Gwafa Hazid, Profiteer

Gwafa Hazid, Profiteer

Legendary Creature — Human Rogue

, : Put a bribery counter on target creature you don't control. Its controller draws a card.

Creatures with bribery counters on them can't attack or block.

Gwafa Hazid, Profiteer Discussion

libraryjoy on Dismiss into Dream

5 months ago

I usually use Dismiss into Dream with things like Rimefeather Owl , Gwafa Hazid, Profiteer , or any thing that just does a simple targeting ability.

Omniscience_is_life on Favor Deck

8 months ago

It'd help a great deal if you

A. linking to your commander so we're all on the same page (you can do this by putting two brackets > [ and ] on either side of the full card's name, it'll show up like Gwafa Hazid, Profiteer . All this and more can be found in the "Comment Tutorial" underneath the comment box).

B. linking to your deck so we can see what you already have. This can be done by going to your deck's page, copy/pasting the name (everything after the "/"), adding "deck-large:" before it and putting more double brackets on either side.

That'd help a lot. Thanks!

TotesMcGoats on Wizzardrix (Kwain, Itinerant Meddler)

10 months ago

OatmealBear

The Magic Mirror is some pretty INSANE card draw and we'll have a lot of instants and sorceries to get that cost down, but the ever-increasing non-optional card draw gets me worried about decking myself, so I don't think its necessary either. Once you're drawing even 1 or 2 extra cards a turn, you're really no longer concerned with needing more card advantage. That's why I love the consistency of having Kwain in the Command zone to come down on turn 2 every single game.

Shabraz, the Skyshark was another one that I was actually considering running as the commander before Kwain got spoiled because I liked the life gain and card draw. And I liked the vibe of sitting down at a table and intentionally playing partnerless. But Shabraz is a bit expensive at 5 mana and I doubt he'd ever live for long because of how fast he'd end up getting HUGE and scary and threatening with Flying.

I also considered Gwafa Hazid, Profiteer, but he's not actually as political as I wish he was. I wish he only stopped your opponents creatures from attacking you, like a pseudo-goad effect where we bribe their creatures with cards to not attack us. Alas, he basically just acts like a bad Banisher Priest.

As for Dream Trawler, Shabraz, Consecrated Sphinx and some of the other big creatures I mentioned before, you can definitely run them if you want, you just have to politic a little differently. Instead of playing the fun-loving group hug spectator, treat your creatures more like just another way to protect yourself. Save attacking with them as a last resort, or make sure you ally yourself with the rest of the table to fight against whoever is the biggest threat at the table. You just don't ever want to be that person being ganged up by everyone else, and the problem is that a lot of those creatures tend to end up quickly becoming the biggest threat. I'd say make sure to include a Rogue's Passage so that you can make sure to land the final alpha strike when you need to. People will almost assuredly have bigger boards then you, so we need a guaranteed way of getting through. Glaring Spotlight could be a good include to help you get through hexproof when you need to, or sac it when you want to go for the win.

One of my favorite aspects about this deck though is how we're playing on a completely different access from everyone else. We're here to have fun, speed things up, but also stall things out until we can combo off. Staying off everyone's radar until its too late is its biggest strength. Even if your playgroup KNOWS what your win condition is, our job is to let everyone else be bigger threats for them to have to worry about while we bide our time and set up for the win in our hand.

See, the battlefield is all about transparency. Its where most people play the game from, slowly building up boardstates and engines and scrapping back and forth here and there. Everyone can see what's in play, and who they should be concerned about. That's why I try to keep everything we put into play as unconcerning as possible, meanwhile all of our actual threats, removal, counterspells, and our win conditions, sit invisibly in our hand where no one can see them, so they don't know what to be afraid of, but everything on our battlefield tells them they probably have nothing to worry about, especially if they just leave us alone.

Telepathy is a pet card of mine that I always kind of want to find a way to fit back into the deck because it serves this purpose incredibly well. Everyone ELSE plays with their hands revealed, while you get to keep yours secret. Being able to see EXACTLY what your opponents are capable of and what you might want to save a counterspell for is GREAT for us, but its even better for our opponents to be scared of one another when they get to see every card everyone draws except for you. As good as it is for us, its not a very fun card to play against and people tend to get pretty mad about it and try to get rid of it quickly.

There's a similar issue with Zur's Weirding that seems like it COULD be an interesting inclusion with some fun politics involved, but basically every time it ends up playing out more like a STAX card that stops everyone from drawing cards and loses everyone a bunch of life instead. Its pretty unfun to be honest, and it can most likely be used against us to stop us from drawing our important combo cards, so I didn't include it either. Telepathy I'm still on the fence about.

I also tried out Approach of the Second Sun for a bit, but it had the same issue as Jace and Lab Maniac, its not good on its own, its a bit slow and obvious, and its otherwise kind of a dead draw cuz its not very good on its own. Seeing it in your opening hand is just gross. I think the concern over having a backup plan is understandable, but ultimately kind of unnecessary. I don't think I've really expressed it before, but this deck is consistent. We draw through so many cards and have so many ways of protecting ourselves and our combo that this deck tends to win a lot more than the average 25% of the time if I'm being honest. That's why I think its so important that you make sure the games are fun for everyone at the table and let everyone draw tons of cards and actually play their decks. Its why I like this specific combo too. Everyone ends up with almost their entire decks in their hands and it becomes one final ultimate showdown battle where everyone is furiously digging through their massive hand-libraries to try to find a way to stop you, and for you to try to stop them back. And if they do manage to do it, good for them! They deserve it!

Joe_Ken_ on Suggestions for a polticial commander

1 year ago

Pramikon, Sky Rampart could be good since he is a sort of political piece in itself, sending creatures to have to go through someone before getting to you.

Gwafa Hazid, Profiteer would be a little similar and is definitely one that isn't seen often.

Zedruu the Greathearted is one that you can give gifts to your opponents, but can just as easily be an 'evil santa' at the table.

Gahiji, Honored One could be good since it is also themed around getting attacks to go elsewhere.

There is also Queen Marchesa and while I don't think she is much of a political commander she does have a nice flavor for the political commander theme.

DemonDragonJ on Ellen, the Generous

1 year ago

I usually avoid being overtly political in games, but I do, on occasion, make bargains with other players, notably by agreeing to provide them with a benefit in exchange for them not making any hostile movies toward me, so I have decided to design a creature that works into such a strategy (plus, the name was too good of a pun to not make), and here is the result of my work.

Ellen, the Generous Show

This card was partially inspired by Gwafa Hazid, Profiteer, in that it provides an opponent with a benefit but makes them unable to harm the player. She has vigilance so that she can attack and block, but still use her abilities.

What does everyone else think of this creature? Is she a good design?

Peoni on I wanna play your stuff too

1 year ago

2 cards I think you should really consider running: Head Games and Zur's Weirding.

You should also consider running more mana rocks like Sol Ring, Arcane Signet, and Fellwar Stone. Then probably look to swap out your lands that come in tapped with either basics or other lands that don't come in tapped that fit into your budget.

Next I would advise you to think about what you want your deck to do. I feel like a lot of the cards in this list don't necessarily fit the overall strategy and lack synergy with other parts of your deck. For example, why are you running cards like Shark Typhoon, Council's Judgment, Omniscience, and Leyline of Anticipation? How do they fit into your commander's strategy? Also think about cards that you could improve on. I can tell you want to incorporate some sort of stax/pillowforty element into your deck with cards like Lawmage's Binding and Gwafa Hazid, Profiteer, but there are better cards we could swap these out for like Ghostly Prison to complement your Propaganda and Crawlspace to limit the amount of hitters coming at you. Looking at your current list it feels like you want to make this into a deck that wins and doesn't care about the fun of others (after all you're playing Sen Triplets), so look to improve your existing picks and ask yourself what your cards do to further your strategy.

Finally, take out Deafening Silence and Meddling Mage. The latter hurts what you're trying to do a lot. You'll only be able to use people's hands to a limited degree and it just slows the game down a lot in general without helping you win. The former just doesn't do enough when you could just cast their threatening spell yourself to get rid of it.

Good luck with this deck! I hope it comes out to your liking and I hope I was of some assistance. :^)

TriusMalarky on Suggestions for a very political …

1 year ago

With this kind of deck, you need to first ask yourself what strategy you're actually going for. Are you

  • Trying to use politics to slowly gain advantages before suddenly taking over and dominating?

  • Trying to make yourself such a valuable ally that everyone leaves you alone and then you go one-on-one after two people die?

  • Trying to make games last as long as possible?

I'd likely recommend the second. This is because it is easy for each opponent to justify letting you live. If you win too often, your playgroup will either opt to team up on you and crush you early, or they will(each on their own accord) attempt to take you out at the end of the game by playing their cards right.

For this deck to work, you really need to be able to guarantee that you can incentivise certain actions at your discretion. For instance, with Kenrith you can say "Hey, I'll let you draw a card if you attack player B" do the player with a solid board state but an empty hand. Every card should give you as much choice as possible and with powerful enough effects that you can give people treats for following your orders, and bring down hellfire if they disobey.

Here's my personal list:

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