Ranger Class

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Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Ranger Class

Enchantment — Class

(This enters the battlefield at Level 1. You may increase this enchantment's level by one by paying the appropriate costs. Activate to increase the level only as a sorcery.)

Level 1

When this enters the battlefield, create a 2/2 green Wolf creature token.

symbol:symbol:: Level 2

Whenever you attack, put a +1/+1 counter on target attacking creature.

symbol:symbol:: Level 3

You may look at the top card of your library at any time.

You may cast creature spells from the top of your library.

ChrisHansonBiomancin on Broker's Counters (Landfall)

2 months ago

Nice deck, I've been messing around with a couple GW versions of this concept, one more aggro and one that's more ramp-focused with more top-end threats.

I also considered building in some landfall to synergize with Kodama, but ultimately decided against it because the landfall pieces were a little too reliant on that one card to be effective. I feel like you might have the same problem here, with Emergent Sequence and Environmental Sciences being your only other mini-enablers to get one land apiece. With only a handful of cards to fetch lands and only 22 lands, there could be a good chunk of games where the landfall cards don't do much.

Therefore I might recommend moving away from the landfall strategy and using those slots for more ramp and/or big threats that synergize well with counters. Some ideas:

A couple other cheap cards that you might consider are Ollenbock Escort to protect creatures you've invested a lot of counters into and enable you to attack aggressively, and Ranger Class which is obviously just a good card that fits your strat and gives you some extra gas if they game goes too long. Orochi Merge-Keeper is another interesting one but for 3 colors I like Emergent Sequence and Gala Greeters better.

Coward_Token on Mono White Ramp/Draw

2 months ago

I'd like to see more white mana sinks which doesn't require it to actually draw anything.

Classes are basically three cards in one, with reference to their levels; leveling them up is a form of virtual card advantage (if they were designed for Alchemy you'd probably have stuff like Ranger Class straight up being a bear with "When ~ ETB, conjure Ranger Class Level Two into your hand."). Could make the new ones flavored as "course" classes rather than RPG classes.

More efficient Mobilization-style token makers in mono-white so that you can spend mana on getting a bunch of tokens, have them inevetibly get wrath'd, then just rebuild with the same kind of tokens whithout actually having to cast something, unlike your opponents; that's card advantage. Might be too pushed by how about this? Rallying Grafstone

Also unrelated but maybe more Fall of the Thran-style MLD that only returns basics? Enchroaches on red's Blood Moon territory, but I think multicolor decks have it too easy in EDH.

Fuzzy003 on Kodama's House of Ramp and Counters

4 months ago

I'd add Llanowar Reborn to your lands. Retreat to Kazandu, Fangren Firstborn, Ranger Class, Thrive and Rite of Passage are some nice counter additions.

The Ozolith to recycle your +1/+1's.

You probably have enough elves to make Immaculate Magistrate an ok card to add and give Rings of Brighthearth another thing to target.

You have enough mana ramp to make Decree of Savagery a possible win con.

Vastwood Surge is ramp with more counters.

Myojin of Life's Web and Praetor's Council or Weird Harvest makes a nice refresh of your board state.

As for what to take out... (I hate trying to decide) but some standouts would be

That's my 2 cents worth. Hope it helps :)

Blackgate on Innistrad: Witherbloom Werewolves (GB midrange)

7 months ago

Thanks for the link Sorin_Markov_1947!!

Taking a look at it and seems that removal is the way to go to help against mono-green.

Infernal Grasp, Bloodchief's Thirst and Necrotic Fumes will be effective against all the big creatures in the deck. The addition of Containment Breach as per your recommendation should help against Ranger Class and more importantly Unnatural Growth. Outland Liberator  Flip would also be good for artifact / enchantment removal and is a werewolf too. I added a few deathtouch cards to the maybe board that could also be effective and work as “removal”: Infuse with Vitality and Bladebrand.

Re: Mono-white - Crippling Fear in the sideboard may come in handy to wipe out those pesky wennies.

jfrog on Mean Green/White Machine

8 months ago

I definitely need to make some edits to that post. The new cards really should have been what I suggested. Things like Hopeful Initiate could have so many interactions with all your counters when needed. Torens, Fist of the Angels could also go wild here. A creature that can make counters by attacking, and then could give you tokens that can also put counters on themselves. It's got potential. If you wanted a sub theme of life gain Voice of the Blessed is a cool card, pairs well with any of the soul sisters. Cleric Class and Ranger Class both work. Depending on how competitive you are feeling Walking Ballista is an absolute powerhouse. There are so many options for your deck that I can see why something like servant of the scale wouldn't make the cut. Dont know how you feel about it, but maybe cutting some or all copies of Spike Feeder? I havent played the deck so I dont know what cards really perform and which ones dont. Hopeful Initiate competes for a spospot with Knight of Autumn. Hope some of this rambling helps!

SS1985 on Fangor Werewolf Aggro

10 months ago

I'm working on a similar list but I'm REALLY struggling to decide on the creatures I want in the main. Instead of Huntmaster of the Fells  Flip I'm running Nightpack Ambusher, playing a flash 4/4 to surprise defend or just pump on opponents turn to set up lethal on the following is nice. He also benefits from non-action on your turn to flip other werewolves and create 3/3s every other turn. I'm also likely running Immerwolf to keep my werewolves as werewolves regardless of how many spells my opponent (or I) play. How does your deck deal with board wipes? That's another issue I'm wrestling with but I like the final ability on Ranger Class as a solution to rebuild the board late-game. Interested in your thoughts, +1 on this list in the meantime.

Elmoisamac on

11 months ago

Oddly enough I would suggest cutting some tribal payoffs like Vanquisher's Banner, Door of Destinies, and maybe even Urza's Incubator just because you have a lot of non-werewolf creatures in the deck so these aren't as good as they would be in other tribal decks that are more "pure". Also, you can consider cutting some slower cards like Ranger Class. It is good, but very slow and you have to pump a lot of mana into it before it is powerful.

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