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Moxonomy

Hunt the Weak

Sorcery3 generic manaGreen mana

Green's fight mechanic has always been an exercise in tempo math, and this is the version that stacks the deck before the dice are cast: the +1/+1 counter resolves first, so your creature enters the brawl already a point bigger than its printed power. That pre-fight pump is doing two jobs at once. It tilts the damage exchange in your favor, letting a creature that would have traded instead win and survive, and it leaves a permanent body upgrade behind even when the fight is lopsided. The cost of that flexibility is everything fight already asks of you: it needs a creature on board to act through, it can only point at something you don't control, and at four mana it moves at sorcery speed, so there's no ambushing a combat step or punishing a freshly tapped attacker. Set against the cleaner instant-speed removal green reached for in later years, this is the patient, board-presence-dependent end of the spectrum: a removal spell that asks you to already be ahead and then widens the lead. Strip the counter away and you're left with a plain fight effect at an unremarkable rate; with it, the four mana buys a kill and a growth stat in the same sorcery, which is the only reason the price holds up.

Hunt the Weak (frf)
FRF · #133common
Pricing
Normal: $0.04
Foil: $0.14
Oracle Text

Rules text

Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
Printings elsewhere

Other printings

7 sets
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