Scryb Ranger

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral (TSP) Uncommon

Combos Browse all

Scryb Ranger

Creature — Faerie

Flash (You may play this spell any time you could play an instant.)

Flying, protection from blue

Return a Forest you control to its owner's hand: Untap target creature. Play this ability only once each turn.

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Scryb Ranger Discussion

zerowner on Nurtured Ramping

2 weeks ago

Wirewood Symbiote and Scryb Ranger would both be excellent for your commander, and Lifecrafter's Bestiary can provide you with tons of draw. Regal Force is good as well, and Greater Good can provide you with fantastic filtering in response to removal. I'd also maybe go with an eldrazi (take your pick on which one) over Primal Surge, which would probably be a better card in your deck if you ran more big creatures and less total instants and sorceries. Kindred Discovery, Herald's Horn (which I'd prefer to Emerald Medallion), Heirloom Blade (especially since buffing your commanders attack just nets you 3 mana with it) and maybe Grave Sifter could all be good too. And since you're working with so much mana, I think a Darksteel Plate to protect your commander could pull a lot of weight as well; speaking of things that give indestrutctible, Heroic Intervention saves you from a board wipe ezpz. Staff of Domination is pretty similar to Umbral Mantle in its ability to let you combo off with your commander. Elvish Guidance can be good if you find you have large boards often. Also you're missing the best card ever printed for mono green commanders, Beast Within. Personally I like Oblivion Stone over Nevinyrral's Disk because disk is slow, even if it is 3 less mana total to blow up the board (not like you'll often have mana issues), but thats more of a personal preference of mine. Does Presence of Gond usually do much?

Anyway, I really like your deck, and I've been thinking about making an elf deck for a while so I think I'll probably make mine pretty similar to yours, same commander and all. Cheers!

SaberTech on Ancestral Animar

3 weeks ago

Gaea's Cradle, Chrome Mox, and Mox Diamond are banned in duel commander so those would have to come out.

I agree that Prowling Serpopard should go in but there might be an argument for Gaea's Herald over Vexing Shusher. Since Animar doesn't run many counterspells, you could look at Dosan the Falling Leaf as a way to stop both counters and removal spells on the turn you want to combo off. If you are willing to look at non-creature inclusions, Autumn's Veil is another option.

I would also suggest considering Scryb Ranger. It's ability can untap Kiki if the opponents tries to stop you from comboing with removal, which would allow you to keep the combo going. It can help with mana ramping by untapping mana dorks or just returning a Tropical Island or Taiga to be replayed if you don't have another land to drop that turn. Its Protection from Blue also makes it a surprisingly viable blocker against a lot of the more aggressive commanders.

Because your life total is only 20 in Duel Commander, red decks are a lot more viable. Lightning Bolt sees a lot of play, as do other burn spells, which means that there are a lot more removal options floating around that can hit Animar. Lots of decks also run a Vintage format style package of blue and black counters and removal. Animar itself doesn't need to worry about the black spot removal but it does have to look out for the higher percentage of blue bounce spells. All of this makes Animar more fragile than it is in cEDH, so you will have to both play the deck more carefully and possibly shave some of the cards that are in for consistency out for a slightly higher concentration of cards that can function as stand-alone threats.

Animar decks used to see around a 1% meta play-rate at duel commander tournaments but was still powerful enough that for a while it was on their watch-list as a potential commander that needed to be banned. Now it looks like it sees less play than that, which is likely due to the life total being dropped from 30 to 20 and making red more viable in the format.

bonsai11943 on Marwyn, Mono-Green Storm [EDH]

1 month ago

BlazingPheonix

  1. No one plays tier 1 cEDH decks in our area. People generally run optimized or 75% decks with commanders such as Animar, Karador, Non-Doomsday Zur, Krenko, Brago, etc. Marwyn runs pretty well. For a budget deck, it receives a decent percentage of the wins, especially on round 1s when people undervalue the threat of an unknown Marwyn.

  2. Yup, plenty of removals in my meta. Last week, I eventually had to cast Marwyn for 9-mana because she kept getting blasted while waiting for the summoning sickness to wear off. Though I won that game the moment she was able to tap, I realized the importance of haste and providing more protection for Marwyn. Currently leaning more towards Concordant Crossroads at the moment, rather than Swiftfoot Boots. Since it can act as an alternative aggro win enabler if Walking Ballista somehow gets stolen or exiled.

  3. Not that reliable. But it more than makes up for it if he's able to help cast Marwyn by T2. If not, it's an additional cheap +1/+1 counter for Marwyn.

  4. Without the more expensive cards, it's not 100% consistent. But that's what this deck is all about - using all the tutors, and draw cards, and all the bounce-cast shenanigans, to find that infinite combo and mana outlet. You just have to be smart about which plays you'll take. But yeah, it does happen from time to time. Currently intensively playtesting to find the right combination of untap/pump/draw/tutor/elves. But I am quite satisfied with the current list. And yup, Berserk is amazing! Currently exchanged it with Gift of Growth just to playtest in the upcoming LGS tourneys. I just wanted to see how budget I can make Marwyn. But if you have Berserk, it is a definite include!

  5. Yup. With infinite mana, I usually keep activating his ability until I hit a Walking Ballista for the win. Without infinite mana, it's a way to keep on going forward to hopefully hit more untap/draw/tutor.

  6. Yup. Instant speed. Either you already have your Walking Ballista or Helix Pinnacle on the field when you hit your infinite mana combo, or you can use an into-the-battlefield instant tutor such as Chord of Calling. I can try Yeva, but my first impression is that it's too expensive at 4 CMC for the flash ability.

  7. Thanks for this. Multani's Acolyte seems pretty nice. Will find a slot for it.

  8. Depends on what I need at the moment. Usually Wirewood Symbiote for the instant untap and the potential infinite mana combo. But other cards like Fierce Empath, Quirion Ranger, Scryb Ranger, Skullwinder, Eternal Witness, and Duskwatch Recruiter  Flip are all decent targets.

  9. Collective Unconscious is also in the deck. I just needed a lot of draw cards to make storming off more consistent. It's useful enough. But yes, Harmonize is a flex slot for me.

  10. Above average. It gives the option of either tutoring for those untappers for more storm fuel, or for a massive card draw with Regal Force. The versatility makes me want to keep him as part of the deck.

  11. Currently a flex slot for me. It wasn't consistently useful in most games, and I found that a lot of time it just sits in my hand while I cast other more useful cards. Currently removed it from the deck and exchanged it with Concordant Crossroads for playtesting. But still unsure about it. Might slot it in again eventually.

Heliogabale on Tatyova Grows Some 'Tatoes

2 months ago

Glad I could be of some assistance!

I just notice you are running Quirion Ranger, but not the superior Scryb Ranger. Is it because of the 1 mana difference?

SynergyBuild on Higher Power

2 months ago

Yeah, that is fair, it is difficult to use, but I like how powerful it is even without infinite mana, you know, fetching out a Wirewood Symbiote, Elvish Scrapper, or Sylvan Safekeeper (Not in deck) on the first activation can be great, and a Duskwatch Recruiter  Flip, Priest of Titania, or Scryb Ranger (not in deck) one the second activation, and a Eternal Witness, Elvish Archdruid, or Ezuri, Renegade Leader on the third activation is just gravy on top.

It is a great toolbox effect, and I would still argue for it!

elgosu1337 on marwyn?

4 months ago

I think one of the issues with Sylvan Safekeeper is that shroud prevents you from pumping Marwyn further. With Temur Sabertooth you can repeatedly bounce other creatures and replay them, which is handy with Quirion Ranger, Scryb Ranger, and Wirewood Symbiote to reset their abilities and untap Marwyn again. With Greater Good, you need haste to recast Marwyn and restart the storming.

Having more creatures allows you to make use of creature-based card draw like Primordial Sage and Soul of the Harvest. Rhonas's Monument makes most of those creatures mana-positive by reducing their costs and pumping Marwyn further. Another very efficient spell you could try is Berserk, although you need to go to combat for that. Nantuko Mentor might also work.

SaberTech on Ancestral Animar

4 months ago

I really should try out the Brutalizer Exarch. I know that you've complimented it before, and I can't really think of anything else I would rather use to replace Hoverguard Sweepers.

I basically consider Scryb Ranger a mana dork that in some cases even refunds you the mana you spent to cast it the turn it comes into play. On any turn you don't have an additional land drop, you can just bounce a Tropical Island or Taiga to your hand and replay it for what essentially counts as a free mana that turn. It's something that I found increasingly relevant as I slowly shaved away at my land count. If you have a mana dork out, then the Ranger helps to generate even more mana. And of course, it pairs very nicely with Bloom Tender and Kiki.

Random things I've used the Ranger for include: Flashing in and saving a Tropical Island from being Strip Mined, catching people off guard by pumping Animar up at instant speed, and providing a surprise blocker when a pumped up Zur with infect was swung at me. It's kind of surprising how often that Protection from Blue can come in handy, and people sometimes don't even notice the ability when reading the card.

But yes, there are situational aspects to how useful the card is. All I can say is that it has worked out pretty well for me. I guess I'd rate it in the same category as cards like Phantasmal Image. They are both cheap utility creatures that aren't essential to the deck and are somewhat situational in their power level, but they've pulled me out of tight spots on at least a semi-regular basis and have been beneficial to the deck in squeaking out extra mana that was needed while attempting to storm off.

SaberTech on Ancestral Animar

4 months ago

I've had horrible luck with running counterspells like Pact of Negation and Force of Will because I keep finding myself in situations where they wind up being unplayable. I ended up taking them out and started leaning more heavily on what instant speed tricks I could muster.

Luckily, most of the commonly used counterspells that people run at a cEDH level don't stop creature spells. The most prominent ones that Animar has to worry about are Mana Drain, Pact of Negation, and Force of Will. Without counterspells of your own in hand there isn't much you can do about Pact or FoW but they are somewhat situational so you can guess the likelihood of someone being able to cast one or not. Mana Drain is something that you can kind of deal with though, especially since someone leaving up just two blue mana sources is a decently strong telegraph. In those instances, if I'm looking to combo off, I might cast Pestermite either at the end of the opponent's turn or during my upkeep to tap down one of their blue sources.

Kiki is also one of the reasons I have Scryb Ranger in my deck. Aside from providing mana fixing and ramp by bouncing land to be replayed and untapping mana dorks, I can flash it in to untap Kiki in response to removal. This has saved my combo on a number of occasions.

I've managed to combo off with Kiki on turn 3, but it requires Lotus Cobra. Turn 1) Land + Mana elf. Turn 2) Cast Lotus Cobra, then drop and crack a fetch to get 3 mana and play Pestermite. Turn 3) Drop a land, get a mana off the Cobra, then tap your elf and lands to play Kiki. It's definitely a "luck of the draw" sort of win, but I've pulled it off a couple of times.

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