Ranger of Eos

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition Rare
Shards of Alara Rare

Combos Browse all

Ranger of Eos

Creature — Human Soldier

When Ranger of Eos enters the battlefield, you may search your library for up to two creature cards with converted mana cost 1 or less, reveal them, and put them into your hand. If you do, shuffle your library.

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Ranger of Eos Discussion

JaysomeDecks on Samut, Voice of the Wild

1 week ago

DISCLAIMER

I am particularly hard on this deck because I know the builder in person, and he has asked for some help. This is not a comment on a random deck tearing it a new one.

Samut, Voice of Dissent is not the easiest commander to build, because the deck is instantly torn between multiple possible play styles. She is strong enough to be a voltron commander, has the colors to be a general big-beast-beat-down commmander, and an ability that makes you want to play utility. Choosing what you want to focus on and sticking to it is going to be key in building her effectively.

One big problem at the moment is that your deck seems to lack focus. It has some generally good cards, like the Exert creatures, who were practically made to work with Samut, but then it has cards like Elvish Piper and Yisan Chord, while having very few creatures of particular use or great value to cheat out. (How often do you think this deck will have two high cmc creatures in hand to make use of Elvish Piper and Samut in one turn?)

Your creature choices suggest you run a big creature deck, yet you have 3 spells that copy instants and sorceries, with nothing in the deck that needs copying. You run Quicksilver Amulet, any only one creature of cmc 8 or greater. Your deck sifts through its creatures, but very few of them do anything, and a number of them reverse their effects when they leave the battlefield.

What you need to do is focus on how you want to win, not what you want to do or what would go well with your commander. Once you have the focus on that, you can find the cards in that vein that will have synergy with your commander.

There are a lot of cards in this deck that just don't need to be here. Maybe they are around from an earlier deck direction that didn't pan out, maybe some other reason, but as it is, they are generally of less value than many other cards could be.

  • Soul Warden and Essence Warden. This is not a particularly creature heavy deck. You currently have 30, and little to no token production. These cards do not have tap abilities, and so have no synergy with your commander, and your deck as a whole doesn't require a lot of life to function. It's two card slots for minimal life gain, which is a function separate from the deck as a whole.

  • Ranger of Eos. This card is strictly dedicated to fetching the two above-mentioned cards. It does not have a verity of targets, it does not benefit from untapping. It does not have significant combat value, and ultimately little value to the deck as a whole.

  • Banisher Priest and Fiend Hunter. These are just weak removal spells. They only target creatures, and they only temporarily remove them. They don't interact with Samut, and they can't be used for combat purposes since they return the exiled cards upon death. They also grant your opponents a stronger board state post-wipe.

  • Reiterate, Reverberate, and Increasing Vengeance. This is not an instant/sorcery deck. This is not a control deck. Sure, these are good for controlling blue decks, but again, not a control deck. If you want to go that direction, you have to dedicate more resources to it, otherwise, you're spreading yourself too thin and overall weakening your deck. Remember, you need to be building towards your win condition, your endgame, otherwise you end up with a deck that can delay someone else's, but without a goal of its own. (Which is essentially what this deck seems to do)

  • The Primordals. Not bad cards, but not that great. Not particularly on theme with the deck. Their abilities have situational uses, so they are cards that you hold in hand until needed, not cards that you cheat in early. They don't benefit from your commander's ability, nor do they contribute to her combat capabilities. They have ok bodies, but as far as big creatures are concerned, there are far better for the cost. Molten Primordial especially, since your current build isn't a rush deck, and you don't have many sac effects, his one-time swing won't be particularly game changing.

  • Viridian Shaman. Why? It's half a Naturalize on a weak body for more mana. I could see this in an Animar deck, where casting creatures gains you additional benefits, but this deck gains nothing from weak bodies. He neither contributes to Samut, nor does he benefit from her ability. This card is actually a prime example of why this deck doesn't work. "Too much for too little." Card slots dedicated to minor contro/removal aspects, with no advancement towards your own victory.

I'm gonna stop there. A lot of cards don't work in this deck, and as you said, this deck doesn't work. I'm not trying to be mean, I know I'm coming down hard, but hopefully these examples emphasize the core of what's wrong with this deck. I'd suggest a redesign towards a more focused approach with your end game in mind.

Better tap abilities should be included if you want to make the most of your commander's utility ability. Cards like Mother of Runes, Mangara of Corondor, and Intrepid Hero have abilities that are easy to reuse and will actually gain you value to use multiple times in a turn.

If you want to continue the cheating in mentality, big creatures that actually pose a threat, and/or empower your commander should be included. Stonehoof Chieftain is a perfect example of the cards you should be looking for for this style. By itself it's an 8/8 Indestructible with Trample. That's a threat, hard to remove. Instant boardstate. Additionally, however, it gives Indestructible and Trample to your commander, (as well as any other attacking creatures), advancing you towards a commander damage win.

Elesh Norn, Grand Cenobite buffs your commander, the rest of your field, and is a soft wipe to your opponents. And the buff synergizes well with your commander's Double Strike.

Avacyn, Angel of Hope is a fantastic cheat in. That said, you're in green. I prefer ramp to cheating in creatures as it is. But I will not deny the potential of tapping Elvish Piper twice, so long as you have useful cards to put in with her.

Bastion Protector gives your commander +2/+2, which synergizes with her Double Strike, and also provides Indestructibility. Paired with your Odric, Lunarch Marshal this is a powerful synergy indeed.

My point is that you need to find things that serve an ongoing purpose to your boardstate. If you're going big creatures, find some that work together, as well as stand alone. Think of them in conjunction to your commander, and ask what value they will have together, continuing, and towards the end of the game. During a match, you are always pushing towards the win. During deckbuilding, that same mentality should be applied.

Vman on Soul Assassins

1 week ago

Tidehollow Sculler might be a creature that can help you around. iv played some variants of soul sisters before and it works wonders for me atleast. Ranger of Eos is kinda above you're curve but its a tutor and a creature all in one so maybe you could find use of it. theres also a white card, from new phyrexia god i forgot the anme but it works like Blood Artist but its white i believe

zephyr_chang on Infinite Combo Norin Sisters

1 week ago

Maybe if you are worried about getting mana flooded you can play fetch lands such as Arid Mesa? I was going to comment on your other land choices as well - Battlefield Forge is quite painful for you since only 18 out of 42 nonland cards in your deck has a colorless mana symbol; Temple of Triumph comes into play tapped unconditionally and Temples usually only see play in decks that need to search for a particular card (combo), or control decks.

And yeah sure, you are definitely right in saying that the combo in a self labelled combo deck is not the only way you can win. You only play 2 of each card, it's more like a gotcha! if you happen to draw them.

You sound like you place more stock in going down the aggro route hitting with weenies, maybe you'd want to try Champion of the Parish? He should grow pretty fast with the majority of your deck being Humans and with the Norin triggers. He can be Pridemate 5-8. Otherwise, the rest of your deck are 1/1s who are probably not getting through in combat. Wall of Omens seems odd in this deck - I'd imagine you can gain enough life without having to chump with it. Manamorphose is redundant if you can fix your colours through fetches - it is only a card draw since it replaces itself.

Felidar Guardian and Restoration Angel are good ideas for this deck. They also trigger Ranger of Eos for more card advantage. I'm going to try some number of those cards in my list. Cheers!

Mr_Radical on Karlov exiles you from his land

2 weeks ago

Ranger of Eos to fetch your soul sisters (they easily provide the most lifegain triggers in the deck).

stewa238 on Samut, Voice of Dissent EDH (Human Tribal)

3 weeks ago

You should try Urza's Incubator or Mana Echoes, they work great in tribal decks. Metallic Mimic would also do well here. Glory-Bound Initiate, Ranger of Eos, and Soul Warden would also work nice in this deck. Lastly, Norin the Wary would go well in here too with all of his ETB triggers.

kamarupa on Cocaine

4 weeks ago

Thanks for the suggestions, GabeCubed, I really appreciate you taking the time to look this deck over and make so many suggestions.

Path vs Journey/other lesser white removal: Sure, Path is good. But I don't think it's $6 good. Giving opponents an extra land is, IMO, an understated disadvantage. The CMC isn't the issue with Journey, it's that it's an enchantment and therefore subject to removal. All things aside, I've chosen Journey because the CMC is bearable, it doesn't cost that much to buy (This is a budget deck; also, I've had a full set for years now anyway), and it doesn't give opponents any huge advantage. Believe it or not, that free land Path grants can turn out to be really bad.

18 lands is good here. If you look at the curve, you'll see there are very few cards over 2CMC. This deck can work surprisingly well with just 2-3 lands out. I don't usually have as much land out as opponents, but it wins anyway. Running fewer lands here means more slots for 1 drop creatures.

Angelic Overseer fits because all my creatures are Human (not Soldiers). Having a hexproof, indestructible flyer can be a fun nail in the coffin, but I don't expect to draw it often or play it often, or even need it at all. It's pretty much in there for fun because there are no other high CMC spells in the deck.

Yes, the theme here is +1/+1 counters. All the creatures here have a way to get counters on their own. If/when Abzan Falconer hits, the deck usually wins. Even without the Falconer, this deck consistently puts out 4-5 creatures that all exceed 4/4 by t4-t5, and that's usually fast enough to out-big opponents turn after turn.

Ordeal of Heliod would probably be the first card I'd consider dropping. I like it because I can cast it on a creature with 2 +1/+1 counters already on it, add an extra counter and get 10 life all in the same turn. That gives this deck that extra staying power that can mean the difference between winning and losing. It's also good for sideboarding out, which is great. I see a lot of decks with all their removal in the sideboard, but nothing in the mainboard that can easily be taken away. Celestial Flare is great because it gets around hexproof and indestructible, which in my tiny circle, is clutch. It also sees a lot of back and forth in and out of the sideboard. Since almost the entire deck can be played for 2CMC or less, I end up top-decking pretty quickly. Tezzeret's Gambit is absolutely amazing here. Adding a +1/+1 counter to each of my creatures (think about that with Mikeaus, the Lunarch!) and drawing 2 cards is just sick.

Honor of the Pure is okay, but I see it as weaker than things that give permanent counters. For example, Mikeaus, the Lunarch gives each creature I control a +1/+1 counter. Even if Mike is removed, the counters stay. With Honor, if it's removed, all my creatures suffer. Add in that Honor doesn't have a body, and it doesn't look so great. When Mike hits, Champs and Lieutenants get pumped on the spot because of their tribal effects. Honor, being an enchantment, is not as good.

Metallic Mimic gets removed almost every time I play it. I added 2x in because having 2 Mikes in hand sucks. My real issue with the Mimic is that it only works when it gets out early. Late game it doesn't do much. I've considered running Adaptive Automaton, but I don't really like the its CMC. The other creatures I've been considering is Hanweir Militia Captain  Flip or Ranger of Eos - both would equate to major pumps for my other creatures, tho Ranger's CMC would require a larger land base.

I've looked through a lot of cards judiciously for this deck. The weakest points are Hada Freeblade and Kazandu Blademaster - I don't want to go full on Allies - there aren't enough that fit the theme - but there aren't better low CMC creatures that generate their own counters. It's not great when A Blademaster hits but then stays stuck at 2/2 while other creatures get larger around it. For that reason, sometimes I make Mimics Allies instead of Humans, which also isn't ideal, but often works out anyway.

RJGiel on Sigarda humans/tokens

1 month ago

This advice is for going full Human Tribal, so no soldiers and spirits.



Fipsomat on White Soldiers Win

1 month ago

Are you still looking for card draw? If so, try Thraben Inspector. If you're open for suggestions or want to try other soldiers, I'd say give Kytheon, Hero of Akros  Flip and Ranger of Eos a chance. Kytheon is very useful in a deck like yours. The Ranger provides a huge boost in terms of drawing.

In my deck Thalia and her white Army I started off as Soldier tribal but somehow drifted into a Human/Soldier deck. I think I want to try Infiltration Lens. How did it work out for you so far?

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