Ranger's Path

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2013 (M13) Common

Combos Browse all

Ranger's Path

Sorcery

Search your library for up to two Forest cards and put them onto the battlefield tapped. Then shuffle your library.

Price & Acquistion Set Price Alerts

M13

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Ranger's Path Discussion

FancyTuesday on Catgon Paintrain WIP

2 weeks ago

I think you may want to be a bit more careful with the phrase "price is no issue." It's one thing to say you're willing to spend a couple hundred bucks to pack in some real firepower, but if you tell folks there's no ceiling on this Wonkavtor I can (and will!) go ahead and suggest a $1000 in mana base upgrades.

ABUR duals - Badlands, Taiga, Bayou
Best in their class, but totaling over $700 they're the lowest bang for your buck

Filters - Graven Cairns, Fire-Lit Thicket, Twilight Mire
Under most conditions these filters are better than any other land, letting you turn a single of one color into double of another

Shocks - Blood Crypt, Stomping Ground, Overgrown Tomb
Shocks are very strong in EDH because the damage they do is mitigated by starting at 40 life, and it's an option you elect as needed. They also boast land types, which makes them ramp targets

Fetches - Bloodstained Mire, Wooded Foothills, Verdant Catacombs, ...
Fetches hit shocks and ABURs, so they function as wildcard lands that can always fix any two color hole you have

Ramp Suite:

You can save a good deal of money and cut all the / lands without hurting yourself much since the deck is mostly , and ramp lets you fix. Though they're still strictly better than just a straight Swamp or Mountain. That said, even at 50% green spells that's not enough reason to be running Emerald Medallion over basically any rock.

Alright, that about covers it for the mana base. I've run out of suggestion boxes so I'll break this into two posts.

elfric on Grand Warlord Radha EDH

3 weeks ago

if you want radha then go for creatures. rituals are not what you want as they will make you suffer inconsistency and make you burn out too quick as you dont have an efficient combo deck that wins the turn it plays its rituals.

Sisay's Ring, Ur-Golem's Eye, Thran Dynamo, Hedron Archive, Ranger's Path, Skyshroud Claim, Hunting Wilds, Explosive Vegetation, Worn Powerstone....

what these have in common is card advantage as they deliver 2 mana from 1 card. put in all the big creatures you like and add some cards to draw you cards (in green there is lots about drawing for as much power as your creatures have) to refill your hand and not lose to a Wrath of God.

of course you want a minimum of 6 cheap(manawise) interaction spells like Naturalize to remove cards that hinder you from winning.

so your planeswalkers and artifacts seem ok.

cut all those little ramp creatures and sorceries that only get you +1 mana.

cut all rituals and x spells. comet storm is the only one thats ok to run even if no spellslinger deck as it can be a decent wrath or a finisher and is instant speed.

cut all ramp spells that are way above the curve.

you want turn 2 radha, turn 3 compact ramp, turn 4 get the action going.

maxon on

1 month ago

OK, so looking at your deck list it's apparent you're going full on 'walker style. I think if you're going to keep it this way, you should think about including more creature wrath. Damnation, Wrath of God, Day of Judgment, and In Garruk's Wake come to mind. This way people can't just swing at you unimpeded.

I also have a Jodah deck (Monsters, Friends, and the Right to Replicate), and I packed that sucker full of the kind of ramp where you pull land out of your library and put it into play.

Those spells include: Collective Voyage, Farseek, Urban Evolution, Explosive Vegetation, Ranger's Path, and Tempt with Discovery. I also have some creatures that grab land. Those are Farhaven Elf, Ulvenwald Hydra, and Yavimaya Dryad. Llanowar Scout fills a similar role. (I'm still tweaking this deck, but right now I'm happy with the ramp package. I did however have to up the number of basic lands to really benefit from the spells I selected.)

For extra benefit from all the land entering, I added Tatyova, Benthic Druid and Emeria Shepherd.

I think it's important to grab lots of land because you want to be able to use Jodah's ability as much as possible so you need all your colors.

Now that you have tons of land at your disposal, you have room for a secret weapon. A personal favorite of mine, Biovisionary and Rite of Replication. I include a Silence to ensure no one effs with the win. Worst case, you draw a counterspell with Silence. Cool thing with Biovisionary is, unlike most triggered instant-wins (like Mortal Combat), is this triggers at your endstep so you just do the thing, end your turn and win.

I also recommend trying Muldrotha, the Gravetide. It will let you cast 'walkers from the grave. It's stupid good.

For now, that's all I have. Gotta go back to work. Let me know what you think.

Avulth on Eldrazi, Decimaters Eternal

2 months ago

I'm thinking of building a deck like this. Have you found that Hunting Wilds and Ranger's Path are worth it? You have the shocks for it to be color fixing, but I could imagine it failing to find and even if not it seems clunky.

lilgiantrobot on And Lo, the Wyrm Cometh

4 months ago

Wurms are the best! I run a Saskia Wurms list. To maximize your wurms though, you need to majorly increase your ramp. Start with the usual suspects of Cultivate, Kodama's Reach, Rampant Growth, Nature's Lore, Skyshroud Claim, Explosive Vegetation, and Ranger's Path. You're cmc is over 5 right now, so you want as much mana as possible!

I'd also add some more draw. Elemental Bond & Triumph of Ferocity should both draw you plenty of cards. Kavu Lair is another choice, and since it helps other people the table may be more likely to let it stick around. Its not my first choice, but Overwhelming Instinct is so wurm-flavor heavy that it should be considered for that art alone.

From your maybe like Lurking Predators is great, and Zendikar Resurgent will help a lot with mana and draw. I also like Evolutionary Leap for when board-wipes hit. But definitely start with more ramp!!

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