Ranger's Guile

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ranger's Guile


Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Crow_Umbra on Heroic Test Build

1 month ago

Heroic was one of the first decks I ever put together about 10ish years ago lol. The variant I built was G/W though. I don't have the deck list anymore for whatever reason, but I'd suggest checking out some of the following:

  • Emerge Unscathed - Could work in your current build, especially great with Rebound.

Stuff I used in the G/W build:

Newer stuff in Green that I would have loved to have played with back then:

Also, I wouldn't worry much about the competitive meter. No one is sure how it works tbh lol

cyeRunner on Oh, Rotty!

5 months ago

Snakeskin Veil is an upgrade to Ranger's Guile

Crow_Umbra on

6 months ago

Taking a quick look at Scryfall, looks like there's only 18 humans that have Heroic. Artisan of Forms and Sage of Hours are definitely some fun jank picks. A lot of them put +1/+1 counters on themselves, so it could even open up a +1/+1 counter subtheme if you wanted to go that route. Wild Defiance used to be a centerpiece to my old GW Heroic deck, adding some additional beef behind combat tricks like Vines of Vastwood, Sheltering Word, and Ranger's Guile. Tyvar's Stand is something I would've loved for that old deck lol.

Yeah! So the deck definitely has stuff like Conspiracy, Maskwood Nexus, and Shared Animosity, plus various Aristocrats and death triggers. There's about 10 Saproling creating effects in deck. I shifted away from having more, as most felt a little too janky & slow for my tastes. I figured I might as well let Squee & Slimefoot attack to make the saprolings, and also benefit from some tribal shenanigans. I'm currently at 93 cards in main list.

RoyaleWithCheese on

1 year ago


Hey, I just updated the deck.

I played a bunch of matches yesterday against a friend of mine, who plays Kess duel. Unfortunately, I couldn't play with different decks.

His Kess is really control/removal focused. A lot of removals and counters, so it was really tough for me.

My main take was: I need more draw. I don't have much more draw spells that can fit the deck, but I include some cards like Cremate and Dusk Legion Zealot. I also think I had too much ramp spells, so I took off a mana dork.

Made some other changes aswell. And I managed to get a Ranger's Guile, thanks for the suggestions!

Anyway, thanks for the comments! Cheers!

Phule451 on

1 year ago

I find my Sarulf runs much better with as few permanents as possible. You can use mutate creatures, such as Gemrazer and Sawtusk Demolisher as enchantments on Sarulf, and maybe something big enough you probably won’t be exiling such as Ghalta, Primal Hunger since your commander himself should make dirt cheap to cast, but beyond that I find a combination of ramp, removal, and protection for Sarulf will suit you best. Deathsprout is a great card I could recommend. Ranger's Guile is great because it can protect your commander, making him bigger.

lespaul977 on Grab Your Amoxicillin, it's Infect Time!

1 year ago

Niko9, I’m glad you dig this list. I agree with you that players have to truly think about and choose what to do in situations when being attacked with infect. They can either risk a creature being permanently weakened or take what is essentially double damage from poison counters (which is the main reason I don’t like it. I like faster decks, but infect can be a bit much). Especially when you’re attacking with a card like Ichorclaw Myr, these decisions can be harder to make than with normal attacks.

I’ve always liked Ranger's Guile ever since it came out in Innistrad. It offers both offense and defense, and it has saved some of my important creatures from burn cards and destroy effects. With running a few less creatures in this deck than I normally do (and most of them only being 1/1), I knew I needed this card for some extra protection.

Thank you so much for checking this out!

Niko9 on Grab Your Amoxicillin, it's Infect Time!

1 year ago

I do like the idea of, there are no bad mechanics, just mechanics used badly : ) Because yeah, I'd normally not think much with infect, but this looks like a really fun list with it. I think I like it because your opponent can see the threats. The creatures are there, and they can decide how to play against your infect creatures, and that feels fair even if they have combat tricks and things. It's the infect decks that kind of combo out all at once that feel less fun. I don't know if it's just me, but it's always super awkward to play against a deck where you know they are just sitting there, waiting for a combo win or dying. But this looks active, synergistic, and a lot of fun : )

Also, I really like Ranger's Guile I hadn't seen that before and it looks just great!

legendofa on Incredible budget combo elves

1 year ago

Tldr: Cut the Giant Growth and Life Goes On for more protection. Cut the Beast Whisperer and Regal Force for more direct searching.

How often do you use the Giant Growth? This would be my first pick for switching out for more protection. It buffs your creatures, but it won't help when your creatures get Murdered. With only a single Growth, it's also not going to appear reliably, and single-target pumping isn't really what I see this deck doing.

I'm also going to ask about the Life Goes On. Since this deck doesn't have any lifegain focus or interactions, how often does it change the course of a game? Can you point to multiple matches where it directly contributed to a win? Unless it regularly and specifically protects a win or avoids a loss, it's kind of out of place here, especially as a one-off. Lifegain for lifegain's sake usually just ends up diluting the deck and adding filler.

To go into this next thought, the goal for this deck is to ramp into big smashy creatures and attack, right? If that's the case, maybe switch the Beast Whisperer for Fierce Empath or Mwonvuli Beast Tracker and switch of the Regal Force for a second Empath or Tracker or another big scary creature. The Empath and Tracker will get your finishers in hand faster, and once you hit that stage, you want to be attacking, not drawing cards off a 5/5 without evasion.

If you're trying to stay inexpensive, the Heroic Intervention might be a bit much, Blossoming Defense is reasonable but not super cheap, and Ranger's Guile, Mwonvuli Beast Tracker, and Fierce Empath are all pocket change.

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