Asha's Favor

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conflux (CON) Common

Combos Browse all

Asha's Favor

Enchantment — Aura

Enchant creature

Enchanted creature has flying, first strike, and vigilance.

Price & Acquistion Set Price Alerts

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Asha's Favor Discussion

ghostfire86 on Uril, The Infinite

8 months ago

My focus has been mostly evasive effects with Uril and Ive honestly just been to lazy to get some cards like Asha's Favor and Battle Mastery.

Ive used Grand Abolisher in this before, but my meta just doesnt have many control players so its just not worth using until things change.

Aven Mindcensor would be nice is my focus was more control and using Land D effects, but again not the focus for this design.

Fetch lands is going to part of the last upgrade for the deck.

Cartouche of Strength is relatively a new one for me. I dont play standard but it does seem appropriate for Uril.

Green Sun's Zenith was in this at one time, but with limited targets I found it to be more of a nuisance than effective play. Its great to grab Argothian Enchantress with but then with limited creatures to enchant with a deck highly built on auras the fanciful idea sounds like the thud when punching mud. Instead Id rather ramp for quicker plays.

RaberSaber on 5 Color +1/+1 Counters

8 months ago

Doubling Season Atraxa, Praetors' Voice and Witch-Maw Nephilim are all very good for this deck, proliferate mechanics are great, i think you could take out Centaur Battlemaster Asha's Favor im not sure what else but you've got an abundance of green and creatures so maybe cut something from those two categories

moldycrow83 on In Mists Lain Thick, Monsters Reign

8 months ago

Hey there,

Excellent work on the Uril deck! I run one myself and it's a ton of fun. I gotta say, I love the Bear Umbra + Aggravated Assault; need both to keep the juggle going, but good god that's gotta be fun to pull off.

Anyway, here's a few cards you may want to consider!

Evasion/Trample

These are low cmc cards to help get past creatures to trample right through them.

  1. Asha's Favor
  2. Gryff's Boon
  3. Giant Spectacle
  4. Shield of the Oversoul
  5. Messenger's Speed
  6. Mob Mentality
  7. Imposing Visage
  8. Primal Frenzy
  9. Tilonalli's Crown

Utility

These I like because they help remove a blocker. Potentially can be chucked considering the amount of evasion and trample, but once and a while someone has something that is worth tapping or preventing from blocking.

  1. Cartouche of Zeal
  2. Grasp of the Hieromancer
  3. Hammerhand

Removal

NV_1980 had some good suggestions, as did others. I've got some more :)

  1. Cataclysm
  2. Wildfire
  3. Hull Breach
  4. Destructive Revelry
  5. Destructive Urge
  6. Chandra's Ignition, +1
  7. Razia's Purification, +1

Ramp

Not sure how you're doing on mana, but it never hurts to get more! Keep in mind utility enchantments help boost Helm of the Gods and others.

  1. Land Tax
  2. Exploration
  3. Fertile Ground
  4. Trace of Abundance
  5. Utopia Sprawl
  6. Wild Growth

Enchantment Protection

  1. Fountain Watch
  2. Sterling Grove

Hope some of the suggestions help. Again, cool deck. Hope you have fun smashing people's faces in!

SaltySpecula on zur voltron

9 months ago

Not bad! May want to change to EDH type and you have to add your landbase. I'd suggest 36 lands, so you'll need to cut a few others.

I'd also suggest some extra support cards, specifically Retether and Three Dreams.

3 or less CMC value cards to consider ( not auto-includes, just value to consider )

Blessing of Leeches lose 1 life on your upkeep, unlimited regenerate creature. Too powerful not to include.

Asha's Favor Vigilance, First Strike

Aspect of Gorgon +1/+3 and Deathtouch

Cartouche of Ambition Lifelink and a -1/-1 counter on a creature of your choice.

Awesome Presence Offensive version of Propaganda.

Cho-Manno's Blessing Protection from colour of choice. Good for preventing damage and becoming unblockable.

Chromatic Armor Protection from colours of choice on the fly for mana.

Cloak of Mists Unblockable

Crab Umbra Pay 3 mana to untap Zur and it has totem armor.

Curiosity Draw cards when Zur deals any damage.

Daily Regimen 2 mana to put a permanent +1/+1 counter on creature as many times as you want.

Daybreak Coronet Bit more expensive, but 2 mana, +3/+3 first strike, vigilance and lifelink.

False Demise Cheat death once.

Glistening Oil infect for 2 mana.

Infinite Authority punishes opponents and rewards you with +1/+1 counters if they attack or block you.

Invisibility unblockable

Kithkin Armor 1 mana unblockable by power 3 or greater and sac the aura for prevention of damage to zur from one source

Pemmin's Aura On demand 1 mana shroud for turn and 1 mana to untap zur

Pretender's Claim tap down all lands defending player controlls

The 5 scarabs Red Scarab Blue Scarab Black Scarab Green Scarab White Scarab

Sadistic Glee +1/+1 counter every time any creature dies.

Shade's Form Pay 1 black as many times as you want to give creature +1/+1 until end of turn and when creature dies, return it to the battlefield under your control.

Skeletal Grimace +1/+1 and pay 1 black to regenerate this creature.

Sleeper's Robe Fear and draw a card when you deal combat damage

Strange Augmentation +1/+1 base, potentially +3/+3 for one mana if you have a few different types of cards in your graveyard.

Sultai Runemark +2/+2 deathtouch

Traveler's Cloak Draw a card and Zur gets landwalk for a land type of your choice.

Triclopean Sight Untaps Zur, gives him +1/+1 and vigilance.

Unholy Strength 1 mana +2/+1

auto-includes:Pariah Save's your ass. Pair with indestructability to ignore damage.

Auramancer's Guise +2/+2 for each enchantment. Very overpowered.

Entangler Zur can block all the creatures.

Righteous Authority Esper has +1/+1 buff problems. This will buff Zur significantly and give you additional card draw. With blue and black in your arsenal, card draw shouldn't be a problem.

Sage's Reverie Big +1/+1 buff and big card draw. Play late to mid game to turn Zur from a wimp into one shot killer.

sonnet666 on I Need Help Making My ...

1 year 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

1 year 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

1 year 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

1 year 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!

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