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At the beginning of combat on your turn, you may have target creature you control get +2/+0 and gains haste until end of turn. If you do, sacrifice it at the beginning of the next end step.
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Hazoret's Favor Discussion
3 weeks ago
I really like the deck and have some ideas about it:
- Hazoret's Favor to sacrifice stolen creature and deal extra damage.
- Saheeli Rai to copy your own creature or stolen creature and applying Hazoret's Favor ability on it. Need splash to .
- Endless Sands to exile stolen creature especially Gods.
- Syndicate Trafficker as an alternative to Ravenous Intruder. But I'm not sure it will be better.
1 month ago
Manticore Eternal is cool but feels out of place. Doesn't look like you have any card draw (duh, its mono red) but Bomat Courier gets in for a few damage and give you extrea cards after you dump your hand.
Also harsh mentor feels like much more of a sideboard card since you mentioned yourself in the description that its in there to beat specific decks. Captivating Crew might help get more fling fodder and of course there's the good ol Hazoret's Favor but that cards usually for hard focues fling decks.
1 month ago
1 month ago
Thanks, I've decided to go mono-blue, but I recommended Hazoret's Favor myself on Gluttonous Gift. I don't think it's ideal as it sits in the same slot as Fraying Sanity, so will slow you down at least a turn; at best, it's a back-up haste effect, so consider whether it's taking up space for something else more useful.
1 month ago
Hazoret's Favor is also useful for your small creatures aswell.
2 months ago
Hazoret's Favor is another way to give haste in red... Not turn 4 though. I'm underwhelmed by Opt. It's like a cycle card with scry 1. Censor is a better choice in my opinion. Will be interested to see how consistently the combo works!
3 months ago
Here are my suggestions and some recommended removals to tighten the deck. Molten Primordial, Lifeline, Assault Suit, Recruiter of the Guard, Solemn Simulacrum, Burnished Hart, Infiltration Lens, 2x Plains (36 lands should be your minimum despite your mana rocks in order to consistently get to 4 lands by turn 4), Rage Nimbus, Master Warcraft, Nim Deathmantle, Thornbite Staff, Umbral Mantle, Helm of Possession, Anarchist, Illusionist's Bracers, Caged Sun, Gilded Lotus, Rugged Prairie, Iroas, God of Victory, Obsidian Battle-Axe, Mob Rule, Savage Beating, Adarkar Valkyrie, Karmic Guide
Suggestions to remove:
- Felidar Sovereign is a boring and abusive way to win giving the starting life total and doesn't contribute much else to the deck
- Silverblade Paladin because double strike just isn't that important to this deck
- Armillary Sphere
- Sunforger because you need a greater critical mass of instants to make it really valuable and you can remove it and some of the other cards to make room for more consistent playable cards
- Fatal Frenzy
- Onward / Victory
- Rush of Blood
- Temur Battle Rage
- Unwilling Recruit
- Insult / Injury
- Kari Zev's Expertise
- Hazoret's Favor
- Spirit Loop
- Open the Armory
- Staff of Nin
Clean up repetitious cards in sideboard and maybeboard that are in the deck. Best of luck, hope some of that is helpful.