Hazoret's Favor

Legality

Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet Rare

Combos Browse all

Hazoret's Favor

Enchantment

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

SwagMuffinMr.5 on Amonkhet Paradox Smorc.

6 days ago

I LOVE this deck idea. I was planning on building one just like it however this is a way better structure then the way I was going to take it. I have some suggestions though.

First off, I would suggest swapping out a Wrangle with another Fling because fling has faster burst potential than Wrangle where fling can basically double damage and Wrangle is going to remove a single blocker but only increase damage to a maximum of 4. Plus fling just has more synergy with Kari Zev's Expertise

Second, Hazoret's Favor just seems too slow for me. This may seem like a pretty wild suggestion but I think it would be efficient if you replaced those two with two Lathnu Hellions. The hellions have haste, they are high tempo for their mana cost, and they have nice potential for fling fuel. All you would really need them for is just two turns anyways. Turn 3 play and swing for 4 damage. Turn four, pump with invigorated rampage and swing for 8 damage, then second main phase fling it for another 8 damage.

Last, I think Goblin Dark-Dwellers is a really good card to gain more value from Kari Zev's Expertise however it will be rotating out soon so eventually you might want to replace those with more Glorybringers, Combustible Gearhulks, or Heart-Piercer Manticores.

Remember, these are just suggestions, but I think these are some of the changes you should make to get the deck faster. Your original work has inspired me to play this deck in standard. What a fun deck!

firebound12 on Boosted Artifact Gremlin

1 week ago

Cole6000 Thanks for the suggestions!

I tried all the cards and here's my opinions

In the rulebook, it says Mirage Mirror wont copy counters on that permanent or effects that have changed its power, toughness, types, color, or so on. So I can't copy a boosted Ravenous Intruder unfortunately.

I already have Invigorated Rampage and I want to double the power more than trying to make it more sturdy with Brute Strength. Also I can boost 2 creature instead of 1.

I tried Hazoret's Favor but I'm short on creatures so I never want to use it whenever I had it on board.

Throne of the God-Pharaoh I don't have enough tapped creatures each turn to make it work. It'll only tickle my opponent while I can be focusing on boosting and flinging my creatures.

Cole6000 on Boosted Artifact Gremlin

1 week ago

A few cards I would put in this deck are:

Mirage Mirror Maybe to get a bit extra hitting damage (bit expensive). Brute Strength To help buff. Hazoret's Favor To help finish off opponents. Throne of the God-Pharaoh Help deal damage.

Again, these are only cards based on my opinion of the deck. I like decks very inexpensive and I do believe that any of these could take out expensive cards. Good luck playing!

ErnieSpratt on Locust of Control

1 week ago

Hey. Here's a couple of things I'd like to point out:

  • It doesn't look like Metallic Mimic is actually doing anything for the deck. You have two of them and two Locust Gods - chances that you'd draw both out of four cards by turn 6 in a given game are about less than 20%, If I'm approximating correctly. That's not nearly consistent enough to justify mimic taking up place in your deck and contributing nothing to your control game plan.

  • Hazoret's Favor also looks like it does nothing most of the times you draw and cast it as well, here's why:

Your deck has 10 creatures. Do you want to use the Favor on your barals, your mimics or your Locust gods on the turn you cast them? absolutely not. Do you want to use it on your Enigma Drake knowing that it would die at the end of turn too? Not uless you have 18 instants/sorceries in yor graveyard. So Then you are left with barely two creatures that the Favor can interact with - two combat celebrants. And you actually have to draw both the celebrant and the Favor to begin with for the combo to even work. If you draw 20 cards in a game, then you would see two or more of those three cards in barely every fourth game you play.

Doesn't look like a sound plan to me.

  • On that point: The Combat Celebrants value is greatly diminished as well if all that you are ever going to be reliably attacking with is 2xEnigma Drake and 2xThe Locust God (+ it's insects) - that's, once again, two cards in your deck that in order to be any good require one or more of the four other specific cards in your deck to be already on the table.

Not going to work 80% of the time.


Ok, less obvious stuff now:

  • 4x Cancel AND 4x Disallow is an overkill. You definitely want to be running 4x Baral, Chief of Compliance if you intend to go this counterspell heavy.Problem with 8 cancels is that if you are playing against an aggressive deck (say, zombies, R/W humans, Mardu Vehicles, or even B/G energy - all well represented decks), then by the time you get to 3 lands, they'd already have cast two or more creatures, and all you have to respond with is a hadfull of 3-mana counterspells. Or better yet, they just cast two 2-drops on turn four. You can't deal with both of them for 3 mana.

  • Following up on that: your deck could use a couple of board wipes that can help you secure your position on the table if you fall behind to a faster deck. Baral's Expertise, Hour of Devastation or especially Sweltering Suns are very much worth considering, if not 4 of in the mainboard, then at least in the sideboard.

Also lastly, but most importantly : Run more lands if you want to cast expensive spells! 19 is not nearly enough. You'd be stuck on three lands the whole game while your opponents grind your counterspells out - It's sufficient for Aggro deck with lots of small creatures, but if nothing hits the table over by your side, then it doesn't matter how many things you counter - sooner or later your opponent will find a way to cast two spells per turn and work around your counterspells with his 24 lands.


Hope this little read was usefull. Good games and Cheers.

ROUROU on Jund Gods

3 weeks ago

One suggestion, you could always try Hazoret's Favor . You have Scrapheap Scrounger and The Scorpion God that can e recycled constantly.

Argy on Hijack

3 weeks ago

The ratio of Non-Creature to Creature spells is too high, in this deck.

You've got 19 Non-Creature to 18 Creature. That means you are more likely to draw Non-Creature spells. That then means that you might not have decent targets for Fling and Hazoret's Favor.

You only have your 2x Gifted Aetherborn as early Creatures to play. You should aim to have roughly 8 Creatures that are decent 1 or 2 drops. If you don't get early Creatures on the field your Opponents can just outrace you.

Gifted Aetherborn is a terrific early game Creature, which also helps if it comes out in the late game. I'd put two more in.

Unfortunately I was not able to test this deck properly, due to the low Creature count. I didn't draw any hands that were good enough to play.

If I were you I'd take out 2x Wrangle and Hazoret's Favor for some extra Gifted Aetherborn and maybe a Bloodrage Brawler.

Once you have made some changes tag me, and I'll take another look.

cyclinggamer on I'm gonna steal your girl.

4 weeks ago

Any thoughts to Hazoret's Favor? Steal creature, give it +2, have it attack, then Fling or other advantage of their own power back at them?

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