Cardsplain

Put two on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

Grade C Grade from the win rate

Win rate when drawn 55.2% −1.0 vs average 14,809 games

Win rates and picks

55.1% 33,334 games
Average pick ()
5.2

By deck

  • Ferocious Wolves 56.4% 8,995 games
  • Elf Landfall 52.9% 3,990 games

Win rates from , 323,114 games. This card is compared with the set average (56.2%).

Reviews

There was a time when Hunt the Weak was a fairly commonly printed spell for green and it wasn't too bad. The does a good job of helping your creature win the fight most of the time. So of course, two +1/+1 counters will be even better. Now, a 3/3 can beat a 4/4 in a fight. That should open the doors for Troll Negotiations to kill off a wider variety of creatures, and it should be very effective.

Its lack of besides Quarrel and Troll Negotiations is its greatest weakness, and it leaves green highly vulnerable to black/red and kill spells.

How to draft it

Roles in each deck

  • Ferocious Wolves Removal

    Two +1/+1 counters land before the fight, so even a 2-power creature hits for 4, and if it survives it keeps that 4 power for .

    How to play it

    Pick a fight your creature wins after the counters, or fight with a creature.

    Learn the Ferocious Wolves deck
  • Elf Landfall Removal

    Your creature gets two +1/+1 counters and then fights theirs (each deals damage equal to its power to the other). Unlike Quarrel, your creature takes damage back and the spell is a 4-mana , but the counters stay after the fight.

    How to play it

    Pick a creature that survives the fight after the counters, like Mirkwood Pathmaker. Attercop with the counters is a 4/3 with , so it kills anything and lives through a fight with a creature that has 2 power or less.

    Learn the Elf Landfall deck
  • Beasts and Burn Removal

    Troll Negotiations is that leaves your creature two counters bigger, so a 2-power creature comes out of the fight with the 4 power wants.

    How to play it

    Your creature's power plus 2 has to their toughness, and its toughness plus 2 has to beat their power if you want it to live. A Rabbit with one counter comes out a 4/5 and grows on its own from then on.

    Learn the Beasts and Burn deck
  • Patchwork Midrange Removal

    Its two +1/+1 counters stay after the fight, so you get and a pump from one card. On Mirkwood Pathmaker with four lands it makes a 6/6 that beats almost anything it fights.

    How to play it

    A fight hits your creature back, unlike Quarrel, so choose one that survives the return damage, or Attercop, whose kills the target even if Attercop .

    Learn the Patchwork Midrange deck