Rancor

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Uncommon
Explorers of Ixalan (EO2) None
Planechase Anthology (PCA) Common
Eternal Masters (EMA) Uncommon
Magic 2013 (M13) Uncommon
Planechase 2012 Edition (PC2) Common
Archenemy (ARC) Common
Duel Decks: Garruk vs. Liliana (DDD) Common
Urza's Legacy (ULG) Common
Promo Set (000) Uncommon

Combos Browse all

Rancor

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+0 and has trample.

When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.

Rancor Discussion

smackjack on Gargos, Vicious Watcher hydra tribal ...

3 hours ago

I would say both Doubling Season and Unbound Flourishing are better than Rancor or Season of Growth in this deck. Sure, Rancor grants trample, but with your commanders cost reduction your hydras will get at least +4/+4 for free.

JasonForward on Infectious Temur

1 week ago

Sorry for the text wall...

I've run Infect in these colors since Modern was invented and I can offer some advice based on that experience. I've been quite successful with it, including a PPTQ a few years back, but ymmv.

First, Manamorphose is a trap. I understand the appeal since you aren't running Hierarchs, but you'll find it almost never good enough. Casting it blind to dig for an answer is a bag of bad feels. Of all my advice, however, this is the biggest grain of salt. It's a good card in a vaccuum and you should run it if it feels right. Jut remember, it's not a "free" spell.

Instead, run Simian Spirit Guide . It let's you play Agent and Myr on T1, activate Inkmoth, cast your red spells, and keep up Apostle's Blessing while tapped out. You also get to cut to 19 landspretty safely (Unless I'm wrong. I play Hierarhs,so it's hard to figure. The correct number might be 20-21). If you're going all-in on the combo, I can't recommend SSG enough.

Apostle's Blessing is a main board must if you're running SSG,and also probably if you're not. It pushes through damage, can be cast off Inkmoth, and can get you past giant robots with piles of +1/+1 counters. It's criminally undervalued in the current top lists, in my opinion, but I'm not a pro, so....

Temur Battle Rage isn't necessary. You're only ever using doublstrike to win the game, so instant speed isn't important. Plus, your 3 Strobe and 2 Scale Up are the perfect amount of "I win right now" effects. Cast the Sorcery first and proceed to win.

You run 4 copies of Mutagenic Growth if you're leaning on T2-3 wins. Period. Every saved mana puts the math more in your favor. If you're worried about your life total, this is probably not the right deck anyway.

Rancor is funny, in that it's ONLY ever good to push damage through. I play exactly one, preferring 2-3 copies of Ghor-Clan Rampager along side it. Bloodrush can't usually be countered, and the ability to just cast a 4/4 And beat down in a grindy game is more relevant than you think. It also helps with you Sideboard. More on that later.

So here's what I might do to your main deck:

Now let's talk sideboard:

Force of Vigor is a key upgrade to Infect SBs. Clean up multiple Eidolon of the Great Revel without taking damage. Blow up Chalice of the Void with impunity. Blood Moon / Blood Sun is no longer so bad. This spell was printed for Infect.

You need counterspells to beat counterspells. Your pump spells counter almost everything else. Spell Snare is far too narrow. If you're casting Blue Counters, it should be Spell Pierce , but maybe Guttural Response is your best bet since since keeping up Blue Mana is hard without Hierarchs. It's also casts with SSG and pitches to FoV above, which is convenient.

With your configuration, and assuming some of the MD change suggested above, I would run the following board in an unknown meta:

Molesto-the-Egregious on Infectious Temur

2 weeks ago

Rancor or avoiding enchantments?

Mj3913 on Bant Hexproof EDH

2 weeks ago
These suggestions are made with my previous suggestions in mind, that I assume you liked via your comment upvote.

These are my considerations for your removal... I don't do it often but most of them just dont do much other than offer you the hexproof ability.

Troll Ascetic : problem with regeneration is you gotta hold mana for it. Easy to forget.

Soul of the Rapids : doesn't do much for it's cost.

Sagu Mauler : I mean it's ok... but just doesn't do alot other than have abilities.

Prognostic Sphinx : I see no reason to want to discard cards for optional hexproof. Scry's nice but there are better options for card advantage.

Ascended Lawmage : Again, cost vs stats... it's just not there. One mana less would have changed my mind...

These are just what I can think of... again, with my previous changes in mind.

Heroic Intervention : and similar cards can protect you from board wipes and other spells that don't target.

Steel of the Godhead & Shield of the Oversoul : mostly for the evasion, but the other options are nice too.

Wild Growth and similar cards could be useful if moving towards more of an 'enchantress voltron' style deck.

Curiosity for extra cards, coupled with an evasive creature.

Rancor & Spirit Link keep returning to use again.

Octopus Umbra : great for the evasive creatures. Also for anything that has accrued counters, then it becomes 8/8 + counters and hopefully unblockable... maybe even Ishai.

These are the iffy ones... they could stay, or go. Up to you

Multani, Maro-Sorcerer : other players can control the stats my discarding/casting etc. Sure it could get big but its subjective. Also if we follow a voltron strategy you cant target t either.

Witchstalker : on curve, but unless it's a meta call because U/B is common... but idk.

That's all I got for now, perhaps look into some bant enchantress decks to get some more ideas for enchantment support. I think the hexproof theme is a great idea, it just needs the support of the enchantments to make it shine. Hope it helps some at least.

jamiekingslayer on Lushy bushy

3 weeks ago

Gladly! My sideboard is kinda specified to decks i see, for example back to nature is good against bogles but not much else, so adjust your own sideboard!

As a rule of thumb i switch out creature cards for crature cards in the sideboard, and non-creature for non-creature.

The reason for this is that you are mainly a creature aggro deck, where creatures are star and pumpspells either help; finish ( Aspect of Hydra ) / protect ( Vines of Vastwood ). This means that if you are siding in "protection" i.e. Relic of Progenitus i would consider switching out vines of vastwood. Same goes for Dismember , for if you need to remove creatures from your opponent they're most likely removal-light.

Feed the Clan can also be switched with vines, for the simple reason that most our creatures are beefy enough to withstand damage-removal, and this is mainly for dealing with burn. Collector Ouphe is mainly for affinity and here you could for example swap out scavenging ooze lest you desperatly need lifegain. They dont rely on their graveyard.

As you see i often swap out vines, i much consider it the weakest card and most flexible. but then again it depends on the matchup and personal taste. Consider your need for protection, explosiveness, interaction, and so on. Sometimes you might not want to switch out all the copies of a certain card, but rather take out different cards.

Lastly i want to say that you should probably make slight mainboard changes aswell: Kalonian Tusker is a good alternative for scavenging ooze, if you need more power earlier. The number of Rancor , Vines of Vastwood and Aspect of Hydra can be interchanged, and even switched out for Blossoming Defense or Dismember .

The onedrop slot is also very adjustable: Dryad Militant shines against certain decks (mostly storm and maybe dredge, and maybe snaocaster decks)and Hexdrinker against others. Same goes for Experiment One and Pelt Collector . The two latter should only be split in a 4-2 or 3-3 in my opinion because they cant evolve one another.

Lastly if there are certain cards you dont want/own in the sideboard here are alternatives:

Wheel of Sun and Moon : a good replacement for Relic of Progenitus , as it gives two devotion and is a continous denying effect. Whats already in their graveyard stays there though.

Oxidize alternativ for Natural State if you dont need to take out enchantmens.

Thrun, the Last Troll : Very good against control, but i have had a though time against Terminus lately which wrecks him. Pro tip, there seems to be some changes coming up to UW control, and this might mean Terminus is being phased out, so do keep your eye out for thrun.

Hope this helps! Reply if you need more help or anything was unclear ;D

SMASHER101 on Help! BG Deathtouch Deck

3 weeks ago

Graveblade Marauder was in my old deathtouch and lifelink deck. Otherwise I would suggest not playing Zulaport Cutthroat because it only triggers on your opponent's creatures.

My sudggestions for improvement:

+2 Ambush Viper flash + deathtouch is good

+2 Poison-Tip Archer you said this worked well so play 4

+4 Blood Artist More of the same effect is good

+1 Rancor amazing card

+4 Grave Titan better win con than varaska.

+4 narnum renegade better 1 mana deathtoucher

+4 Graveblade Marauder I like this card in deathtouch decks

+21 cards

-2 Gorgon Recluse too high mana cost and no way to madness it.

-2 Vraska the Unseen too slow of a win con.

-3 Pharika's Chosen narnum renegade is better.

-2 Nyx Weaver has no synergy here.

-1 Hythonia the Cruel too slow and expensive.

-2 Primal Rage

-3 Unholy Strength

-2 Wreath of Geists

-2 Boar Umbra

-2 Reaper of the Wilds Blood Artist is better and you have to pay to give this deathtouch.

-21 cards

auras are not good unless they are put on hexproof creatures. Except for Rancor that card is great because it returns to your hand. Pump spells are not great outside of stompy and infect decks.

SMASHER101 on Combo Deathtouch Deck (NEED HELP IMPROVING!)

3 weeks ago

+2 Ambush Viper flash + deathtouch is good

+2 Poison-Tip Archer you said this worked well so play 4

+4 Blood Artist More of the same effect is good

+1 Rancor amazing card

+4 Grave Titan better win con than varaska.

+4 narnum renegade better 1 mana deathtoucher

+4 Graveblade Marauder I like this card in deathtouch decks

+21 cards

-2 Gorgon Recluse too high mana cost and no way to madness it.

-2 Vraska the Unseen too slow of a win con.

-3 Pharika's Chosen narnum renegade is better.

-2 Nyx Weaver has no synergy here.

-1 Hythonia the Cruel too slow and expensive.

-2 Primal Rage

-3 Unholy Strength

-2 Wreath of Geists

-2 Boar Umbra

-2 Reaper of the Wilds Blood Artist is better and you have to pay to give this deathtouch.

-21 cards

auras are not good unless they are put on hexproof creatures. Except for Rancor that card is great because it returns to your hand. Pump spells are not great outside of stompy and infect decks.

ultima333 on Catto Deck

3 weeks ago

Suggestions:

-- Divine Intervention - replace with a full wipe, rather than something that lets your opponent keep their best creature.

-- Relic Crush - replace with Sylvan Reclamation - exile is better, and can be cycled for a land if running short.

-- Leonin Arbiter - with the amount of searching you do, I'd re-think the search denial, as it hinders your own searching for lands too.

-- Jedit Ojanen of Efrava is just... not the greatest. He's pretty lackluster.

-- Curse of Vitality is very minor lifegain.

-- Nissa's Pilgrimage could be replaced with Kodama's Reach or Skyshroud Claim

You have an awful lot of slow lands, that come in tapped. Canopy Vista is pretty much strictly better than a Guildgate.

--Move Mirari's Wake to the main board. You should always run that. Same with Swords to Plowshares which is strictly better than Condemn. Aura Shards should likewise go into the main deck.

Soul's Majesty should be replaced with Rishkar's Expertise - it's one mana more, but can't be countered by killing the target, and it lets you cast something in your hand (even if it's not one of the things you drew).

I find Hunter's Prowess is outclassed by its uncommon counterpart, Hunter's Insight - it lacks the +3/+3, but the instant speed means you can just choose any unblocked creature, your opponents not getting the ability to block the target more to deny you cards. Also, it's 2 mana cheaper.

I'd try to find a slot for Rancor - it's a recurring way to grant trample, and +2/0 for one mana is sweet.

Lightning Greaves has screwed you over so many times in our games. Consider Swiftfoot Boots instead? The two differences are it costs mana to equip, at the trade-off of you can still target the creature later on without opening a vulnerability window with re-equip/etc, or locking you out of targeting it if it's your only creature.

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Rancor occurrence in decks from the last year

Modern:

All decks: 0.16%

Commander / EDH:

All decks: 0.03%

Green: 0.13%