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When Fiend Hunter enters the battlefield, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return exiled card to the battlefield under its owner's control.
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MagnorCriol, my apologies because after my post is when I noticed the OP timestamp. I will pay attention next time.
However, I do not think I am incorrect in what I said, and especially the first part of what you said is exactly incorrect (110.5g - Any token leaving the battlefield may not enter another zone). 704.5d works in conjunction with 110.5f/g wherein any action which targets a token and would cause it to change zones instead causes that token to 'cease to exist' and it is removed from play the next time SBAs are checked. Ex: Fiend Hunter targets a token on the battlefield, instead that token may not change zones (from battlefield to temporary exile, contingent upon Fiend Hunter leaving the battlefield). What really happens is the token ceases to exist, it never enters any other zone, and state-based actions remove that token from the game.
If there is anything that I may have missed, or something that I may have misinterpreted, please feel free to let me know. I do not think I am wrong about the tokens, but I am open to have my mind changed in light of new evidence or information you would have. By the way, it did take me a short while to find 110.5g to refresh my memory; I had only remembered reading about it from years ago. So thank you for prompting my additional research as I should have found it initially and cited the rule in my first post.
My first suggestion is to play more disruptive creatures, such as, Thalia, Guardian of Thraben , Grand Abolisher , Angel of Jubilation , Eight-and-a-Half-Tails , Reveillark , Mother of Runes and maybe Gideon's Lawkeeper , Fiend Hunter / Banisher Priest , Weathered Wayfarer
In addition to that, I would play more lords, such as Kinsbaile Cavalier , Knight Exemplar , Mentor of the Meek and more pump effects, such as, Coat of Arms , Door of Destinies , Akroma's Memorial , Shared Triumph , Auriok Steelshaper
Removal. Your removal suite is a bit soft. The standard suite is something like Path to Exile , Swords to Plowshares , Oblation , Banishing Light / Oblivion Ring , Disenchant with cards like Prison Term being optional.
You could probably go with a lot more O-ring mechanics
Venser, the Sojourner
is perfect for this deck.
Geist-Honored Monk dat token generation.
Diluvian Primordial would probably be pretty fun too.
Abusable mana rocks like Basalt Monolith
Duplicant + Phyrexian Ingester
There's so many choice for an ETB deck. You might as well look up a Roon deck and use the blue and white cards in them
in the maybeboard: Spirited Away is way to expensive imo.
For things like Protective Bubble and Whispersilk Cloak I'm not a fan of giving voltron commanders shroud. You negate the ability to attach anything onto them. Unless of course you swing and then utilize the stack to attach them in such a manner that shroud no longer affects you.
Alright, right away when I see taking extra turns I automatically think of two things, upkeep triggers, and end step triggers. Some great cards I can think of right off the bat are some with suspend (like Ancestral Vision and Aeon Chronicler ). If you add enough things with upkeep triggers Paradox Haze will be very useful also.
Another notable thing is planeswalkers, two activations before your opponent gets their turn is usually very powerful, you already have some great ones in your "List of cards to think about."
Otherwise, some just simply straight up good stuff to include would be:
Austere Command , It's just straight up the best boardwipe in commander IMO. Council's Judgment is also amazing removal, especially in 1v1. Sphinx's Revelation is as good in Commander as it is in standard, even better because there are better cards to draw with it ;) I do notice that your deck is lacking card draw, which control decks desperately need to keep up with removing threats and playing your own so this will be an important addition.
This deck could use a lot of trimming and focusing however, the deck seems to be all over the place at the moment and has a lot of redundant effects that don't seem relevant to me (depending on your playgroup of course). Examples of this are Aegis of the Gods , Leyline of Sanctity , I mean unless someone is consistently copying Cruel Ultimatum 5 times on you or Grapeshot ting you for 50 damage, this ability could be much better replaced with a more progressive strategy. Humility is just kind of a scummy, lame card like Necropotence except even worse because it doesn't end the game faster, only slower. Besides, when you have Medomai, True Conviction , and Sakashima out, do you really want to draw something like Humility ? Silent Arbiter doesn't really help that interaction either.
I also feel like Sun Titan might not have enough valuable targets. He's at his best when he is reanimating powerful enchantments or creatures that combo or just do strong things like Eternal Witness , Animate Dead , Phyrexian Arena , Oblivion Ring , Fiend Hunter , or other cards like in my Vish Kal deck Will It Sac?. Bringing back Grand Abolisher on turn 6 more than likely isn't going to make your opponent cringe when he's looking at the turn 7 Elesh Norn, Grand Cenobite (who probably wouldn't be too bad in this deck).
Solemn Simulacrum is someone I am not a fan of in two color decks, he's only in my vish kal deck because reanimating him and sacrificing him over and over is very powerful. He's also in my 5 color deck. Callous Oppressor seems like a less scary Roil Elemental . Proteus Staff seems like a gamble to me, I don't see any for sure way to get value out of it without some Brainstorm like effects. Dissipation Field , Aurification , and Mystic Barrier all seem underwhelming. I've never been a fan of pillow-forting. In a control deck if your opponents are at a point where you are taking significant damage, these cards won't save you. I'd rather drop Austere Command versus a lethal board than Aurification . Luminarch Ascension just gets you killed in multiplayer (or it should), it's okay in 1v1, but really slow, and only gets worse as the game goes on to draw it. Memnarch is really good if you play versus someone with an artifact deck, or make infinite mana, otherwise it's pretty expensive to get value out of. Vortex Elemental is okay, I'd put Stifle in though. You'd be amazed at what a good Stifle can do.
I'm sorry for really tearing this deck apart, but I think you are really on to something, you just need to look for some more synergy in your cards and focus in on your game plan. Like I said in the beginning, you seem to like taking extra turns, so take extra turns! Just try to get the most out of those extra turns with aforementioned effects. I hope I've helped even a little bit! I think I've spent the better part of an hour coming up with all of this stuff, so do what you will with it. Good luck in your deck building ventures, fellow Azorius player!
I thought you meant to use Fiend Hunter on O-ring haha sorry
|Power / Toughness||1/3|
|Avg. draft pick||2.63|
|Avg. cube pick||5.70|
|Commander / EDH||Legal|
|Duel Decks: Sorin vs. Tibalt||Uncommon|