Creature — Human Cleric
When Fiend Hunter enters the battlefield, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
|Want (2)||Commissar_Crush , Barthie|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Uncommon|
|Mystery Booster: Convention Edition (MYSCON)||Uncommon|
|Ultimate Masters (UMA)||Uncommon|
|Masters 25 (A25)||None|
|Commander Anthology (CM1)||Uncommon|
|Duel Decks: Blessed vs. Cursed (DDQ)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Duel Decks: Sorin vs. Tibalt (DDK)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Fiend Hunter occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
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Fiend Hunter Discussion
1 day ago
If you really want, you can loop using 2 other Fiend Hunter -esk creatures. (To draw X cards and X counters onto creatures you control.) I've been thinking about building the deck around it, but I think it requires too many pieces, so I might just try and build Kathril.
1 week ago
I like your take here. I think you've made some good decisions on inclusions. Some things to think about though...
Aside from providing some redundancy to your reanimation game plan, Sun titan provides infinite enter and leaves the battlefield triggers with Fiend Hunter and a sac outlet.
Fiend hunter enters, targets the Sun titan. If Fiend Hunter dies, sun titan returns, targets the Fiend Hunter, which enters and Targets the Sun titan.
Sun titan also provides some late game land ramp with cards like Evolving Wilds, Terramorphic Expanse or Wayfarer's Bauble and also provide non-creature reanimation for important non-creature cards like Reconnaissance and Altar of Dementia if they get removed.
Ankle Shanker's ability doesn't work upon reanimation by Alesha as she enters already attacking. Unless it's a pet card, I'd drop it.
You only have 7 Swamps, including dual lands with the Swamp type. Crypt Ghast just doesn't have enough to work with and should be cut.
I find Dimir House Guard to be severely underplayed in Alesha decks. It has evasion to help keep it alive, discards itself, and tutors for any number of great cards. Need a field wipe? Dusk / Dawn. Ramp and card draw? Solemn Simulacrum, More Mana? Smothering Tithe. Evasion? Iroas, God of Victory.
Anyway, good luck playing the best commander who smiles at death ;)
2 weeks ago
I have a lot more experience playing the non-budget deck, so here's how that usually goes as it may apply to both decks:
Early Game (turns 1-5): Dropping mana rocks, trying to set up at least one good reanimation target (either something that answers an immediate problem or to find fuel such as Mire Triton or Recruiter of the Guard) with cards like Entomb or Thrill of Possibility, running out defenses like Lightning Greaves, and getting Alesha out and attacking. Occasionally out-accelerate everyone with Burnished Hart.
Mid Game (turns 5-10): Try to recur fuel into either a more stacked graveyard or answers in-hand. We are usually not 'the threat' at this point, and you can usually engineer an attack by answering a problem, knowing the Fiend Hunter you use now to get damage in will come back to your benefit later when you need it most. Hold your non-creature answers until you absolutely need them. I also tend to be protective of sacrifice outlets, holding them until I need them as well, as my playgroup has grown wise to their importance. Baby Alesha will have more capability to go-wide and start pressuring on the ground here, since the non-budget build has sacrificed most of it's token compliment for more tutors and thus ability to really find answers. My playgroup plays a healthy amount of board clear, so there is often a lot of time spent re-building, something Alesha is very good at with a haste enabler in play.
Late Game (turn 11+): At this point we should be at or near a 1 vs 1. If not at that point, we decide which opponent is best for us to be at that point with and do our best to aid them (usually it's not a deck that is flat struggling, but not the strongest deck either...someone who can help us and perhaps draw the ire of the top deck, but one we can find the weakness of easily and utilize to cripple them at the right time). From there, the deck switches gears into aggro. Sometimes it's just whatever the deck has on-board at the moment, but Alesha can do a good Voltron impression with the right package, or even go full-on stompy with Mirror Entity + Resolute Blademaster.
At least in the non-budget build (and some of these are budget as well, but not necessarily in the budget decklist), the wincons I usually see are thus:
Most of the time the deck is going to win the long game through attrition. It's best not to become too early a threat unless you can really back it up (if you can go for the coveted Entomb + commander + Master of Cruelties on turn 3, we'd be remiss not to!). It is efficient at dealing with threats and re-using answers. Opponents are usually hesitant to kill the 'answers deck' (which is why I emphasize versatile and varied removal, especially if we can tutor or draw for it) too early in case someone has something they can't deal with it. One thing I aim for is to get into a 1 vs 1 situation...this deck, like any 'answers' deck, will be stronger the fewer opponents it has to worry about dealing with.
I try to keep easy infinite combos out of even the non-budget deck, but I can sideboard them in if a pod is more up to it. Reveillark + Karmic Guide + Gray Merchant of Asphodel/Blood Artist and friends + sac outlet of your choice is a pretty budget combo that is a pain to disrupt and I would happily use to kick it up a gear or two if I felt I needed to (and, with proper tutors and outlets, could start happening turn 4-5). Lark and Guide do pretty silly things with a lot of cards, as any Black/White aristocrats deck will happily show you. Karmic Guide itself is responsible for a lot of victories, just in the sheer amount of things it can chain reanimate with an Alesha activation. Or just carrying a piece of equipment against a black deck. Other card advantage engines and Recruiters are the subtle all-stars of the non-budget deck.
A beatdown end-game is often where it goes from here. Overrun victory with Mirror Entity + Resolute Blademaster is reliable if you need more than just your current board. Mirror Entity activation is instant speed, so you can tailor your mana use for what you need. The budget deck is actually better at this wincon in theory, as it has a larger token package to spread the damage wider or push the damage harder if needed. Voltron with some offensive equipments, even on Alesha herself, is often good enough to get us there. If nothing else, an army of demons off of Priest of the Blood Rite or just any large beaters are fine.
4 weeks ago
Competitive as possible with no infinite combos isn't competitive.... Now, that i have that off my chest, i have several ideas to add power to this deck. Bishop of Wings + Divine Visitation = lots of life and angels. Fiend Hunter+Angel of Glory's Rise= protection from most board wipes. Fiend Hunter + Sun Titan = infinite sac for altars like Ashnod's Altar or Altar of Dementia. Birthing Pod + your deck = tutor for any creature. Karmic Guide + Reveillark = infinite reanimation plus one extra creature, i recommend Eternal Witness. Skullwinder is another copy of Eternal Witness but adds politics. Field of the Dead just for the free token it produces. Giant Adephage and Polyraptor, you'll have to find clever ways of triggering them but once you do enjoy. Other than that Mox Amber, Teferi's Protection, Finale of Glory, Kodama's Reach, Finale of Devastation, Smothering Tithe, Resplendent Angel, Crested Sunmare, Zendikar's Roil, Awakening Zone, Sandwurm Convergence. To be more competitive it's all about curve and interaction. The only spells you want to be more than 3cmc are spells you plan to win with. everything else should push you towards the win condition you pick. cEDH decks tend to be a combo, lots of fast mana, every tutor in the colors, and 23-30 cards of 'stop my opponents.' If i had to pick one route though i like running Bishop of Wings, Protean Hulk, Divine Visitation and maybe Reap. Reap is only if your play group loves black. but basically get Protean Hulk kill it. search for Bishop of Wings and Academy Rector. kill Academy Rector to fetch Divine Visitation then start gaining life and making angels. i would include the Fiend Hunter + Angel of Glory's Rise trick in it and grab a few more humans that interact well or do powerful things. This can go infinite if you have a sac outlet but it isn't complicated to explain, uses four cards to start in most cases, and will end a game when you do it. The earliest you could do it from what i can tell is turn 5 but it's more likely your games will end between turn 10-15 which should keep your play group happy.
1 month ago
1 month ago
Hey, nice budget version of Teysa.
Cards to consider adding:
- Caves of Koilos
- Tainted Field
- Isolated Chapel
- Esper Panorama
- Ash Barrens
- Viscera Seer
- Buried Alive
- Altar of Dementia
- Leonin Relic-Warder
- Fiend Hunter
- Animate Dead
- Open the Armory
- Angelic Renewal
Consider more ways to take advantage of Reveillark, Karmic Guide and Sun Titan? Altar of Dementia + Lark + Guide is infinite opponent mill combo that doesn't require an aristocrat to potentially win. Mill all your opponents or self-mill yourself until you find an aristocrat to win since you can reanimate it with Lark.
Lark + Guide + Blood Artist + Viscera Seer is one of the best Orzhov aristocrat combos and Buried Alive can tutor for and set up this combo by putting three of the creatures into your graveyard to reanimate them with Lark. Animate Dead + Leonin Relic-Warder + Artist is another powerful aristocrat combo. Warder enchanted by Animate creates a loop of Warder dying.
Fiend Hunter combos with one of Lark, Guide or Sun Titan since it can exile your own creature. Add a sac outlet and aristocrat to create a dying loop of Hunter. Animate Dead and Angelic Renewal are good with Sun Titan since Titan can reanimate them. Titan + Renewal is a combo with a sac outlet and aristocrat to create a dying loop of Titan. Open the Armory can tutor for Skullclamp or Animate Dead.
Good luck with your deck.
2 months ago
Check out my Alesha deck for some cool ideas, it’s only expensive for the mana base and tutor package. I’ve dialed it in where I like it and hopefully it will help others. Mirror Entity is a must have for a swarm strategy. Best lord ever! You need the two new talismans Talisman of Hierarchy and Talisman of Dominance you also need the Arcane Signet that came out. Really helps and is better than the Mardu banner. I always loved discarding my hand to Thought Gorger then reanimating Disciple of Bolas to draw a ton of cards. Key to the City is a perfect fit for Alesha. Cathartic Reunion , Tormenting Voice, and Thrill of Possibility are excellent filtering while hopefully putting cool stuff in the graveyard.
Goldnight Commander is a powerhouse when you reanimate a token maker guy.
I’ve tried to keep these suggestions budget friendly, hopefull they help you enjoy your Alesha deck. I love mine!
2 months ago
And now I throw a bunch of cards at ya (sorry):
Phyrexian Revoker, Grafdigger's Cage, Stoneforge Mystic, Council's Judgment, Cataclysm, Monastery Mentor, Deafening Silence, Terminus, Luminarch Ascension, Trinisphere, Charming Prince, Batterskull, Mother of Runes, Leonin Relic-Warder, Aether Vial, Flickerwisp, Giant Killer, Fiend Hunter, Tangle Wire, Skullclamp, Knight of the White Orchid, Bounty Agent, Banisher Priest, Cliffside Rescuer, Selfless Spirit, Soldier of the Pantheon, Kytheon, Hero of Akros Flip, Tomik, Distinguished Advokist, Eldrazi Displacer, Glowrider, Thought-Knot Seer, Chalice of the Void, Kataki, War's Wage, Serenity, Fragmentize, Abolish, Lodestone Golem, Thorn of Amethyst, Sorcerous Spyglass, Wurmcoil Engine and Crucible of Worlds