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Moxonomy

Ranger's Hawk

Creature — BirdWhite mana

Most venture cards buy dungeon progress with mana, a spell slot, or a combat trigger. This one asks for board presence instead: three mana, its own tap, and the tap of a second untapped creature, all restricted to sorcery speed. That convoke-adjacent tax defines the card. A single flyer never gets you deep into a dungeon on its own, but a wide board turns venture into a repeatable engine, grinding through the Undercity or the Lost Mine one room per turn cycle. The design leans on the logic that has always governed tap-to-activate engines: the ability is only as strong as the creatures you can afford to keep idle, which ties the reward directly to how much your deck wants to sit back rather than swing. Evasion on the body hedges against that tension. On the turns you would rather not advance the dungeon, or cannot spare the extra creature to fuel it, the Hawk simply flies in for one, so the 1/1 is rarely a dead draw even when it is not pulling engine duty. It is a modest card doing an honest job: a repeatable venture outlet for grindy decks that would rather convert a stalled board into steady dungeon value than race.

Ranger's Hawk (afr)
AFR · #37common
Pricing
Normal: $0.24
Foil: $0.22
Oracle Text

Rules text

Flying 3 generic mana, Tap, Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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