Quirion Ranger

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Visions (VIS) Common
Promo set for Gatherer (PSG) Common

Combos Browse all

Quirion Ranger

Creature — Elf

Return a Forest you control to its owner's hand: Untap target creature. Activate this ability only once each turn.

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Quirion Ranger Discussion

PJPlaneswalker on Green Weenie

2 days ago

If you want to use living plane to take out their lands and keep your deck mono-green, what about Viridian Longbow? Along with Seeker of Skybreak and things like that, off the top of my head Quirion Ranger and Wirewood Lodge you could take their lands down, keep them down and damage to player for the win

joachimjuncher on Rhonas the Indomitable: Larger than Life

5 days ago

I enjoy the mechanics of your deck. I have made a very similar one myself, and have tested out some of the cards you play, and found them wanting. However, that depends always depends on the playgroup IMO.

Viridian Longbow - While this card seems good on paper with rhonas, it has never given me any real value. As rhonas needs to be first equipped and then tapped to do the shooting, -ideally this means that you have a turn 3 creature shooter where you have spent all ressources up till that point to be able to shoot 1 creature at a time, with everything tapped and nothing to block.

Lifecrafter's Bestiary - I have only ever tried this card out in my Karametra deck, but in that extremely creature heavy deck, it was underwhelming, to say the least. What is your experience with that card?

Berserk - You addressed this card earlier, and i will say that my experience with it is highly positive. (I play Pathbreaker Ibex as well) With all the draw spells based on creature power, it turns "the Rhonas 5 card draw" into 10 card draw. (Greater Good, Life's Legacy, Momentous Fall, Garruk, Primal Hunter) Further more, you can slap it on one of the big creatures like Ulamog, the Ceaseless Hunger, or Terastodon and almost insta kill anyone with leftover HP at that point.

Norwood Priestess - Found the Elvish Piper equivalent simply too slow for my taste, I have played around 5-7 games with that dude out, and it has never yielded me anything good. With the amount of ramp cards you play, i would say that this girl could be cut for something more usefull, but ofc, that depends on your own experience as well.

Cards, you might wanna consider:First two, you have already considered and found wanting Utopia Sprawl, Overgrowth. I have tested these cards, and they are overwhelmingly good. Theyre harder to remove than mana dorks, and they provide infinite mana easily with Earthcraft and Cloudstone Curio. Plus you know, they make the Arbor Elf extremely much better.

Temur Sabertooth This dude is underated IMO. While he provides another bounce effect, the protection of your key creatures is legit and should be a higher priority i think. With some of the mana doublers in play, he also goes infinite. And he has the added benefit of activating your Rhonas for a measly 4 mana.

Rings of Brighthearth - While Rhonas himself has an activated ability, it is not said ability yo usually wanna copy. Fetchlands turn into 2 lands instead of one, Thousand-Year Elixir Wirewood Symbiote Quirion Ranger untaps Selvala, Heart of the Wilds or the like twice. Garruk, Primal Hunter Throws out two dudes, or draws 10 cards. Plus if you insist on running your Longbow shooter, there you go -> boom boom.Aaaand you know, Deserted Temple plus any high producing land (also insert Overgrowth right here) = infinite = kill = win

Homeward Path - I have found, that while having an indestructable commander is all well and good, the worst thing that can happen to this deck is that someone else steals the fucker. In your deck you only have your big eldrazi girl, to get him back (i.e. to command zone then recast]. But it depends on the playgroup i think. In any case it is tutorable with any of your land tutors.

Surrak, the Hunt Caller Another haste enabler, which i have found myself tutoring for loads of times to enable combos. He activates Rhonas, and Rhonas in turn activates his haste ability. also. throw out 10 dmg turn 3 is always good for pressurering controldecks.

Yavimaya Hollow I love this land, as I will often see players trying to mess with the key mana producers. It is a solid card, and will give you a bit more resilience.

Elvish Archdruid I know that you have at some point considered this card. And let me tell you, consider it until you put it in. Do not think of anything else, just do it. Fulfill your dreams and do it. It is cheaper than the Channeler, and provides another easy way to win the game.

In all I liked your take on Rhonas, and it look very very much like my own. I have played it in 1on1 Commander and consistently take wins away from aggro and control. The only deck that has the number on Rhonas is Queen Marchesa control. That burns all lower creatures, and sacs Rhonas in a neverending cycle of dominion over our green dorks. Which makes this deck entirely too slow without the added benefit of small dudes.

You have received an upvote from me. Good Job.

SirFowler on Can you copy quirion ranger's ...

1 week ago

Let's say I have an Illusionist's Bracers and I attach it to Quirion Ranger. Can I use the ability twice each turn since it copies the ability rather than having to activate the ability of Quirion Ranger itself?

Skwarka on One Elf, Two Elves, All the Elves (Tier 1)

2 weeks ago

Grubbernaut, Fade Away is best handled by the Quirion Ranger + Priest of Titania as they can only play it starting on turn 3. if you are playing against blue you have to be conservative anyway, so that matchup doesn't really improve post board.

cohandel09, glad to help out!

mmcgeach on Sisay Stax

1 month ago

@meowndabout Nice questions! Glad to help with this. I changed the write up slightly, to include a sample blue print for playing the deck. That answers some of your questions, other ones are below.

Fauna Shaman - usually you discard extra mana elves (which aren't that great in the mid-game) to get actual stax pieces or utility creatures. But, also, you can just discard anything. It turns each creature into a Worldly Tutor + free card draw.

Loyal Retainers - this is actually best with Iona, Shield of Emeria, which is decent to run if your meta has some mono-colored decks. However, it's worth leaving in the deck even without Iona, just to get back anything that happens to get killed. It's pretty good reanimation, just by itself.

The Tabernacle at Pendrell Vale - Actually, Magus of the Tabernacle is a pretty good replacement. Tabernacle is here mostly to combat other decks that rely on creatures and mana elves (like us), but have a harder time tutoring for Gaea's Cradle. To perform this function, another answer is Defense of the Heart. Magus might be better since it's a creature and slides under your Thorn of Amethyst effects.

Nullstone Gargoyle - this is a new card I'm testing. It's easily hard-castable with Gaea's Cradle and Nykthos, Shrine to Nyx. And it's a pretty strong lock with Eidolon of Rhetoric. Yes, if I could get this lock together, I'd just cast creature after that.

Recruiter of the Guard - you just get whatever you need for the situation you're in. Get whatever stops your opponents the hardest. You have to know how your opponent's strategies work.

Sanctum Prelate - pretty much always names 2 or 3. These stop boardwipes that sneak under Gaddock Teeg; on three you stop: Toxic Deluge and Fire Covenant; on two you stop Cyclonic Rift and Pyroclasm. I usually pick either 2 or 3 based on which board wipe I'm more afraid of at the moment; but in either case you end up shutting off large parts of your opponents' decks.

Yisan, the Wanderer Bard - this is becoming less important in this list; however I think it's still probably good enough to run. Yeah, you just get whatever is most helpful. You can either get Quirion Ranger on 1 to activate Yisan or Sisay twice per turn, or you get Sylvan Safekeeper to guard Sisay against spot removal. After that, you know, get whatever you need.

Crop Rotation - there's a lot of strong lands in the list. Strip Mine and Horizon Canopy are very good with Ramunap Excavator. You can also get Tabernacle. You can get one of the ramp-lands like Gaea's Cradle, nykthos, or Ancient Tomb. If possible, you should always sacrifice a Flagstones of Trokair.

Creature tutors - You get whatever you really need top stop what your opponents are doing. These tutors let you get non-legendary creatures tho, so sometimes you can get Sanctum Prelate or Eidolon of Rhetoric or Spirit of the Labyrinth if one of those seems really appropriate, or you're in a winning position already, you can go for the kill with Shaman of the Forgotten Way or a lock with Nullstone Gargoyle.

Enlightened Tutor - yes, frequently the most powerful thing to get with this is Living Plane, although there's a lot of great artifact/enchantment stax pieces you may want, particularly Rest in Peace, Null Rod or Sphere of Resistance. It can get ramp in Mana Crypt or Carpet of Flowers. It can also get Lightning Greaves which can be great for Sisay. This card is awesome in this list.

Ancient Tomb is good ramp; Temple of the False God is unplayable crap. There's lots of games where you never get to 5 lands.

Gemstone Caverns, Chrome Mox - these are ramp, which is totally critical. You just exile whatever you don't need. Try to prioritize playing a turn 1 or 2 stax piece with these ramp cards. Also think about when you will play Sisay. If you have these ramp cards, try to set up a sequence where you play a stax card turn 1, a mana creature turn 2, and SIsay turn 3.

Null Rod, Stony Silence - these only shut off our artifact ramp, not our creature ramp. Only play them if they're going to hurt your opponents more than they hurt you. But the deck is pretty much designed so that it's usually pretty asymmetric, although certain hands and board states can make it more nuanced.

Carpet of Flowers - just any other stax piece, maybe Reclamation Sage or Scavenging Ooze, depending on what your meta needs.

Arid Mesa, Marsh Flats - originally I wanted to hedge against running all the fetches with Root Maze, which makes fetches freaking terrible. However, this could be revisited.

You can totally run snow lands if you want to.

Grand Abolisher - I haven't wanted this; usually I'd rather have more Thorn of Amethyst effects - Glowrider and Vryn Wingmare, which make counter spells really hard to use.

Containment Priest - this or Scavenging Ooze is a fine card if your metagame has a lot of reanimator decks. It does hurt our own reanimation (and Yisan), so I wouldn't play it by default.

Solemnity - this doesn't do anything...

Growing Rites of Itlimoc  Flip - I don't think this is worth a 3-cmc non-creature spell. :(

Ashes of the Abhorrent - This can work if your meta has a lot of reanimation or storm...

Disenchant - I'd rather run Reclamation Sage, then maybe Manglehorn.

HydraCord on Selvala, heart of some serious scary shit

3 months ago

hey it's your boy hydracord from your ap european class. now to make this deck as degenerate as possible to the point where it doesn't become fun anymore.

Cuts:

Colossus of Akros: 18 mana is better funneled into a Genesis Wave.

Courser of Kruphix: You should have a higher density of dorks to get turn 2 Selvala out, and Courser is 2 turns behind on that.

Gyre Sage: Pretty redundant once you have Selvala or your dorks out.

Mistcutter Hydra: Dumb beater that's susceptible to all types of removal.

Protean Hydra: Same deal as Mistcutter Hydra. Most removal spells don't come from damage spells, so it's not going to be immune to most removal.

Chariot of Victory, Fleetfeather Sandals: Concordant Crossroads is better than both of these.

Roar of Challenge: I've never seen this card drawn or played ever. Regardless of that, I don't think it's that good once you go to an LGS since people there have spellslinger decks.

Oran-Rief: Your creatures are fucking huge. You don't need them to be slightly huger.

Tranquil Thicket can just be a basic.

Skyshroud Claim gets significantly worse in a mono-colored deck. Play more dorks instead.

Additions:

Sheltering Ancient, Phyrexian Soulgorger, Phyrexian Dreadnought, Ravaging Riftwurm: Because a turn 3 Eldrazi Titan is always good.

Vorinclex will end the game more often than not. You can also cast him ridiculously early.

Scryb Ranger, Wirewood Symbiote, Quirion Ranger, Thousand-Year Elixir: I know that you don't wanna play these, but hear me out. Wirewood Lodge is probably one of the scariest cards in your entire deck. Now imagine if you had 5 of them.

Duskwatch Recruiter: Efficient filtering early game and allows you to pump infinite mana into him so you can cast every creature in your deck.

Nykthos, Caged Sun: Do you like ramping? Then play these.

Song of the Dryads is nice removal.

Woodland Bellower: Great toolbox card, but you should probably grab Phyrexian Dreadnought and its friends with it 99% of the time.

Phytoburst, Might of Old Krosa, Invigorate: Buff Selvala, make more mana. Perfectly optional.

Fierce Empath: Tutors for something big and something that'll probably win you the game.

Vigor, while expensive, is a fucking insane card.

Heroic Intervention will save your stuff from wraths, removal, and MLD. Using it for removal is probably the most applicable case, though.

Triumph of the Hordes because there's no kill like overkill.

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