Ranger's Guile

Legality

Format Legality
Noble Legal
Frontier Legal
Vintage Legal
Modern 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
Magic 2015 Common
Magic 2014 Common
Innistrad Common

Combos Browse all

Ranger's Guile

Instant

Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

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Ranger's Guile Discussion

Gattison on Join the Herd

5 days ago

Hey there, interesting build. I like obscure stuff like this. I do have some ides for you, too.

First of all, with an average CMC of just over 2.0, 25 lands seems way high. Do you draw too many lands if games go to 10-15+ turns? I would try 20, maybe 21 lands in this deck, personally.

With those four new slots, how about some draw, such as Ponder, Brainstorm, Serum Visions... hell, even Divination or Counsel of the Soratami would work nice because Coiling Oracle can help you ramp.

If not draw power, then maybe recursion? like Reclaim? or protection, like Ranger's Guile?

Also, I would only do 3-of Simic Growth Chamber & Thornwood Falls each. Full playsets (4-ofs) are for cards you don't mind seeing in your opening hand, 3-of is for when you want to draw into it every game, but don't want it clogging up your opener. You seem to know this, but I'm just being clear. You don't want slow-lands on T1-T3.

Wings of Velis Vel seems like an under-performer here. All your creatures are already aurochs, so you don't need the second part. I think you'd be better off with the classic Giant Growth. it costs less, and if you use it on an Aurochs Herd, it'll become a 7/7, not remain a 4/4.

Crown of Ascension definitely seems cool here, though. Crown of Vigor might fit in as well, if you have any space left. happy playtesting!

EDIT: Also, you should add the "Aggro" and "Tribal" hubs to your deck's categories for maximum exposure. As well as "U/G Simic."

Xica on Pump *CLAP* You Up

1 week ago

Here are my 2 cents on the topic of infect decks.

In the current meta with all the removal flying around the main challenge isn't keeping up with other deck in speed, but having the consistency despite the amount of removal that exists in the format.
Girxis death's shadow for example has the same number of creatures, but as many removal as infect has pump spells.

Thus i would advocate to increase the ways to put creatures on the field, and to only use pump spells that double up as protection from removal (with the exception of a few power houses).


Sadly manlands are not true creatures, especially in a deck that needs to pump its creatures to win, Inkmoth Nexus takes up 2 lands to activate, and you need something extra to pump it.
Thus your effective creature count is 8 -> 65% chance to have 1 or more in your seven opening cards. It could be argued that having one is insufficient, specially in a build that cannot reliably protect them.
Please add 1 more playset of creatures!

Mutagenic Growth; Become Immense; Rancor - are the tree strongest power ups for creatures, for recursion, lack of cost and raw power (also mutagenic growth fuels become immense very nicely)
Other than these i would focus on stuff like Vines of Vastwood; Blossoming Defense; Simic Charm - which does everything this deck wants; and some cards that may or may not warrant a place Ranger's Guile; Heroic Intervention; Woodcutter's Grit

I would also consider utilizing the graveyard, its unexpected, and can prove very powerful.
For one if you can fill the grave fast Become Immense soon become a game ending threat, if you add Tracker's Instincts it can both help you out if your creatures get murdered, and to fill your grave to get +6/+6 faster.
You may even consider Pieces of the Puzzle - if the 3 cmc cost is not prohibitively expensive - since it is a Collected Company for pump spells, that can also help to pay delve costs.

I would cut things that don't help you in attaining your goal.
You will mainly use counterspells to protect your creatures, so i would switch them for pump spells that have hexproof or indestructible beside the growth effect.
And in the current meta artifacts are a liability.
People will pack removal, and you lack ways to protect them, beside that Livewire Lash requires the mana investments of two solid turns to attain a functioning state - equipped on a creature.

Mandalorian on Hydra

1 week ago

If you want to speed your deck up you could add more mana dorks, preferably ones that come down on turn 1, like Birds of Paradise or Elvish Mystic.

If you want to protect your creatures you could play discard spells to play in the early game and take their removal like Inquisition of Kozilek, Duress, and Distress. Or you could play protection spells to play in response to a removal spell like Blossoming Defense, Ranger's Guile, and Vines of Vastwood. Personally I like discard spells more since they have more utilization.

criddlegakes on Green, Revolting and Blinking

1 month ago

Thanks, I'll definitely throw the budget tag on. The only reason I have Ranger's Guile over Blossoming Defense is because I built the deck before Kaladesh/Aether Revolt, haha

Peppyroni on Green, Revolting and Blinking

1 month ago

This is a cool little deck. Love it. You could probably add the Budget hub to your deck for a few more views. Budget builds seem to attract more attention and your deck is cheap for Modern.

Card-wise, all I can suggest would be Blossoming Defense over Ranger's Guile.

solarPULSAR on Need help for my friend

2 months ago

As previously stated, his best bet is . Who cares about board wipes when you can just bring everything back from the dead anyways? Another user mentioned Heroic Intervention, theres also cards like Asceticism, Blossoming Defense, Vines of Vastwood, Ranger's Guile that can be used by green to protect his critters.

mtgplayer100 on The Big Ramp

2 months ago

Why aren't Ranger's Guile just Blossoming Defense instead.

Garruk Wildspeaker works really well with Nykthos, Shrine to Nyx, and Genesis Wave is a real nice payoff.

-Orvos- on Hydra's Menace

2 months ago

Mutant's Prey: for one mana you can use a hydra of yours to kill an opponents creature

Blossoming Defense: hexproof defense or +2/2 offense for 1 mana (there is also Ranger's Guile that is the weaker version of this)

Genesis Hydra: let's you dig into your deck for creature cards that you need

I don't get why you have the life gain in this deck. It slows down your ramp. If its there to keep you alive to play your hydras, just about any Defender with mana generation would do that better. Sylvan Caryatid would be my suggestion.

You also have some mechanics in this deck that to me seem just flashy, or "win more". Corpsejack Menace for example costs 4 to get out. That same 4 mana could be used on a hydra or to get more ramp out. Corpsejack is a late game or commander card in my opinion and you dont want this deck to go too far into the late game.

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