cut completely Hunger of the Howlpack. Also, Howlpack Resurgence is very similar to Full Moon's Rise, but the latter is cheaper, protects your creatures, and the additional 1 toughness is not worth it.

    Lastly, try to keep the deck strictly to 60 cards!

    TheDuggernaught on Wolf/Werewolf Deck

    7 months ago

    Don't worry. I didn't take it that way.

    I guess Wild Defiance is a fine "shield" if you are against a lot of red or casual decks, as it becomes impossible to then kill your creatures. But the typical kill spells (Abrupt Decay, Terminate, Maelstrom Pulse, Path to Exile, Go for the Throat, Doom Blade, Smother, ect...) don't care terribly much about the boost. I think taking out Wild Defiance for Full Moon's Rise would be a good call. If you do take out Wild Defiance, then running Silverfur Partisan starts to feel kind of meh. I love the card... but with only 6 ways to trigger it, I feel like there might be better options. Daybreak Ranger  Flip feels pretty good. I also used to love Wolfbitten Captive  Flip, and Reckless Waif  Flip back when they were in standard. They could add some speed to your deck and some consistency in the 1 drop slot.

    I am also not entirely sure what you mean by your wolves hating Lightning Bolt. You do not have to cast it on your turn, and your opponent will almost always be casting something on their turn. It is a guaranteed 3 to the face -- which can be super good when you run out of steam and your opponent is just barely hanging in there with 1-3 life.

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