Search your library for up to two Forest cards and put them onto the battlefield tapped. Then shuffle your library.
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Ranger's Path Discussion
1 week ago
Looks like a good start.
Other Suggestions for cards to look at:
1 week ago
Jmax13, thanks for taking the time to comment! Those are some great suggestions, I definitely overlooked Sunforger in this deck. And yeah, given budget considerations I typically have few fetchable duals, hence going for the lower CMC, basic-only ramp spells, but for a 3-color deck, I think you're quite right about Ranger's Path et al. Thanks!
1 week ago
Hey man! I'm also building a sort of voltron Samut. Love the idea. There a couple things I'd suggest here. Sigarda, Host of Herons is an auto in this strategy. Yeah, Samut has flash and haste which makes her easier to get back and start swinging, but sacrifice effects will almost always hose voltron strategies. She will stop that. And is not a bad 5/5 flying hexproof body if you can't keep samut out for whatever reason.
I sense that your deck is a bit on the budget side, so I won't suggest the obvious cards like swords of x and y. However, I really think you should run sunforger. I found it to be amazing in this deck. Voltron decks often run so attack heavy that they have trouble with having answers. Sunforger will allow you to find answers in your deck at instant speed so long as you can keep RW mana up. This also leads to some awesome combat tricks. (like casting ride down out of your deck at instant speed in response to a block on samut). Bonus points if you include Mistveil Plains to recur your instants into your deck.
Last, I feel like Skyshroud Claim and Ranger's Path are strictly better than Kodama's Reach and Cultivate. They have been fantastic in my deck and they are cheap cards comparitively to their power. Both cards suggested fetch non basics (you could pick up the bicycle lands from ammonkhet for pretty cheap) allowing you to use both to fetch all three of your colors.
Just a couple ideas. Hope it helps!
3 weeks ago
- Roughshod Mentor
- Frontier Siege
- Skyshroud Claim
- Momentous Fall
- Garruk Wildspeaker
- Soul's Majesty
- Karametra's Acolyte
- Ondu Giant
1 month ago
Generally Tempt with Discovery is best when grabbing broken lands like Gaea's Cradle, Cabal Coffers, or Urborg, Tomb of Yawgmoth but you don't have one but you're letting an opponent (potentially) get theirs. Might just be better to replace with a Ranger's Path, Nissa's Pilgrimage, or Search for Tomorrow.
Is there any other wincon besides Craterhoof? I like decks with multiple outs for diversity's sake, personally. If you generate plenty of mana and can get Kruphix out for a few turns why not a Blue Sun's Zenith for a mill win? Or add Laboratory Maniac for a win that way? Or the classic Helix Pinnacle route? Complementing your cloning effects is Mechanized Production for multiple of a helpful artifact but also a win if people cannot answer it.
Due to Zenana and company contributing to always having a fist of 7+ lands I like Sage of Ancient Lore Flip, Overbeing of Myth, Aeon Chronicler, etc. as beatdown options who work nicely with Thassa, God of the Sea.
1 month ago
People have already done a fine job of suggesting creatures (personally, I run all value-driven dudes in Gruul), so I'll reccomend some lands instead. Skarrg, the Rage Pits is essentially a free spell to grant trample, and Rogue's Passage likewise can get your guys through; ordinarily, I'm not too big on the card, but it could do some work here. Spinerock Knoll should be easy to trigger (heck- it doesn't even have to be you doing the damage), and Yavimaya Hollow is an oft-overlooked means of saving a key fatty. Being only two colors, and having access to great ramp like Skyshroud Claim, Hunting Wilds, and Ranger's Path you could cut some of your lesser dual lands for basics; and by increasing your mountain count can run Valakut, the Molten Pinnacle (kills an opponent with Boundless Realms). Lastly, as you run some fat-astic monsters, a Homeward Path is a reasonable concession to the blue decks running about. Cheers and God bless. -McDeity
1 month ago
The Archers of Qarsi should be in the sideboard at least. Also, Naturalize is almost always better than Springsage Ritual (and should be in the sideboard as well). And it's probably better to play some Nature's Lores than Ranger's Path.
1 month ago
I think your mana base is a little messy.
- There's no need for the Panoramas (Bant Panorama and Naya Panorama), you could just go with Terramorphic Expanse and Evolving Wilds.
- Checklands (Rootbound Crag, Hinterland Harbor and Sulfur Falls) and Bouncelands (Simic Growth Chamber, Izzet Boilerworks and Gruul Turf) benefit most from decks having more basics, so I'd tell you to replace some utility lands with basics (drop Alchemist's Refuge, Desolate Lighthouse and maybe even Kessig Wolf Run)
- Manlands (Lumbering Falls, Raging Ravine and Wandering Fumarole) aren't all that useful in EDH. Considering the amount of lands in your deck, I think you might want to cut them as well.
- Considering the amount of card-draw in the deck, you might want to consider Reliquary Tower
As for ramp in itself:
- Gilded Lotus is amazing, but it only nets you one color of mana, which can be a bummer at times.
- I always advocate for the use of all available signets (Simic Signet, Izzet Signet and Gruul Signet in your case), since they fix your colors in the early game and help you ramp up a bit (plus, a Sol Ring + Signet starting hand can go crazy pretty fast)
- Thought Vessel and Mind Stone are other 2-mana artifacts with some great extra utility.
Cards I don't like/I don't find useful enough:
- Crystal Shard - Reusable bounce is good, but I don't think this card is good enough to be here.
- Ranger's Path could be replaced with Nissa's Expedition (if you tap a creature it's exacly like a Explosive Vegetation) or Nissa's Renewal (costs more, but gets you 3 lands and 7 life). Or simply drop it. You run too few basics and with all the sorcery ramping you might run out of lands to search for...
- Recurring Insight - In the late game where you can give in to the luxury of spending 6 mana to draw some cards it can be great, but I'd rather use it in a See the Unwritten or Seasons Past or Selvala's Stampede or Saheeli's Artistry.
- Zendikar Incarnate - poor defenses and no trample. You can do better. Mystic Snake or Ogre Battledriver or Master Biomancer or Faerie Artisans (you can clone the token with Riku in order to keep it)
- Charmbreaker Devils can be good, but they might do nothing as well
- Deadwood Treefolk doesn't seem that appealing to me either; specially considering it only gets back creature cards. Greenwarden of Murasa is almost strictly better (bigger body and returns any card, but no "leaves the battlefield" trigger)
- Rampaging Baloths seems out of place. Yes, it creates some good tokens for playing lands, but generating 1 trample-less 4/4 per turn seems pretty bad. This creature is better suited for landfall-based decks in my opinion.
- Sphinx of Uthuun and Fact or Fiction are cards I just can't enjoy. I think the impact they make is negligible in the game, but I understand the appeal and sometimes it can be quite interesting. I'd say keep the creature and ditch the spell.
Other suggestions (mostly more creatures to use as a toolbox):
- Farhaven Elf another ramp on a stick.
- Reclamation Sage is a staple in the format for a reason
- Peregrine Drake generates infinte mana in conjunction with Deadeye Navigator and gives you some quick ways of ending the game (such as paying buyback of Capsize to Upheaval everyone but yourself constantly)
- Triumph of the Hordes - another win con
- Ghostly Flicker gives you a way to reuse ETB triggers or save something from removal. Also has a combo with Peregrine Drake + Archeomancer.
- Coiling Oracle forces you to reveal the top card, but the fact that it ramps if it's a land makes it so much better
- Phyrexian Ingester - removal on a stick. You could also go with Duplicant
- Drowner of Hope - never underestimate this little guy, since it's quite versatile. The "sac a scion: tap a creature" has saved me quite a few times and it can also work as some sort of ramp tool (It costs , but it refunds with the tokens).
- Nim Deathmantle brings a creature back for one more round.