Shed Weakness

Legality

Format Legality
Standard Legal
Commander / EDH Legal
Vintage Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

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Set Rarity
Amonkhet Common

Combos Browse all

Shed Weakness

Instant

Target creature gets +2/+2 until end of turn. You may remove a -1/-1 counter from it.

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Shed Weakness Discussion

Olivvyia on Mono Green

2 days ago

It's a good start. Removal in green is very hard to find so I like the small touches.

However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.

Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.

Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.

Now, what to cut.

Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".

In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:

Ancient Ooze

Ancient Silverback

Awakener Druid

Bloodbriar

Crocodile of the Crossing

Duskdale Wurm ... Pelakka Wurm

Emperor Crocodile

Nessian Asp

Pathbreaker Wurm ... Nylea, God of the Hunt or Brawn or Thunderfoot Baloth or even Primal Rage

Plated Crusher

Prized Unicorn

Pouncing Cheetah

Quilled Slagwurm

Ridgescale Tusker

Scaled Behemoth

Shoe Tree ... This is illegal in commander.

Skysnare Spider

Woodborn Behemoth

Yavimaya Ancients

Yew Spirit

A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.

Other cards to cut with recommendations:

Call of the Herd ... Not really worth it unless you're running a token deck which you are not.

Prey Upon ... It's just not very good in commander. Try Ulvenwald Tracker

Might of Old Krosa ... Meh. Try Giant Growth

Shed Weakness ... Unnecessary. Again. Giant Growth

Genju of the Cedars

Gift of Paradise

Living Terrain

Sheltered Aerie

Trial of Strength

Zendikar's Roil

TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.

If you have any questions, feel free to ask! Welcome to the format.

revanmtg on Hapatra, Vizier of Poisons

2 days ago

Hey cool deck, I actually also have a Hapatra deck in the works and it's been through many revisions. Here are a couple of suggestions I have.

Not sure that Rhonas's Monument truly belongs here, for the simple reason that more than half (11/18) of your creatures aren't green (Hapatra is gold). I like the Monument but not sure for this particular deck.

Shed Weakness, I toyed with using this card, and decided that removing -1 counters from my creatures wasn't really a priority- most of them have a mechanic to remove em themselves or you're just dropping them onto a Festering Mummy (or Soulstinger). If anything Hapatra's Mark is definitely better.

I found Splendid Agony to be a bit weak, so I would recommend putting in Murder or some other budget removal because it always comes in so handy- compensate for the lost -1/-1 synergy by including more creatures that drop them when they enter the battlefield. Defiant Greatmaw, Exemplar of Strength, Soulstinger could all potentially fit your curve. Maybe you could even find a way to use Decimator Beetle.

What I found was that for this deck to be as powerful as you'd like it to be, it needs to be a bit heavier on creature count, so I'd recommend anywhere in the 22-24 range.

I'd love if you checked out my deck, called 'Call The Exterminator'. You might get a couple ideas from looking at that especially for what to think about in the sideboard.

PhthisisClock on Negative Creep

2 weeks ago

Both good suggestions... I am looking for 2x Channeler Initiates and have a few Shed Weaknesses on backup...

CleanlyRhyme568 on Snakes and scarabs

3 weeks ago

This deck could be better as a midrange Black Green deck, using cards like Hapatra's Mark and Shed Weakness to further manipulate your neg 1 counters. If you do keep the red, look at cards more like Fiery Temper and Lightning Axe over Sweltering Suns, though do keep that in the sideboard. Also, if anything, run Baleful Ammit over Plague Belcher.

VesuvanDoppelbanger on Fling for Leathal

3 weeks ago

Awesome idea! +1

Heart-Piercer Manticore would be a great 5th and 6th Fling, plus it embalms for late game finishes.

Channeler Initiate is good ramp that ends with a decent body to toss.

Shed Weakness has good synergy with Consuming Fervor and the Channeler Initiate.

I don't think this deck is pushing enough creatures to justify 3x of each of the Monument.

Good brew.

elonth on Jund Counters (Budget?) [3-0 @ FNM]

3 weeks ago

Blazing Volley is just stone unplayble even if you had a scarmage out. Magma Spray/shock would be far more useful. So would Radiant Flames you can't make the "budget" excuse for the first 2.

You need to be running Hapatra, Vizier of Poisons Shes worth less than some of the dual lands you are running.

Shed Weakness just isn't good outside of limited. the one that removes all counters and gives hexproof actually does something by protecting your guys Hapatra's Mark

Manticore of the gauntlet is just not constructive playable unless you are playing mono red burn. You'd be better off with 2 copies of hapatra. who actually works with your decks strategy.

Way to many 3 drops. Absolutely way to many. you need to fix your curve or you will find games where you literally do nothing until turn 3. Then the creature you play instantly dies because they could keep removal up to your empty board.

Kill the green cartouche or kill the 3 black ones. Yes i know you want to make ambition work. but if you are investing 2 cards and 5 mana just to get an extra unfocused edict effect you are pushing yourself behind on board.

If you want to cycle the trials you should be running the red cartouche since it only costs you 1 mana, will help you get mana through. On that same note the red trial is very good, yet alas you are to thick at 3.

a 4/3 lifelinker for 3 is pretty good. but its not amazingly constructed playable. You should replace him with Channeler Initiate this not only helps fix your curve it allows you to ramp into 4-5 mana much sooner so that you can actually cast more than 1 spell a turn with all your 3 drops.

Narrash on Golgari AKH, Hapatra

3 weeks ago

So I love the green cards of Amonkhet, especially Hapatra, Vizier of Poisons and Honored Hydra, and I'd like to build a block-constructed deck around Hapatra, Vizier of Poisons and negative counters. Here's what I've come up with so far : [AKH only] Hapatra -1/-1.

Deck goals

Restrictions

Needs help with

FullmetalWes on

1 month ago

I would recommend taking out the Shed Weakness (since you don't have anything giving itself -1/-1 counters) and adding in Fortified Village or maybe Aether Hub to get you to 22 lands and better mana fixing, then at the most I would only run 1-2 Prepare / Fight and replace it with either Attune with Aether or more Blossoming Defense. Take out at least 2 Pouncing Cheetah for Metallic Mimic...which you could probably run 4 of. Hope this helps!

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