Sylvan Ranger

Legality

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

Printings View all

Set Rarity
Modern Masters 2017 Edition Common
Commander 2014 Common
Duel Decks: Ajani vs. Nicol Bolas Common
2011 Core Set Common
Promo Set None

Combos Browse all

Sylvan Ranger

Creature — Elf Scout

When Sylvan Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand, then shuffle your library.

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Sylvan Ranger Discussion

JaysomeDecks on Animar, Lover of Animals

1 month ago

Ok, I've found what I would consider to be the 7 easiest cuts. I'll suggest more later that are possibles, but these shouldn't effect the deck much if removed, and while not bad, their replacements would definitely contribute more.

  • Faerie Impostor: Replace with Temur Sabertooth. It can't bounce itself. Cards like Shrieking Drake and his two counterparts can all be played and bounced for repeatedly to quickly amass counters on Animar. Then, if need be, they can be allowed to remain in the field to bounce something else. Faerie Impostor is one time use. 1 counter, bounce something else. Not horrible, but you have 3 other creatures that do this better, plus Ancestral Statue.

  • Alchemist's Apprentice: Replace with Paradoxical Outcome. Alchemist's Apprentice is a weak card. Enters giving 1 +1/+1 counter, assuming you wait until Animar, Sould of Elements is on the field before you cast him. Then, you must sacrifice him to draw a card. An ability not easily repeated in your deck. The creature is lost, so overall you bet minimal gain.

  • Wild Cantor: Replace with Hardened Scales or Evolutionary Escalation. It is only good in your opening hand. Yes, it can get Animar out a turn earlier, but it is a single use card whose 1 mana is virtually useless later in the game. Basically a dead draw unless it's your first draw. The suggested replacements don't get your commander out that extra turn sooner, but they drastically increase his growth rate, getting him bigger in fewer turns than he would be one turn early.

  • Sylvan Ranger. Weak card. Land to hand, not even ramp. 1 +1/+1 counter, possibly. Could easily be cut.

  • Raven Familiar: Weak draw card. You draw him, then play him to gain a +1/+1 counter and hope to draw something good. Why not just replace him with something good? (Deepglow Skate or Chord of Calling would work well here)

  • Fortune Thief: Replace with Walking Ballista. This is such a situational ability, and requires you to have this card, ideally face down waiting to flip, right before you lose. And still you're left with 1 life and a 0/1 creature being the only thing protecting you. At the point that he is useful, you are already fighting a losing game. And that is on the few games that he is useful, and the fewer times you have him ready to use. He will most likely be a dead card in hand. I suggest Walking Ballista as the substitute because it is solid removal, or an instant game win. Keeps the same "last ditch" spot, but for a last ditch win as opposed to a last ditch survival effort.

Ok, this one I'm iffy on.

  • Kiki-Jiki, Mirror Breaker. The reason he is in my cut suggestions is A, your Eldrazi are cast abilities, not etb, and B, his copies put no counters on Animar, Soul of Elements. He doesn't combo with anything, doesn't help your commander, doesn't do much with your big things, he's just there for the small etb triggers. Something more Animar focused, such as Increasing Savagery or the Deepglow Skate might do the deck better. That, or, I missed something in here.

Anyhow, these are my thoughts for now. I'll see what else I can come up with.

greatdevourer on Tips for Momir Vig? 1st iteration

1 month ago

Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.

I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.

I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.

Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.

These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.

Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.

Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.

Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

AnOrdinaryNoob on Pauper Elves

2 months ago

RevSDr8r

I agreed with adding x4Manamorphose, I really really like them, In my opinion its kinda playing with 56 cards, would definetely run the full playset in "any" greend or red deck.

I might add some Essence Warden, or Wellwisher instead, I dont know.

And about the Fireball idea, I love the idea, might add a few in the side and/or main deck, to have an alternative win condition, since its not so expected.

C--8CLARK8--D

I dint know about Echoing Decay so Ill definetely wont run four copies of any of the mana generator elves, besides Birchlore Rangers.

And about Elvish Visionary and Sylvan Ranger Ill really have to think about it, since I personally love to draw/make thinier the deck, but probably will cut at least one or two of both them.

Also, its Lys Alana Huntmaster worth adding? Its not bad at all, and can work greatly with Elvish Vanguard or Ivy Lane Denizen buts its too expensive in my opinion.

Sorry for the long wait. I really wanted to coment both of you sooner and definitely would appreaciate more tips coming from you. See you later.

Firnblut on Elf Ball

2 months ago

Okay, after playing the deck for some games I figured, that Kaervek's Torch was the better choice if we can play Priest of Titania in Turn 2 and have Quirion Ranger either on our hand or on the battlefield.

Mob Justice is way more vulnerable, but allows to finish without an active priest in T3 if we get an early Lys Alana Huntmaster and Distant Melody.Both cards have their pro and cons, but since the priest is removed with ease, mob justice will be the better choice in most cases.

Anyway:

I decided to run only 9 forests and 4 Land Grant, no Sylvan Ranger, 3 Springleaf Drum and 3 Wellwisher. Added 2 Elvish Harbinger and 2 Feldon's Cane.

A Harbinger can find a missing Birchlore Rangers to get access to offcolor-mana (makes up for te missing rangers and the missing island).Feldon's Cane allows insane recovery after a massremoval, als long as you got few elves and a Distant Melody. It also allows to reuse Mob Justice if it gets countered.

C--8CLARK8--D on Pauper Elves

2 months ago

looks good, some things to consider. run 3Elvish Mystic, 3Llanowar Elves and 2 Fyndhorn Elves this helps against Echoing Decay. also cut 1Sylvan Ranger and 1Elvish Visionary for 2Elvish Vanguard. the one island is not as much of a problem as you think the Birchlore Rangers rely help this.

LoneCrusader399 on Token Warfare

2 months ago

I'd cut Sylvan Ranger, Thragtusk, Growing Ranks, Ajani, Caller of the Pride and Arlinn Kord  Flip. They are all generally ineffective or have better alternatives.

Mirari's Wake and Aura Shards are always necessary in G/W decks.

Rampant Growth, Farseek, Kodama's Reach, Cultivate and Skyshroud Claim are some of the best ramp spells in EDH.

Beastmaster Ascension, Iroas, God of Victory and Gahiji, Honored One all help in dealing the final blow to your opponents.

I'd also recommend Eladamri's Call and Worldly Tutor as additional tutoring.

Dk1997 on bant flicker

2 months ago

need more none creature removal, run Acidic Slime 1 or 2 of if its modern legal and Venser, Shaper Savant 4 non-creature removal, also a few counterspells at least side board, also stop playing Sylvan Ranger, you only have 3 basics, also run a few more of the pain lands if you can for the colorless mana, also you could try using a Deadeye Navigator, other good cards are Vendilion Clique, Eternal Witness, and Kitchen Finks, also i'd put 4 Wall of Omens in the side board to sideboard in, in place of Coiling Oracle when running against aggro decks, also Supreme Verdict and Sphinx's revalation could be good sideboard cards

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