Ranging Raptors

Ranging Raptors

Creature — Dinosaur

Enrage — Whenever Ranging Raptors is dealt damage, you may search your library for a basic land card, put it into the battlefield tapped, then shuffle your library.

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Set Rarity
Game Night 2019 (GN2) Uncommon
Ixalan (XLN) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Ranging Raptors occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Ranging Raptors Discussion

ArfiGames on Pioneer Dinosaur Hub

4 weeks ago

Thanks for your comment! I’ll try to help as best I can. At least giving my best reasoning to help you make a more informed decision for what you might end up including. There are certainly other great options that I might not have mentioned yet.

#1 I don’t feel they are that redundant as they tend to do different things for me at least. I like Flame Sweep for decks with weenies and slowing down Mono Green/Gruul. It’s been nice slowing down some Mono Red but they’ve gotten pretty big. Getting rid of all the mana dorks and often times Pelt Collector before he hits 3/3. Sometimes casting it in response to its second trigger before the counter is put on. Instant speed has been very useful for combat tricks, gain extra value from added Enrage triggers. Great for the surprises, great for small creature sweeps.

Solar Blaze has been fabulous against Mono Green or Gruul since those can get out of hand with large creatures very quick. Usually the early stuff I end up playing I’m my lists is going to be bottom heavy. Solar Blaze fits in wonderfully that way, rarely killing my own guys.

I just like using some combination of both at times. Having lots of wipes feels good for the value that often comes from Enrage. The fact that very few of my own guys die from them is great plus as well.

It really depends on what the opponent is playing, what is is you opening hand with that Solar Blaze. At times I’ve had more even P/T Dinos but currently the majority of the creature base is bottom heavy so I’m more likely to hold onto it because of that.

#2 Sort of continuing on from the previous question, yes with Domri out all your creatures would be killed by Solar Blaze. At first glance It’s certainly not the Planeswalker you’d want to be playing alongside it. I’ve found Domri doesn’t last very long anyways so you might get say, 2 Turns out of it. In which case that works nicely when following up with Solar Blaze. Other times I just plan to (+1),(-2),(-2). Casting SB that third turn after he dies. That’s just some rough thoughts but I wanted to highlight how I play around that seeming drawback. They blow removal on Domri? “Thanks! Now I’ll just play Solar Blaze”.

#3 Yes, your partly right as to why I like it. Being able to dodge sweepers and various other things is awesome. Especially Supreme Verdict! Haha. I consider it even more versatile though.

Say the enemy is swinging in with some of their creatures while you’re low. Confronted with a choice of block or lose. Eerie Interlude would turn this situation around! Possibly leading to a game winning swing on your next turn due to them being more open. The main idea is to cast it after you’ve declared all your blockers, BUT before passing to damage (hopefully spreading them all out to each attacker).

This negates the damage between those creatures it simply doesn’t happen. Then there is the bonus of Enrage triggers when they enter again during the End Step. Bam! Now it your turn, you stopped what would have been a lethal swing with a little fake out, didn’t lose any creatures and likely got extra value to boot! Since they came down during the opponents End Step, everyone is primed and ready to attack.

This would only work so often though as most opponents would learn fairly quick and probably attempt to bait out Eerie Interlude. Then things become even more interesting.

It could possibly be a nice later game play, say Turn 6 at the end of the opponents Second Main you cast it with Regisaur Alpha Ripjaw Raptor and Ranging Raptors out to Draw, Ramp and get another Dino Token.

For the fact of its value, versatility and chance of it getting baited, I like 3-4 in the main if I use it. It certainly could go in the Sideboard as well though it has/can work well against a wide range of decks for various reasons and is rarely a dead draw.

#4 I have definitely considered The Great Henge! I don’t use it at the moment due to drawing multiples feeling pretty bad. It’s very good for sure and I’d want to see it consistently by putting 3+ in the Main. However I prefer Embercleave for a few reasons. Firstly it has stolen many games, leading to a win off its surprise cast after blockers have been declared. Secondly it gives the important Trample which can be quite lacking for Dinos. Chump blocked for days.

It’s great use on the key player, Marauding Raptor is one of my favourite points. He’s naturally getting big during a number of turns but always has a hard time getting through. Who wouldn’t choose to block a 6/3 or an 8/3 etc with a chump. A great illustration of where Embercleave comes in handy for me.

Then there are the inevitable times where you’ve already got one out and one in hand. It would be a great surprise to cast that second one on an unblocked or would have died attacker.

For Embercleave, I want to see it often and I’m not that sad to see multiples for surprise possibilities. I feel good putting more in to the deck even though it’s a Legendary. Where The Great Henge I’d be noticeably sadder.

Mainly I love keeping it as consistent as possible. Any choices fitting that are a step up in my books

#5a I just don’t prefer mana dorks with my Dino lists. They are absolutely powerful and have their place in various top tier decks. They become a Dead Draw while Marauding Raptor is out, die to my beloved sweepers and I’ve already got 8 cards that pseudo-ramp the majority of creatures anyway.

Otepec and/or Marauding often help to cast multiple creatures in a turn (plus other great perks) where the dorks can only ever assist casting one thing. They just don’t fit for me.

#5b Yes 21 Lands is definitely going to seem low to some people however there are a number of factors helping keep things consistent/ramp at 21 (vs something like 24,25).

Firstly is the fabulous Commune with Dinosaurs. Sometimes it’s better holding off playing it T1 (for more information when used later) if I’ve got the land drops. It simply helps grab that extra land or key creature and is great at any point in the game.

Then there is on of my All Stars, Ranging Raptors. Fairly self explanatory but often it’s coming down as a double (eventually) Rampant Growth plus creature. That’s always been a great boon for me.

Then there is the consideration of the 8 pseudo-rampers which will very often bring down the overall cost of the deck, needing less lands. Leading to something like 21 working well, for me at least.

Anyway that’s a start for now, hopefully it gets your inspiration/juices flowing! I’m happy to answer any more questions or discuss other options.

DragonzBane on Roar of the Dinosaur

3 months ago

I would never have more than 60, the consistency is always more important than the extra cards. I would cut 2x Consulate Dreadnought which you don't get much out of, 1x Forest because cutting the other cards can lower your land count, 4x Territorial Allosaurus because the kicker isn't really that good with the other cards and you don't need another 4 drop 5/5, 4x Gigantosaurus because you have enough power already and without trample it's not doing much for you also because the cost is so high, 1x Ranging Raptors you could probably cut all of them because you don't need ramp really; but you need three drops, move the 2x Deathgorge Scavenger to the side board in place of Cacophodon because it's ability is only good in some matches, and add 1x Ghalta, Primal Hunger because it's probably the best card in the deck with being able to come down for GG and having trample.

ArfiGames on Modern Dinos Competitive

5 months ago

I love and play Dino’s as well!

Some things I can see right away to consider are Ranging Raptors but no basic lands?

10 Fetchlands but only 8 possible targets.

I’ve found using around 8-10 Basics works well with Ranging for some great stable ramp via pings from Marauding or other spells.

I’d try out Solar Blaze , it’s worked wonders due to a pretty big number of my guys being bottom heavy.

skibulk on Tamanoa Time

5 months ago

It appears that Pyrohemia is your only way to damage Bellowing Aegisaur , Boros Reckoner , and Ranging Raptors , and Siegehorn Ceratops ? As a 4-of with no draw or search, I'm not sure I'd bank so heavily on synergizing with it. Manabarbs and Pyrohemia will draw a lot of hate. Do you think this deck can handle it?

hungry000 on Mono Green Budget Dinos

5 months ago

Definitely get a set of Ripjaw Raptor in here, taking out Thundering Spineback s for them. Then for the rest of the deck I'd cut Rhonas's Monument , Thunderherd Migration , Adventurous Impulse , and 2 Ranging Raptors to play 4 Llanowar Elves , 2 more Commune with Dinosaurs , and 2 more Gigantosaurus .

Ripjaw Raptor is very hard card for red decks and other aggro decks to deal with. The reason for cutting the Monument, Ranging Raptors, and Thunderherd Migration is because there's less need for the slower, more reliable ramp when you're not playing a 7 mana dino. With the changes above, your curve will top out at 5 (discounting Ghalta) which means getting to that mana count faster is more important, hence the 4 Llanowar Elves .

OwnedbyCow on Does a card like this ...

8 months ago

Or instead of the Polyraptor combo. If it is early in the game, I could hit my Ranging Raptors with the card and have 3 extra land in one go. This could easily change the pace of the battle.

RustyKeyes on Mowu has the Munchies

9 months ago

Another thing with proliferate incrementing over the long game is that you usually don't have that many expensive creatures. One of the problems mentioned was not having anything to do with the mana, but that's because you're playing Nissa which isn't a strict requirement for the rest of the deck to function well; adding in mana sinks is a third-order consideration, which I would say is too much before seeing real matches. The mana from Yang won't come in such a rush; he's a lot better for just laying out more of your small dudes (so you will want more draw) and then dumping the occasional Celebration on them.

Colossal Majesty and Mentor of the Meek might work well; I know the latter has seen a lot of play.

Yang is awesome awesome awesome with vigilance.

Evolution Sage is a beast. The problem is that despite grabbing a bunch of land cards, there's nothing accelerating them coming into play early game; it becomes circular to have Nissa's ultimate be the one doing this. I would add 4x Evolving Wilds for sure and maybe do Ranging Raptors instead of Triumph.

Shalai, Voice of Plenty looks neat.

Promotion is a neat trick but not really necessary when your guys are just large. I know you like Mileva but I would replace it and Pridemate with 4x Sunhome Stalwart .

You'll be surprised how much weight the Apparition will pull on its own; it feels like four proliferators might be overkill. If you don't end up going with instant-speed land-drops, 2x Vivien, Champion of the Wilds would improve the Raptor. Vivien is also hilarious when Oketra is out.

Sidenote I don't think the rules let Celebration trigger Pridemate more than once.

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