Hapatra's Mark

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Hapatra's Mark

Instant

Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)

xaarvaxus on Budget R/G werewolf pack

4 years ago

You really could use some better removal. Beast Within , Hull Breach and Decimate shouldn't break the bank. The first is even kind of on-theme.

I think you can safely go down to 38 lands with the cuts coming from the regular mountains. Replacing 2 more basics with Evolving Wilds and Terramorphic Expanse will let you do some color fixing. Any reason no inclusion for one or two lands like Gruul Guildgate ? I'm not a big fan of tapped lands either but one or two shouldn't hurt your development as much as getting color screwed will.

Wolfir Silverheart is such a big boost to your best attacker. Increasing Savagery also is a pretty potent shot of +1/+1 counters. Witchstalker is on theme and protects itself.

Fresh Meat should let you recover from the inevitable boardwipe.

For protecting your commander, cards like Ranger's Guile , Sheltering Word , Blossoming Defense , Blinding Fog and Hapatra's Mark offer some surprise value but you eat the life shielding your commander [Word is a wash]. Alpha Authority is more on-theme and is 'repeatable' protection. Archetype of Endurance [sadly not a wolf/werewolf] protects your whole team as does Domri Rade if you can get to the emblem.

Sylvarion on Weakness

4 years ago

Maybe add Hapatra's Mark in there? Also, what do you think of the amount of land for a 1.37 Avg CMC deck?

nweiss1 on Tuvasa of the Eternal Aeon | Primer

5 years ago

Hey, I like this list. I've been working on Tuvasa for a while myself. I find that she's susceptible to removal the turn she is put into play, so I tried to add some things like Blossoming Defense , Dive Down , Hapatra's Mark and a few others of the like. Do you have any suggestions to make her harder to remove early game?

PhthisisClock on Negative Creep Modern

5 years ago

Bitchboideckbuilder, Hapatra's Mark does stop Blowfly Infestation, but I'm not sure I'd want to dedicate the slots to it. I wouldn't want to tutor for Mark, so I'd almost have to dedicate 4x slots to it. I'm keeping Blowfly in for now, as I added 2x Canker Abominations for a 6/6 body... still considering Soulstinger as a counter-dump as well. Canker and Soulstinger both have unique advantages, and I'm planning to try the deck both ways for a bit. Another trial I ran this weekend involved Oona's Gatewarden, for the 1-slot. It ended up making no difference at all, really. With the removal available in this deck, I can (usually) pretty much keep the board in stasis for 2-3 turns, which is plenty of time to get my token engine built. So Gatewarden has been rejected. I'll post with results of trying out Canker and Soulstinger after I get a handful of games in with each. Thanks for checking out my build!

Bitchboideckbuilder on Negative Creep Modern

5 years ago

Hapatra's Mark seems like a great way to counter any negative effects of Blowfly Infestation

lagotripha on B/G Demon Midrange

5 years ago

This is a good start. I feel like you are starting to look at cards the right way- assessing how to balance their disruptiveness and value, but the deck still feels a little unfocussed.

Lets look at a core concept in magic- card advantage- and build to that.

There are enablers; cards that don't do things on their own (lands, ramp spells, combo pieces, most 1/1s, etc). Proactive cards that are very good when your play them on their own (kitchen finks type stuff, planeswalkers) Reactive cards that are good at trading 1-for-1 with proactive cards (mana leak, fatal push), Card advantage spells (things that mean you effectively have more cards played, even if they don't always read 'draw a card'.)

If you have more relavant answers than your opponent has proactive cards, then they'll mostly find it difficult to hit you. If you have more playable proactive cards than your opponent you'll probably be able to race them. If you have cards that slot into multiple categories in useful ways, you have virtual card advantage, and can pick the appropriate approach for the particular matchup. These are the core concepts that you need to build midrange.

Lets look at what your deck wants to do. A build around Demonlord of Ashmouth and Demon of Catastrophes, with enablers in the form of small creatures and ramp spells, and a few spot answers with light card advantage tools to clear the way. You're prepared to give up cards to demonlord of ashmouth or demon of catastrophies to have a big threat hitting your opponent. This is a really good start that the rest of your deck should build to support. A big threat that goes over aggro and fights through answers.

So general principals- you want enough card advantage to offset your enablers, or to make those enablers useful in other ways. You want enablers that also help you race down other decks with big flying demons. And you want tools to protect those demons.

Budget lists can't afford the 'universally good' stuff, like Collective Brutality or Cryptic Command, so you need to look at larger groups of teir 2 cards with good synergy and large print runs, preferably with deckbuilding restrictions that cut the price further. So lets cover some general options, explain the why, and then leave you to find things to fill out the list.

You want things that make small creatures and make these big things easier to cast. Llanowar Elves(price listing on this is busted) and Elves of Deep Shadow will let you cut the land count some- and they'll let you slam a big demon earlier whilst providing a body to sacrifice. Turn 1 extra mana is strong enough for people to spend their lightning bolt on it- and thats one more thing not pointed at the threats.

While Sylvan Caryatid is a great card, spending an extra mana to 'blank' a removal spell with hexproof is less relevant when your big stuff doesn't also blank removal, and likely isn't worth the extra mana (its great when your threats are stuff like enchantments or combos which are hard to disrupt).

Scavenging Ooze should be maindeck- its a graveyard meta, and its a decent body that likes you sacrificing creatures, lifegain is relevant, and even against decks that play no creatures it hits their snapcaster targets. Its both a threat and an answer. Cards that give you lots of options are good.

Cards that let you play with +1/+1 and -1/-1 counters are good in sacrifice lists- much like Gavony Township makes Kitchen Finks nigh-unkillable, Cauldron Haze and cards like Exemplar of Strength or Hapatra's Mark/Heartmender/Nest of Scarabs with Young Wolf and Safehold Elite or Black Sun's Zenith can really put in work. You just need to be sure to pick cards that all work well together. While individually they are worse than high value cards, as a group they can outperform- and most importantly, choose them to be versatile.

A card that gives an aggressive and defensive option is perfect for midrange. When building the spine of your deck, look for groups like this to fill it out. Having interseting choices makes the game fun.

Most of all, playtest, and have fun playing. Because thats how you get a top-notch deck. I'd take a look at Rite of Belzenlok decks in standard right now, they showcase a lot of the tools you'll be looking for, and its a good card for the archetype (even if its a little slow).

whiterockletty on Champion of Boros

5 years ago

Radarmonkey

The problem with any Voltron deck is protecting the Voltron from removal such as Settle the Wreckage, Ravenous Chupacabra, bounce like Blink of an Eye, non-targeted removal like Fumigate.

If it does get removed, you'd have sacrificed enough card draw possibilities that you can't get a second Voltron up and running, and you're now at a major card disadvantage due to suiting up the Voltron.

My flavor of this deck is actually in Temur so I can get Bogle effects (Blossoming Defense, Hapatra's Mark) as well as Counterspells (Spell Pierce, Admiral's Order) so I can defend my Champion or Valduk while they get to work.

If you're just starting out, I'd recommend rolling a d6. The RDW and Mardu Vehicle decks are pretty good Standard staples that are rotating out very soon. However, Voltron is a heck of a lot of fun to play as.

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