Ranger's Path

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Pauper Legal

Printings View all

Set Rarity
Magic 2013 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.

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Ranger's Path Discussion

Hopeless1987 on Samut Voltron Beats

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!

Jmax13 on Samut Voltron Beats

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!

Pal00ka on Zegana's Wetlands

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.

McDeity on Xenabro

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

Brendanzeros on First Mono Green Ramp

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.

dreamistt on

1 month ago

My Suggestions:

I think your mana base is a little messy.

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:

Other suggestions (mostly more creatures to use as a toolbox):

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