Rancor

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Eternal Masters Uncommon
Magic 2013 Uncommon
Planechase 2012 Edition Common
Archenemy Common
Duel Decks: Garruk vs. Liliana Common
Urza's Legacy Common
Promo Set 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.

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Rancor Discussion

Bovine073 on The Daily Bogle

11 hours ago

First off, love the name. +1

Now, for some criticism. 14 creatures plus an arbor is simply too many. You need to trim it to 12-13 total. Also, I am very against running arbor in bogles decks. It is too slow, we should be making a T1 play anyways, it sucks against Jund (which is supposed to be what it is here for), and literally dies to every removal spell ever, netting us a land loss as well, and a heck of a lot of tempo.

As for your manabase, cut the Groves and Bastion immediately for 4x Razorverge Thicket.

Your sideboard looks good, but not sure why you are running Seal over Natural State. I mean yeah it can dodge chalice on x=1 and combos well with Ethereal Armor, but the one mana difference really makes a lot (and the fact that they know it is coming, and can destroy it before playing a key artifact or enchantment). My meta doesn't have infect or bogles besides me, so I run no Blessed Alliances. With 4 paths though, I have a fighting chance at least.

Open the Armory and Ordeal of Heliod are both too slow, in my opinion. I would suggest mainboard paths if you cut anything. 20 lands is good. Your aura choice is different than mine (I run no Unflinching Courage or Keen Sense) but it looks pretty darn solid.

But Gryff's Boon, now that seems interesting! How has that been working out for you? I love that it has late game Rancor-ness and that it gives flying. I may have to try it!

TheVectornaut on The deep woods

1 day ago

I second Voyaging Satyr as an option. You could also consider Arbor Elf for the synergy with enchantments like Utopia Sprawl. I think the average cmc of this deck is actually too low (that might be the first time I've ever said that XD). The deck has a lot of ways to ramp but fairly little to do with that mana. I'd want a few more finishing plays; either big dudes like Engulfing Slagwurm, Craterhoof Behemoth, etc. or other ways to sink some mana like Overwhelming Stampede, Genesis Wave, etc. Garruk Wildspeaker, Primeval Titan, and Harmonize are some other cards I've had success with in ramp. If you're more interested in keeping costs low, switching from ramp to stompy (which some parts of this deck already resemble) is always an option. Experiment One, Leatherback Baloth, Strangleroot Geist, and Rancor are cards I'd recommend for that archetype.

OpenFire on WG Heroic

2 days ago

Path to Exile is much better than countermagic. I would also definitely cut Collected Company, this is not a company kind of deck. Rancor would be a great replacement.

total_euphoria on Stompy

5 days ago

You don't need Rancor when you can have Primal Rage. How about Keen Sense for draw power?

ClockworkSwordfish on Green Pauper Stompy - Old Frames Only

1 week ago

Automatic +1 for any deck that's all old-look!

Monogreen stompy is a fun one, too. You're definitely going to want four Rancor in there. Briar Shield is arguably better than Giant Growth in stompy decks - your opponent sees it coming, but you don't need tricks, only all-out offense, and it gives +1/+1 before you need the one-time boost.

Considering your curve is so crazy low, you probably have too many lands. Old stompy decks sometimes ran as few as ten! I'd at least take four out for four copies of Land Grant, which is "free" and helps with land drops. Another trick comes with using Quirion Ranger, who lets you get an extra mana if you haven't played a land that turn - or two extra mana if you have a Llanowar Elves in play.

Good luck with your noble venture, hope I've helped!

Delta-117 on None

1 week ago

Although Rancor I find is a compelling reason to run Ichorclaw Myr instead.

rothgar13 on Ichorclaw myr vs Blight mamba

1 week ago

I'm assuming this is a budget deck, because for most Infect decks, the answer is Inkmoth Nexus. With that in mind, I prefer Ichorclaw Myr, as its ability can be combined with something like Rancor for some pretty nice results.

BlueScope on Which creature abilities can a ...

1 week ago

Something that wasn't really answered is whether a creature can have multiple instances of an ability - yes, it can. A Charging Badger enchanted with Rancor will have Trample, Trample, and Emrakul enchanted with Eldrazi Conscription will have Annihilator 6, Annihilator 2. There is no special rule about some abilities being applicable only once, and others multiple times, and the statement about redundancy is there mostly for clarification reasons, as you can already deduct from the abilities' way to function whether it's going to have additional effects in multiples.

Unlike what Neotrup's answer states, the function of an ability determines whether it's effective in multiples, not the rules, and certainly not the type - most prominently, not every static ability is redundant in multiples, not even by a long shot.

To give an example, Buyback (a combination of two static abilities) is not redundant at all, as a card could have both Buyback and Buyback , for example, which is obviously different than a card that just has Buyback . Even two instances of Buyback wouldn't be redundant, as you would get the option to pay an extra or while casting the spell.

Here's a list of static or part-static keyword abilities not redundant in multiples:
Buyback, Fading, Amplify, Kicker, Flashback, Affinity, Modular, Sunburst, Splice, Offering, Dredge, Bloodthirst, Replicate, Graft, Suspend, Vanishing, Absorb, Evoke, Prowl, Conspire, Devour, Overload, Bestow, Tribute, Hidden Agenda, Dash, Awaken, Surge, Emerge, Escalate, Undaunted

While you might argue that there's no way (yet?) to give cards multiples of some of these abilities, they're still not redundant by design, only by environment - future cards may allow currently existing cards to function differently, and it very well wouldn't be the first, second, or even third time.
Getting back to the point of the phrase "[some ability] is redundant in multiples" not being the last word, some but not all of the static abilities I listed will state "If a creature has multiple instances of [some ability], each one works separately.". This is independant of actual application (for example, it's listed for Amplify, even though there's no way known to me how you could give a card multiple instances of Amplify), and it's not at all stated for every single non-redundant static ability.

While I'm at it, to give an example where activated abilities are redundant: If you control a Puresteel Paladin and three Lightning Greaves, each Greaves will have Equip , Equip . Activated abilities can each be activated, so they're never by definition redundant - but in this case, they're redundant by application, due to their function.

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