Hunt the Weak
Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Printings View all
|Rivals of Ixalan (RIX)||None|
|Iconic Masters (IMA)||Common|
|Fate Reforged (FRF)||Common|
|Magic 2015 (M15)||Common|
|Magic 2014 (M14)||Common|
Combos Browse all
|Commander / EDH||Legal|
- if u give a manland a +1/+1 counter will it stay on after end step for the next time i activate it
- Ranger's Guile vs Hunt the Weak
- Does Hunt the Weak cause your attacker to tap or is this separate from the combat phase?
- If I play a sorcery or enchantment that says to “fight target creature” do the creatures keep their combat tricks?
Hunt the Weak Discussion
2 weeks ago
EldraziOfRavnica I am gonna to make that change for Savage Stomp, thank you for that suggestion. I had Hunt the Weak, so I just through it in. Most of the ways this deck make lands into creatures, they become elementals. But Tribal Unity has under preformed every time, so I'm going to which it out.
2 weeks ago
2 months ago
Here are some more ideas for cuts- Adventurous Impulse , Hunt the Weak , Planar Cleansing , Thran Temporal Gateway , Cataclysmic Gearhulk , Ravenous Daggertooth , Sun-Crowned Hunters , Fountain of Ichor , Rabid Bite , Gift of Paradise , Treefolk Umbra .
8 months ago
This is the first deck I ever built dating back to the 2015 prerelease. It's evolved a ton since then, clearly, with all the cards from later sets in it. That's kinda why the cards are so seemingly random. I haven't purchased cards for this deck yet. Everything I have was either pulled or traded for.
There's currently 69 cards because to be honest, I really struggle with deciding what to remove to meet 60 cards. I feel like they are all pretty good and serve a distinct purpose in the deck.
I definitely want those lands. I don't really like Fertile Thicket either. Probably remove the Selesnya Guildgate s because they're too slow too, huh? I like Oran-Rief, the Vastwood , Sunpetal Grove , and Temple of Plenty . I love the combo of Canopy Vista + Windswept Heath , but that seems like a lot of money for land, although I might justify it if I could see it's worth. What are the most important things I'm looking for when choosing land?
The Wanderer , Suspension Field , Wanderer's Strike , Hunt the Weak , and Prison Realm all help with protecting from creatures that I otherwise wouldn't be able to deal with, and Dragonscale Boon and Stony Strength surprise my opponent when they're attacking or try to mess with tapped creatures. What I really need are a couple cards that exile permanents rather than creatures, though. I have a couple of Generous Gift s in another deck that I could pull out and put into here.
If I cut The Wanderer , all instants, sorceries, and enchantments and dropped down to 24 creatures, I could have space for 8 cards if I kept 23 lands. What do you think the best would be the best 8 cards to have? Right now I'm thinking: 2x Generous Gift , Bow of Nylea , Nissa, Voice of Zendikar , 2x Blessed Alliance , Oblivion Ring , maybe Hardened Scales (how bad is it really if you play it first turn, considering all I would have to play other than that would be a hexdrinker, and it benefits massively from it if I can beef him before he gets protection from everything?) or Harvest Season ? (but that wouldn't that only be good with some landfall stuff or Vinelasher Kudzu , like you had said?)
Would that provide me with enough board removal to be consistently successful?
8 months ago
I've noticed a fair bit of graveyard interaction but I don't see a lot of recursion effects. Since bears are typically small, I think it would help to add more anthem effects such as Vanquisher's Banner & Coat of Arms . I think Rhonas's Monument is a must in this deck because it acts as a mana cost reduction and a pump as well. The deck seems a little light on removal interaction, although you are in mono-green, there are some decent interaction with +1/+1 synergy like Mutant's Prey or Hunt the Weak . To facilitate that +1/+1 synergy, maybe adding Path of Discovery as well. There is a lot of ramp in this deck, which in theory is good, but your also in mono-green. I might recommend removing some to make way for the previous suggestions. Nature's Claim is a must and perhaps some additional card draw like Rishkar's Expertise would help.
9 months ago
Hello fellow Skullbriar player,
I like your deck-list a lot! I like how you are running Triumph of the Hordes . I never really thought of going that direction for a win. You’re also running a lot more creatures which is cool to see!
Skullbriar for me, is the perfect deck to throw a bunch of combat trick stuff and janky pumps/unblockables like: Elbrus, the Binding Blade Flip, Hot Soup , Prowler's Helm , Epic Proportions , Gigantomancer , Emergent Growth , Berserk , Hatred , Hunt the Weak , Trailblazer's Boots , Burst of Strength , Might of Oaks and Enlarge (so hilarious to pull-off). Here is my Skullbriar brew
Hope some of that helps!
11 months ago
For instance I play Hunt the Weak on a creature that has trample. We’ll say I have a 5/5 and my opponent a 3/3 that I have selected to “fight”. When it deals damage would the power exceeding the toughness carry over as normal with trample? Or for instance my opponent has we’ll say a 3/4 with double strike and I control a 5/5. I select his 3/4 as the target. Does the opponents creature get double strike in this interaction or just it’s base power?
1 year ago
If I used Hunt the Weak on a creature in my main phase, would this cause my creature to tap, Therefore making it unavailable to attack or is this a separate interaction not causing my creature to tap?