|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Rare|
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Creature — Merfolk Scout
When Jadelight Ranger enters the battlefield, it explores, then it explores again.
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Jadelight Ranger Discussion
5 days ago
Thanks for the upvote and the comment. I do have a copy of Jadelight Ranger, but I think it's more important to have 90% probability of casting double blue for Wizard's Retort by turn 4 than only having 14 green sources which is 90% of double green by turn 7. I think if I want to go the explore route for more consistency, I should go with Merfolk Branchwalker or maybe Deeproot Elite since the single green isn't an issue.
5 days ago
This seems well built! Good job!
I think you are trying to force the wizard subtheme a little bit too hard. I like wizard’s retort but not naban. Playing naban forces you to play watertrap weaver when Jadelight Ranger is probably the better option. If you do make this switch I would swap out 1 islands for 1 forests
1 week ago
Week one of FNM with this deck:
1) People are afraid of Lotleth Giant, but Unmoored Ego removes all of them. It seems due to cards like that, running a 4-set of the giant, spider, etc is not advised b/c any given set can be removed. The deck either needs to get faster or have more threat, or both.
2) I did not have any copies of Duress yet, and this was a bad thing.
4) Hatchery Spider is not as feared by opponents and for good reason - it is expensive and was often sitting in my hand. When I was doing well enough, I had preferred target cards to spend mana on instead. Considering swapping in Izoni, Thousand-Eyed back in for the spiders, as when it pops it is more formidable. It was dropped on a previous iteration due to facing mass removal, but this past week would've worked well against some G/W token plays.
7) The Enchantments all did their jobs as expected.
8) Other than Necrotic Wound, which works great, some flying creatures (e.g. Nical Bolas or midsize drakes) gave some trouble.
In summary, the undergrowth play is strong and the exploring helps a bunch. When the engine RUNS here, this deck keeps pace and has viable balance of threats and removals it would be expected to have, but at present form, it is expensive-weighted and still a tad slow, and lacks some variety in big bomb finishers.
2 weeks ago
I agree with you xhuggels that the deck Caran_Lyg suggested isn’t what I or many other people would deem competitive. It’s not going to win any Grand Prixs but I think it is better than you are making it out to be. I am going to make a quick list of cards that could make up this deck and then defend why it actually is servicable. Don’t judge this list to harshly because I just threw it together in like 5-10 minutes
4x Merfolk Branchwalker
4x Wildgrowth Walker
4x knight of autumn
2x Ravenous Chupacabra
3x path of disc
I don’t feel like making a mana base for a fake deck
So now for why this deck doesn’t suck.
- It plays good cards. Some deck try to force playing bad cards because they have high synergy with another card. Path of discovery is probably the “worst” card but even it gives plenty of value after 3 creatures have entered the bf.
You were saying what are you going to do if you haven’t gained life and you have vona out. Well it has lifelink so you can attack and tap it and pay 7 life to kill something that might block it unfavorably then let it hit for four and gain some life back. Net you -3 life to kill a scary permanent that would otherwise probably do more than 3 life’s worth of damage to you.
Exploring for no reason isn’t a legitimate argument. Exploring is inherently good without any payoff that says “you gain 3 life and put a +1/+1 counter on this creature”. Jadelight Ranger and Merfolk Branchwalker are played in tier decks that don’t play any explore payoffs. Explore is good because it adds consistency.
playing three colors isn’t hard when you are playing explore effects because it helps finds lands if needed.
2 weeks ago
Yeah my Llanowar Elves don't feel like they have a very long lasting effect and I'm not sure they really boost my second turn as they really only help get Jadelight Ranger out one turn early. Which, in my opinion, isn't what makes my second turn very strong. I'm just using Jadelight Ranger to cylce through cards and put Doom Whisperer or Muldrotha, the Gravetide into my graveyard if they pop up earlier than I would like. I'm not sure if that's really the right thought process though.
2 weeks ago
im assuming Remorseful Cleric is counter-golgari tech? if so, Tocatli Honor Guard is way better in that matchup if you happen to have a few copies. with it in play Ravenous Chupacabra is just a 2/2, Izoni, Thousand-Eyed is a little better than a 2/3, Golgari Findbroker is just a 3/4, Jadelight Ranger and Merfolk Branchwalker are just 2/1s, and Wildgrowth Walker will never be anything other than a 1/3.
2 weeks ago
Thanks for your second response. If you think District Guide can be a flex spot, then I can put it in right away, as I have opened three of them. I can easily trade or sell the Jadelight Rangers for either a Lyra or the dual lands. They are my first priority, then I have completed the deck.
For the sideboard, what do you think I should put in it? Anti Golgari (like Deathgorge Scavenger and Tocatli Honor Guard) are definetly in. I'm also adding in Deafening Clarion. Should I add in Kraul Harpooner against other Angel decks and Carnage Tyrant for control? Do you think my sideboard should mostly be kept the same?
2 weeks ago
Hey, you're welcome.
Typically a splash is 10 sources of the splash color, but you can get away with less when playing cards that can help you find lands for the splash. In the example's case Impulse, Branchwalker and Guide. None of these cards are in the colors of the splash color therefore they can be consistent in helping with lands. In my suggested example there's only 9 sources of red in the manabase, one less than is recommended.
In my example I included 4x Lyra because she's the combo with Resplendent and having 4x of each of these Angels gives you more consistency of drawing both. If you don't have a fourth Lyra then a third Shalai is fine. However if you're serious playing Angels I think getting a fourth Lyra should be in your future plans (after getting Naya dual lands of course).
In the example District Guide is definitely a flex spot, but she is deceptively powerful because she guarantees that you can make your current turn land drop or your next turn land drop. In the case of a fourth or fifth land drop that's good for this deck. In some games you will not cast Guide at all, but in other games she will help you to get a land. It's in those games that you'll appreciate having her. Since she's a flex spot she can be taken out for sideboard cards in some matchups.
I'm by no ways suggesting that Guide is a better card than Jadelight Ranger, overall Guide isn't, but for your deck she is because of the manabase situation. Jadelight is a difficult card to consistently cast turn three when green is not the primary color of the manabase.
For the sideboard consider Tocatli Honor Guard? Guard shuts down Golgari's game plan getting value from creatures when they ETB. Ravenous Chupacabra is too good against Angels and when your Golgari opponent can keep recurring Ravenous then this can prevent you from having any Angels at all. Golgari is relying on explore creatures to fill the graveyard; Guard prevents explore from happening because it's an ETB ability with Branchwalker, Jadelight and Squire. Guard is good with Angels because they don't have an ETB ability. Guard however shuts down Guide, Autumn and Branchwalker which sucks, but it hurts your Golgari opponent much more in the matchup. Guard's 3 toughness is difficult for Golgari to deal with.