|Commander / EDH||Legal|
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|Magic 2013 (M13)||Common|
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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
|Have (8)||plof , ironax , Fiolek , richardmv , MythicWinter111 , rikertchu , nakni , itheoryz|
|Want (8)||Zomgasa , samuelianstorm , Aldolain , Supremespeed , bbtancakes , BringerOfStorms , Brissan , Killingfool|
Ranger's Path Discussion
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.
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
- Mana Crypt - If you have the cash this is an auto include; it's a 2nd Sol Ring
- Worn Powerstone - Strong in any deck with a moderate to high CMC
- Kodama's Reach - A second Cultivate, which is good enough to want two of
- Skyshroud Claim, Hunting Wilds, Ranger's Path - If you have duals with the "Forest" type these all become very powerful
- Tempt with Discovery - Hits nonbasics, the more opponents that bite the more it benefits you
- Ulvenwald Hydra - Ramp on legs, hits nonbasics
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.
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.
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.
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.)
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.
2 months ago
- Worldspine Wurm
- Ulamog, the Ceaseless Hunger
- Sandwurm Convergence
- Praetor's Counsel
- Akroma's Memorial
- Warstorm Surge
- Avenger of Zendikar
- Chromatic Lantern
- Dragonmaster Outcast
- Multani, Yavimaya's Avatar
- Greenwarden of Murasa
- Hour of Promise
- Creeping Renaissance
- Ranger's Path
- Second Harvest
- Nylea, God of the Hunt
- Undergrowth Champion
- Farhaven Elf
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.
4 months ago
I didn't expect so many options! Here's what I'm interested in...
- Crop Rotation
- Sakura-Tribe Elder
- Avenger of Zendikar
- Tempt with Discovery
- Sylvan Scrying
- Rampant Growth
- Nissa's Pilgrimage
- Kodama's Reach
- Explosive Vegetation
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!!
5 months ago
Etali, Primal Storm, Neheb, the Eternal, Outpost Siege, Avenger of Zendikar, Craterhoof Behemoth, Beastmaster Ascension, Nissa's Pilgrimage, Cultivate, Kodama's Reach, Farseek, Ranger's Path, Explosive Vegetation, Rampant Growth, Sol Ring, Rushwood Herbalist, Trolls of Tel-Jilad, Tel-Jilad Lifebreather.