|Commander / EDH||Legal|
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Creature — Elf Scout Ally
Whenever Turntimber Ranger or another Ally enters the battlefield under your control, you may put a 2/2 green Wolf creature token onto the battlefield. If you do, put a +1/+1 counter on Turntimber Ranger.
Turntimber Ranger Discussion
7 months ago
Ok, so I'm seeing a deck that wants arcane adaptation and descendants path to drop big spells. Fair enough.
I highly reccomend more 1 and 2 drop creatures. Making sure that your t3 Descendants' Path hits something turn 4 is valuable. But how to assess those creatures is important. You want to be sure you have big creatures on top of your deck, and you want to avoid needing arcane adaptation where possible.
To do this, is best to assess a small set of cards you'd be using together rather than a lot of individual cards. Getting a set of cards that work well together is better than a bunch of disparate parts- getting a set which acts as a backup plan to arcane adaptation is even better.
One method to find these sets of cards is to look at what creature type you want to name with Arcane Adaptation and go all in on it.
Pretty much every tribe has big game-changing spells and 1 drops that work well. I'd focus on tribes that like stalling/controlling the game (Spellstutter Sprite lists), Protecting their own creatures (spirits/illusions), or already cheat their big stuff in (Preeminent Captain and Incandescent Soulstoke). There are plenty of tribal lists on this site to raid for ideas.
Changeling tribal is a neiche option which I'll mention here- Mothdust Changeling, Shields of Velis Vel etc- there are Haakon, Stromgald Scourge/Basal Sliver/Skeletal Changeling combo lists you can raid for ideas.
The second way is to look for things that can get value out of your big spells.
Looking at CMC matters is another- Nourishing Shoal, Blast of Genius, Kindle the Carnage, Nahiri's Wrath and so on all offer ways for your big spells to impact the game when you aren't casting them for free.
The final option is other Arcane Adaptation combos, to improve card quality by building in redundancy. Turntimber Ranger and any creature goes infinite if you name ally, Haakon, Stromgald Scourge and Ashes of the Fallen, Myr Turbine and tons of creatures, Quest for Ula's Temple and Inkwell Leviathan is a thing.
The big thing is to pick one plan, and stick to it. Its a lot more difficult to disrupt three spells doing the same thing than three different things. Fix your mana curve with a smooth 'I want this or this t1, this or this t2, and this or this t3' plan, and it'll run smooth.
Good luck, and happy brewing!
7 months ago
Commander / EDH*
A really fun General Tazri Zada, Hedron Grinder deck that kills all our small tokens with Pongify and Rapid Hybridization for bigger tokens, or Polymorph them into Allies from the library to win with Hagra Diabolist. Lots of different ways to win, such as stealing everyone's Dragons with Descent of the Dragon and Willbreaker, one-sided wipe with Mercy Killing then Spawning Breath, infinite Wolves with Turntimber Ranger and Arcane Adaptation, Polymorphous Rush everything into Zulaport Cutthroat then sacrifice, or burning opponents to death with lots of copies of Fiery Gambit.
8 months ago
Wolves are great as a sub-theme in a deck with a larger over-arcing theme. I've included them in my token decks in the past, along with other minor tribes like Squirrels, usually just filling out the board and with Raised by Wolves as a potential win-con (also, generally with White as one of the colors). Elves and Goblins would probably both be better off by themselves (rather than mixing with wolves).
I also know there is an infinite combo with Turntimber Ranger if you wanted to go Allies and Wolves (would also require adding Blue or Black if you want to go infinite), but that's kind of the same issue as Elves/Goblins, why not just Allies.
Honestly, if you trim the creature list you have, make sure you have a good curve, toss in the whole tribal enhancement package, and include the best removal and support cards you can find in red and green, you probably don't need a second tribe.
10 months ago
I would toss in some repeatable bounce effects for Tazri, so you can keep your hand full of Ally cards. Something like Crystal Shard is cheap, or the overly priced Cloudstone Curio if you have one or it's in budget.
I would probably also focus your colors a little more, and fix your mana to reflect that a little. right now it feels like you might have real mana fixing problems. You could consider all the tri-color lands, I run all in 10 in my 5 color Ramos deck, they are slow but are great at making sure I have the right colors when I need them.
I don't think you need the Arcane Adaptation since your running all Ally creatures, unless you want to run Turntimber Ranger for an infinite combo.
11 months ago
Nillstan, thanks, but I already have that one.
Funkydiscogod, great find, I'll add that to the 1-card combo section. Thank you!
METAL_GUY, unfortunately, a third piece is needed in order to stop the combo, otherwise you enter into an unstoppable loop that makes the game end in a draw. That said, there are some combos that would work the way you want if you replace Myr Battlesphere with Gwyllion Hedge-Mage, Turntimber Ranger, or Wirewood Hivemaster. Thank you for your help in this!
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