Asha's Favor

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Conflux (CON) Common

Combos Browse all

Asha's Favor

Enchantment — Aura

Enchant creature

Enchanted creature has flying, first strike, and vigilance.

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Asha's Favor Discussion

sonnet666 on I Need Help Making My ...

3 months ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

Magikarpet on Sneaky Deaky

5 months ago

Big changes!

Removed: all Ethereal Armor, all Lagonna-Band Trailblazer, Celestial Mantle, Daybreak Coronet, 1x Tricks of the Trade, and a few basic lands.

Added: 4x Glacial Fortress, 4x Asha's Favor, 3x Daily Regimen, 1x Fabled Hero, 1x Invisible Stalker, 1x Eidolon of Countless Battles, and 1x Phalanx Leader.

The deck should play way more consistently now.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

6 months ago

Interesting. I will have to try Archetype of Courage. My initial thought is that I would be reluctant to add something that is not overly useful by itself. That being said, it does turn every deathtouch creature into an amazing blocker, and an even better Rattlesnake than it already is. The idea of owning the first strike step is pretty tempting, although, I am afraid my total number of deathtouch creatures is a little low to fully take advantage of it. Given that one of the creatures is Queen Marchesa, my commander, and her Assassin tokens, I can exploit it more than it would seem. With that in mind, if I am trying to exploit only a card at at time, I may not need something that gives all my creatures first strike. If that is the case, I have to ask if I can get that ability cheaper if I only need to give it to one creature, and then, how much better is it to give it to more creatures? Interesting line of thought. I will have to consider. If Archetype of Courage is good, would Asha's Favor be as good, or does taking away first strike give me that much more? What about Chariot of Victory? If we are going single creature, maybe Ethereal Armor, Shadow Lance, or Hyena Umbra would be best? If we are just thinking about Queen Marchesa, what about going with Rise of the Hobgoblins, to get that multifunctional essence that many cards in this deck have, and then add an independent wincon? This subject is definitely worthy of consideration, even if the decklist does not change.

GS10 on Alesha, Who Smiles at Her Bank Account

6 months ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:


Watch out, we've got a badass over here

Commander / EDH* GS10

SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

Zerjack on Sram, Tiny Leaders

8 months ago

Hmm... have you tested it? Seems to me like you're making a voltron on Sram but you're not having enough punch. Protection seems ok, I would replace Explorer's Scope with Lightning Greaves.

I can't quite give you more "Replace this" advice, but I would suggest to consider the following somewhere Spirit Mantle, Oblation, Island Sanctuary, Porcelain Legionnaire, Ancient Den, Brimaz, King of Oreskos, Darksteel Citadel and Asha's Favor.

MagicalHacker on Boros Forever!

9 months ago

Hey!

So the deck looks pretty good! I can see a good theme of aggressive creature that also do other stuff, like anthem all your creatures, so it looks like this can beat down pretty hard pretty quickly.

You mentioned that you find yourself in topdeck mode pretty often, and I can see why. I usually aim for 10-14 cards that draw more cards, and I only see 2 here (Staff of Nin and Reforge the Soul.) A lot of people will say that Boros just can't draw spells, but those people are wrong. Now, Boros isn't the most efficient at drawing cards, but it's not out of their reach. Get ready for a wall of text, because here are all your options:

Pursuit of Knowledge, Sorcerer's Strongbox, Slate of Ancestry, Dreamstone Hedron, Magus of the Wheel, Knollspine Dragon, Commune with Lava, Wheel of Fortune, Wheel of Fate, Mentor of the Meek, Bygone Bishop, Stromkirk Occultist, Sin Prodder, Prophetic Flamespeaker, Outpost Siege, Chandra, Pyromaster, Chandra, Flamecaller, Well of Discovery, Urza's Blueprints, Tower of Fortunes, Thran Tome, Tamiyo's Journal, Sword of Fire and Ice, Skullclamp, Rogue's Gloves, Moonring Mirror, Mind's Eye, Mask of Memory, Loreseeker's Stone, Infiltration Lens, Illuminated Folio, Farsight Mask, Endbringer, Bottled Cloister, Bargaining Table, Book of Rass, and Angelheart Vial.

Of these, I'm going to suggest the following eight to bring your number up to ten (obviously Mind's Eye, Sword of Fire and Ice, Chandra, Flamecaller, and Wheel of Fortune are the absolute best, but they are all above $5, unlike the following cards):

  1. Skullclamp
  2. Mentor of the Meek
  3. Outpost Siege
  4. Chandra, Pyromaster
  5. Knollspine Dragon
  6. Magus of the Wheel
  7. Slate of Ancestry
  8. Mask of Memory

So what 8 cards to take out? Let's find out which are the least impact, and let's start from the highest cmc, because getting a lower curve is never bad.

  • Captain of the Watch: This card is great in a soldier tribal, but too low impact in this deck, I think. With only 10 cards that get the boost from her, on average, it will only interact with 1-2 cards at a time.
  • Lightmine Field: I can understand wanting some pillow fort, but there are plenty of options that don't affect your creatures too, and you are going wide, so this card hoses you pretty bad.
  • Ajani Vengeant: His plus is very situational, and even though the other abilities are pretty good, him sometimes not doing anything until then is kind of a waste of a card here.
  • Sword of Vengeance: I like having a lot of abilities to get the boost from cards like Concerted Effort, but I think this card is just too expensive for too little. None of the abilities are necessities in the deck to be on one creature.
  • Skyknight Legionnaire: French vanillas are sometimes cool, but this one here is not worth 3 mana. There are better hasty creatures and better fliers for 3 mana, so I don't think its necessary to have them both on one creature since they don't really combo in any way.
  • Lightning Talons: This pretty much has the flaws of both above cards, plus the fact that it's an aura means that it opens yourself to a 2-for-1.
  • Godsend: This isn't really an equipment-themed deck, and there are better equipment for a deck going wide, like Sword of the Paruns. Overall, it's not a horrible card, but paying six mana to give a creature +3/+3 and exiling "deathtouch" doesn't seem that worth it here.
  • Asha's Favor: Again with the keywords, and the auras, and the three mana!

So those are the 8 cards I would take out for the drawing cards.


If you are interested, here are some cards I think would definitely make this deck more resilient!

First, a deck with lots of creatures is going to be weak to board wipes, so here are some cards that will protect you from those: Selfless Spirit, Avacyn, Angel of Hope, and Eldrazi Monument.

Secondly, there are a couple of super aggro cards for edh that I think you could take advantage of, although be wary because these can make you an early target if played too soon: Luminarch Ascension, Serra Ascendant, and Hero of Bladehold.

Lastly, every deck needs a couple of easy ways to pick off nasty creatures, so I would recommend using Swords to Plowshares, Path to Exile, and Darksteel Mutation (which turns off commanders!) as some pretty good spot removal cards.


Thanks, and good luck!

kidwithnoname on Invader Zur

1 year ago

Great ideas, I see where your going with this. Three or less spells you can play them for free. But....where is Indestructibility, Asha's Favor, and Three Dreams. For creatures I'd suggest Grand Abolisher and Bruna, Light of Alabaster.

Lanzo493 on

1 year ago

I'm disappointed. You're missing the enchantment that is striclty better than Unflinching Courage. It goes by the name of Armadillo Cloak. It's strictly better because it doesn't actually give lifelink, it gives you life when you deal damage. That means you can have this, and liflink, for double lifelink! Also, I second Unquestioned Authority. Also, Open the Vaults can bring back enchantments as well. Asha's Favor is a good enchantment, and here's why. You don't need to use enchantments that boost power and toughness, because Uril already does that. You need cards that give him abilities, and this does that.

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