Ranger's Path

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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

Ebay

Recent Decks

Ranger's Path Discussion

shadowkass on Xenagos' Stompy Elves

2 weeks ago

Hello!

Lets have a look at some possible additions: Savage Ventmaw would be good as you can haste it then get 3 and 3 the same turn, allowing you to cast more.

Malignus is a must, he can kill a person in a single swing in your deck, especially with Rogue's Passage (which should also be an addition.

Hydra Omnivore For those bigger games, and his a big boy.

Etali, Primal Storm For those same cast turn swings that should get you some nice stuff.

Ruric Thar, the Unbowed would be amazing, more so if you're looking at going creature focused.

Hellkite Tyrant for steeling all the artifacts and a long drawn wincon (Vs artifact decks).

Mina and Denn, Wildborn should replace on of your elves.

Blightsteel Colossus is also a big wincon for you.

That's it for creatures for now.

Chaos Warp its an important card in red, its removal of used for keeping your own things safe. This is a fantastic instant for you.

Blasphemous Act is an amazing removal card you should add.

Defense of the Heart is amazing at getting creatures for you. Lurking Predators can cheat some brilliant things in, Greater Good gives you some amazing card draw as does Sylvan Library .

Now lets look at some mana ramp: Cultivate Rampant Growth Farseek Skyshroud Claim and Ranger's Path These should sort out any mana you need to find.

Land wise: Rootbound Crag Cinder Glade Spire Garden Temple of Abandon Stomping Ground Game Trail Kazandu Refuge and Fire-Lit Thicket sort out your duel mana.

Skarrg, the Rage Pits Kessig Wolf Run Rogue's Passage Reliquary Tower Yavimaya Hollow Ghost Quarter and Maze of Ith are brilliant for being utility.

Spinerock Knoll and Mosswort Bridge are amazing single colour for extra things.

And Nykthos, Shrine to Nyx is highly recommended.

Domri Rade and Garruk, Caller of Beasts are amazing plainswalkers for you.

OH! don't forget Ghalta, Primal Hunger

Odysseus_97 on [[Primer v3.3]] - OM_RATH!!! (2018 Update!!!)

1 month ago

VexenX: Well since the deck is 87% Green, and the only card needing double red is Omrath himself, and the only other 7 red cards in the deck only need single red, it really seems like Ranger's Path is just a strictly better card in this case. Ranger's Path in this deck instead of Explosive Vegetation will find the red mana needed to cast Omrath, and neither ramp spell would let the lands enter untapped if it was needed to cast Omrath the same turn. Furthermore, it would reduce the number of ramp spells restricted to finding basics which also seems very good, since it could lead to a reduced number of basics in the future if similar new ramp spells is printed, like Hour of Promise :) I think it's a swap right away, unless there is a more underperforming ramp spell to replace, but i can't really see which one it should be :)

In regards to removal, Beast Within takes any permanent even lands, so this could be nice to include. But if you are going to add removal, it is not very reliable to only have 1, then you would need at least 3-5 to make it more consistent which is a key essential in any optimized build in my experience. Furthermore it would be hard to figure out what to cut to run a bigger amount of removal, and removal and hate cards are very meta dependent. So a creature heavy meta like your own won't need a lot of removal cards. Obviously if they ever print an Aura Shards in these colours put that baby in right away :)

Hate cards and removal are always the hardest to make objectively correct in my opinion as amount and which cards are best, change depending on the meta. A few cards are objectively very strong and ALMOST needs to go in every deck they can, like Anguished Unmaking or Beast Within.

In case to Vandalblast & By Force, these are more meta dependent, or needed if one deck has a tough time dealing with artifacts. I change decks very often and i have multiple decks, and a lot of players in my meta does the same, so including hate cards are often a waste since they can be awesome in one case where you draw it and play against the right decks, otherwise they are horrible. So cards like Grafdigger's Cage, Torpor Orb and similar effects are very inconsistent. Torpor Orb hits cards in almost any deck so that is a better hate card than most, but still very inconsistent.

Hope you can use some of my thoughts, even though this comment ended up being quite long :p

SynergyBuild on [[Primer v3.3]] - OM_RATH!!! (2018 Update!!!)

1 month ago

That works for the Ranger's Path switch. Vandalblast I find worse than By Force, because a number of the time someone drops a Grafdigger's Cage shutting out a Karador deck, and you just want to blow up every artifact your opponents control except that hate piece. By Force will do the trick! I get that in this list Bane of Progress might not work, but many Omnath decks aren't going to use that many enchantments, and would just like it as a large beatstick elemental that also blows stuff to smithereens.

VexenX on [[Primer v3.3]] - OM_RATH!!! (2018 Update!!!)

1 month ago

So, two big topics here are 1) non-creature removal and 2) Ranger's Path.

1) The whole removal thing has been a highly discussed topic over the past few years. We obviously dont need creature removal in here thanks to Om_rath. I have opted out of playing non-creature removal purely because of my meta, which is very creature/commander focused. This being said, highly saturated creature removal has historically been more then enough for me. When I use to run non-creature removal it would sit in my hand forever, or I would just win without ever using it. The best removal to run would of course be Beast Within, Chaos Warp, Vandalblast, and Decimate. I'm not a big fan of Bane of Progress in here because of all the key enchantments we run.

2) You guys are definitely right about Ranger's Path. Do you think I should just remove Explosive Vegetation?

Odysseus_97 on [[Primer v3.3]] - OM_RATH!!! (2018 Update!!!)

1 month ago

SynergyBuild

Skyshroud Claim: Yes, this one is better

Explosive Vegetation: Ranger's Path fetches for non-basics, so it is actually somewhere between Skyshroud Claim & Explosive Vegetation depending on ones need to fetch out basics.

In this deck where VexenX has included lots of dual lands with the land types, Ranger's Path might actually be strictly better than Explosive Vegetation

zaytsevi on [[Primer v3.3]] - OM_RATH!!! (2018 Update!!!)

1 month ago

what about Ranger's Path. seems pretty good

FancyTuesday on

2 months 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

2 months 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.

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