Hunter's Prowess

Legality

Format Legality
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Arena [BETA] Legal
Heirloom Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal

Printings View all

Set Rarity
Explorers of Ixalan (EO2) None
Commander 2017 (C17) Rare
Born of the Gods (BNG) Rare

Combos Browse all

Hunter's Prowess

Sorcery

Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."

Price & Acquistion Set Price Alerts

C17

BNG

Ebay

Recent Decks

Hunter's Prowess Discussion

WhichKing on Atarka, World Render: Double Dragon

1 week ago

You only have one source of card draw! In removal heavy games you'd lose gas pretty fast. Momentous Fall (Turn an about-to-be-killed dragon into resources), Soul's Majesty, Hunter's Insight and Hunter's Prowess are good and on-theme.

Hi_diddly_ho_neighbor on All the Ramp Multani

3 weeks ago

Nice deck! I love the new Multani.

Some suggestions for you to consider:

Swiftfoot Boots and Asceticism for more protection for your Multani. Dense Foliage or Steely Resolve might also be options since you aren't really worrying about targeting your opponents creatures. I know Multani can bring himself back so protection for him isn't at a premium, but exile effects are rampant in EDH.

Hunter's Insight is a better version of Hunter's Prowess since it is instant speed and cheaper to cast.

You might consider Cavern of Souls if you have the budget for it. People will hold counter spells up just to stop Multani (granted you can just drop him into the graveyard instead of sending him back to the command zone). Crop Rotation or Expedition Map might by a good additions if you go that route.

Lastly, just some other good mono green options: Gaea's Touch, Abundance, Beast Within, Scavenging Ooze, Caged Sun, Bane of Progress, Oblivion Stone, Vedalken Orrery, Green Sun's Zenith, Chord of Calling, and Nevinyrral's Disk.

Love the idea of including Helm of the Host or Blackblade Reforged!

+1

ThallionDarkshine on Rafiq the budget

1 month ago

I feel like you went a little too all-in on exalted creatures. Essentially, they serve as much more fragile equipment, pumping your attacking creature +1/+1 but dying as collateral damage in board wipes. In my opinion, +1/+1 is way too low value to justify a card slot, so I would probably shift away from vanilla creatures with exalted, and shift to using some more powerful buff effects. By doing this, you could dedicate less card slots to buffs, and free up some more space for utility cards, draw, ramp, or removal.

You're already running Favor of the Overbeing, and while the other cards in its cycle are a bit more expensive, I feel their power level definitely justifies the cost. Shield of the Oversoul gives some evasion in flying, but the reason to run it is the indestructible it gives. Likewise, Steel of the Godhead gives lifelink which is nice, but the really important keyword is unblockable. You throw that on Rafiq, and all of a sudden you're swinging for 12 unblockable commander damage a turn. In addition, since the unblockable is for blue creatures, all the other creatures in the deck that you need to hit opponents also can get unblockable from it.

Because you focused so much on exalted cards, you seem to have neglected a few important categories. By my count, there are only 5 pieces of draw, and 7 pieces of ramp in the current deck. This is just a rough rule of thumb, but I usually like to try for at least 10 for each of those categories.

So, let's start with draw. If you decide to stick with the hordes of exalted creatures, Lifecrafter's Bestiary is a great way to filter your draws for no mana early on, and then start drawing cards off of every creature you play later on. On the other hand, if you decide to shift the deck more towards equipments/auras, Sram, Senior Edificer is a great way to draw cards off of those. Hunter's Insight and Hunter's Prowess both let you draw cards off of the damage your creatures deal. Hunter's Prowess in particular turns your commander into 7/7 trampling double-striking monster on its own. One cool creature that lets you draw cards is Augury Adept. Not only does it draw cards off of hitting opponents, it also gains you some life on the side. While it has no inherent evasion, I feel that the combination of those two abilities is worth a slot. One more thing that's kind of just a pet card of mine is Conqueror's Galleon. All of its abilities are kind of expensive for what they do, but the flexibility it offers is pretty awesome. You can use it as a land, loot, draw, or even recur stuff from your graveyard.

And I'm realizing that this comment has gotten really long, so I'll keep my ramp suggestions pretty short. Talisman of Progress and Talisman of Unity are both good, Kodama's Reach and Cultivate are great, and a card that I really like for this deck is Thada Adel, Acquisitor. She has built in evasion, and hits people to steal their Sol Rings for powerful ramp early on.

Anyways, sorry about how long this got, hope you find some of my ramblings useful.

JuQ on Hear No Dino, See No Dino, Speak No Dino

1 month ago

Any Tribal deck with high cost creatures is begging for Cryptic Gateway. Best thing about Cryptic Gateway over cards like Elvish Piper or Quicksilver Amulet (which are also good cards for the deck) is that you can activate it as soon as it enters the battlefield after only paying 5 mana and you can activate it many times. Champion of Rhonas and Deathrender are more options to consider for te task if you like some redundancy in your deck.

Wave of Reckoning, a boardwipe that can affect you the least if you have creatures with higher toughness and enables Enrage.

The deck is heavily lacking on card draw, I always try to run at least eight card draw engines. My recomendations are Elemental Bond, Shamanic Revelation, Mouth / Feed, Rishkar's Expertise, Life's Legacy, Garruk, Primal Hunter, Soul's Majesty, Hunter's Prowess and maybe even Vanquisher's Banner. Also Seasons Past for recursion.

Path of Discovery has been workking amazingly for me in many decks.

Forerunner of the Empire is another no-brainer here. You tutor for a dino and get another enrage enabler while you devastate token based decks.

Needletooth Raptor this little guy have been an overperformer for me.

To make room for this recomendations I'd remove:
Warstorm Surge Good card, but high cost and slow, I'm trying also to lower the costs here.
Rage Reflection not as good as True Conviction and not as important as card draw.
Gratuitous Violence The triple red cost may be a problem, I still to much damage support and card draw is still needed badly.
Kindred Boon I've been using this card and it's not as good as it looks like, it's really slow and opponents see its on the battlefield and can play around it, I would change it for Boros Charm or Heroic Intervention.
Radiant Destiny Anthem cards are better with smaller creatures, in fact it's a bit weak.
Quest for Renewal You don't have enough abilities for this to be deserving a slot.
Earnest Fellowship Messes with some interaction of the deck, mainly Enrage and may benefit more your opponents than yourself, nice card choice though.
Ajani Vengeant The first two abilities are not really that good in commander, and you can't really count on using its ultimate.
Coat of Arms better use in smaller token decks, you'd probable be helping more your opponents than yourself.
Titanic Ultimatum super expensive and super conditional.
Armageddon You're the guy with supper high costs, It can be a game ender in the right circunstances but most of the time it will be a dead card in your hand.
Selvala's Stampede I've used it and it was bad for me. You'll be the only one voting wild and your opponents seeing you have few cards in hand by then will vote free and the effect will be a bit disappointing.

papahiggs on Xenagos, God of Fatties

2 months ago

Like the deck. I find my Zenagross deck has a hard time recovering from board wipes. Perhaps add in some protection or recursion. Heroic Intervention is great. Eternal Witness and Genesis can help. Also more ramp like Gilded Lotus or Mana Crypt etc. Traverse the Outlands and Hunter's Prowess are excellent in this deck. Trample also helps this deck a great deal. Brawn seems like a good inclusion.

JuQ on Teeth, Claws and a Huntress God

2 months ago

Burgeoning and Exploration (and others like them) are not really that good unlest your deck draws a lot of cards consistently. If you have one them in your opening hand together with a lot of lands, then they are super flashy, but they stop providing value really soon and they don't do anything else on their own. You can make a case for Exploration synergizing with Courser of Kruphix, but I still bet that most of the time they're a dead card.
Allow me to demonstrate. In this example im naming Burgeoning, but the same is true for all the other cards that just give you additional land drops from your hand and do nothing else.
Let's say your opening hand with Burgeoning looks like this.
L, L, L, L, B, X, X. and in the first three draws are X, X, L. (L= Land, B= Burgeoning, X= Some other spell)
This would be a really good opening hand for Burgeoning, maybe optimal.

In the first turn you play Burgeoning and by the second turn you have four lands on the battlefield and four cards in your hand. At this point the Burgeoning will basically stop working. On turn three you'll have five lands and four cards.

If instead of the burgeoning you had something like Llanowar Elves you'd be one mana behind on turn two and three, by turn four you'd have the same amount of mana, but by turn five and later you would have one additional mana from the elves that you wouldn't be getting from Burgeoning.
That is the best case scenario for burgeoning, if you get it mid game is mostly useless, the elves will still give mana and be able to chump block in the mid and late game.

So, does Burgeoning really deserves the spot in the deck so you can be one mana ahead in turn two and three if you happen to get it in your opening hand with the right amount of lands? (comparing to a cost one mana dork) Taking in consideration that two or more players will have to lose 40 lifes for you to win, it doesn't earn the spot. But you can get enough value out of it if your deck is made to draw a lot of cards consistenly all the time or your deck revolves around land mechanics.

At this point, the way I see it, you have three options: Jumping with both feet into the land theme, adding as much card draw as possible or removing them in favor of other ways of mana ramp. You can also do a bit of the three options if you want.

If you really want to go all in with the land theme, you could keep all the "additional land drop cards" (not Burgeoning) and add Oracle of Mul Daya for more land from top of library and Ramunap Excavator to reuse your fetchlands from the graveyard over and over and then your additional land drops would always be spent. If you were to add the Ramunap Excavator then I would also add Evolving Wilds and Terramorphic Expanse or other lands that enter untapped and you can sacrifice without paying mana like Ghost Quarter. Everything I said about the Ramunap Excavator is also true for the Crucible of Worlds, which I don't like to recomend because it's way too pricy for me.

Even if you decide to remove the land drop pack, your deck could benefit a lot from more card draw. Commander games most of the times are an endurance race and the guy who ends up running out of cards and is relegated to one draw each turn, is the most likely to lose. Currently you have as reliable card engines Garruk's Packleader, Elemental Bond, Garruk, Primal Hunter and Lifecrafter's Bestiary. I'm not counting Selvala, Heart of the Wilds, Vizier of the Menagerie, Courser of Kruphix, Zendikar Resurgent and Freyalise, Llanowar's Fury because I don't think they are reliable enough or in the case of Zendikar Resurgent it's too late-game, more like a finisher by itself (you kinda enter in god mode) than a mean to get to an end and if you get to put it on the battlefield but your hand is empty, it will be of little help to you. I'm not saying these cards should go out, I like all of them and I run them in several decks, it's just I can't count them as card draw.
I would add about four to chose among these (I find that at eight card draw engines the decks starts drawing cards consistently) Hunter's Insight, Life's Legacy, Greater Good, Momentous Fall, Hunter's Prowess, Soul's Majesty, Rishkar's Expertise, Mouth / Feed, Shamanic Revelation, Regal Force (I'm not really a big fan of this last one but maybe in a mono green works fine).

If you decide to remove some or all of the land drop cards you can add instead Overgrowth, Worn Powerstone or Thran Dynamo as a bit heavy but efficient mana rocks and Birds of Paradise, Wild Growth or Utopia Sprawl as first turn rampers.

To get some extra juice from Seedborn Muse and Elemental Bond you could use Splitting Slime.

Instead of (or maybe together with) Elvish Piper and Quicksilver Amulet you could use Champion of Rhonas (bigger body matters) and Deathrender (it's actually doing something useful while you don't have big creatures in your hand and also, mitigates the damage caused by board wipes).

Sorry for not formulating the proposed the changes as "card-A for card-B" like you wanted, but it's not always that simple. Maybe I see a card more useful than you do (or the other way around) because our respective metas are different.

Chill_Casual on Super Stonebrothers

2 months ago

There are not nearly enough draw engines, too many trample enablers. Arlinn Kord  Flip is strong, but unnecessary. Her +1/+1 trample anthem takes two turns to go off and the rest of her abilities (aside from her ult) have zero synergy. Gruul War Chant is less expensive and gives a better pay off immediately. You don't need a trample static buff, when everyone already has trample. Hazoret's Monument gives a reduction in CMC for cast spells, but the discard/draw effect is a gamble and unnecessary compared to a simple draw engine, which actually gives you card advantage (i.e. Soul of the Harvest). Tana, the Bloodsower may have trample, but at 4 CMC for a 4/4 (post swing) is not really that much kick. Something Faster could be put in it's place. Mina and Denn, Wildborn is just a 4 cost Azusa, Lost but Seeking, and the trample effect is redundant. For 7 CMC Pelakka Wurm is weak in value, compared to other high CMC cards that could be ran. Fanatic of Xenagos is cheap, but aside from being a fatty (with or without haste) it's kind of a one note card, there's already enough big creatures on the field, he doesnt bring anything to the table aside from strength. Skarrg Guildmage is redundant as is Khenra Charioteer. Atarka, World Render is not worth the seven, sure she hit's hard but is not as strong as double damage cards that buff ALL your creatures. Deus of Calamity has to be blocked by a creature with 2 or less toughness, otherwise he's not doing anything. Ghor-Clan Rampager is just a titanic growth. Slith Predator is boring, a +1/+1 counter is not much. There is not nearly enough draw in here, too many trample enablers, too few value cards, not enough bombs. Why have so much ramp, when there is too little draw, and not enough high CMC value cards? You removed gold cards from my schematics like Genesis Wave, Rage Reflection, Insult, Gruul War Chant, Elemental Bond, Soul of the Harvest, Rapacious One, Moldgraf Monstrosity, Lurking Predators, Garruk's Horde, Hunter's Prowess, Veilstone Amulet, and Harvest Season. The utter lack of value, draw power, and game ending cards is my only skepticism. That being said, I think Gruul Keyrune, One with Nature, Destructive Urge, and Hellkite Tyrant would be great additions. Also, why 37 lands?

Load more