Fiend Hunter

Creature — Human Cleric

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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Fiend Hunter Discussion

epajula on Sigarda, Human's Grace - Hatebears Edition

3 days ago

I can see that. Cards like that are tough since they're so powerful against certain decks. I'd say go for it however I assure you that you will immediately play against a Jarad, or Yidris next game :)

Have you considered Recruiter of the Guard, and Fiend Hunter? I'm not sure how good it would be in your deck, but Shaman of Forgotten Ways seems like a fun win-con. I know it's off-flavor, but Woodland Bellower?

Jantun on Alesha Combo/Control (Competitive)

1 week ago

I very much like this take on Alesha and also your detailed explanations of the combo breakdowns. Well done!

This deck seems to have it all, I cannot think of much for helpful suggestions. There's Faceless Butcher which is just a black Fiend Hunter if you are looking to give that mechanic greater odds of showing up. And if you are pulling off the ETB-LTB loop with a creature of choice, Chittering Rats might be a good utility to bleed your opponents of answers, like an ever painful Stifle.

+1, and lots of fun!

veritas723 on Brago EDH (Looking for a Wincon)

1 week ago

some creatures you might consider. Sunblast Angel, Frost Titan, Phyrexian Ingester

utility creatures... or trix creatures Resolute Archangel, Mnemonic Wall, Knight-Captain of Eos

I also think some of the "detain" creatures are a waste. especially when there's plenty of exile creatures. Fiend Hunter Restoration Angel Angel of Serenity things like that. if you pair it with blink gimmicks, you detain something forever.

Also think a spell like Detention Sphere is meh in edh, unless you're naming like sol ring. i like Prison Term locks down a thing, and then can be moved to another thing. but that's just my personal preference... i find i have answers for misc things, what i like is being able to see what's played, and lock a new creature down.

other win-con ideas. swarm ball creatures like Myr Battlesphere

I also like Reality Acid in a deck like this.

i also think... altar of the brood is kinda meh. but maybe adding other etb mill creatures could help with that plan. also... maybe gilded lotus is too much, or tsabo's web. Even something like sphynx rev...is kinda meh. you'll get more action blinking mulldrifter or other draw/recycle cards if your engine is going. and the life... from rev is kinda meh. there's prob a few cuts for better cards. I'd kinda want more wraths. and maybe some bigger bodies. and trim out meh artifacts/enchants

Emzed on Value City Rallier

1 week ago

Hey, i like the Copter / Order synergy a lot! Seems like a great concept, i'd love to test that myself.
That said, Brain Maggot should probably be Tidehollow Sculler. Despite being weaker to Kolaghan's Command as an artifact, an extra point of both power and toughness matters a lot.
Also, Urborg doesn't make sense to me: You need very little black mana and have no double black costs. It doesn't leave room for a basic Swamp which is important for your fetchlands to find against decks where your life total is under pressure. Also, Blood Moon is a card.
Since you barely need black mana, my experience tells me you should run Noble Hierarchs over Birds of Paradise. Exalted is a huge deal in most games, whereas flying and the option to get black mana are merely occasional upsides.
Overall, your whole deck is generating massive amounts of value (card draw, recursion, lifegain, etc). But there are a couple of decks where that doesn't accumulate to much, since what they do is even more powerful and they simply kill you. Elves or Merfolk, for example, don't seem like great matchups for you, since you lack the tools to break up their synergies (one or two Path to Exile won't be enough most of the time). Living End and Tron seem even worse. If all your Eldritch Evolutions and Chord of Callings can find are Tireless Tracker, Eternal Witness, Renegade Rallier and Kitchen Finks, which more or less do the same thing, those tutors can't reach their full potential. Sure, Brain Maggot (or Tidehollow Sculler) offers some interaction, but i think you should have access to a wider range of tools. Scavenging Ooze seems like a must to me, it's a great card on its own, and can make a big difference in matchups where graveyards are a factor. Just having a single copy to tutor up can massively affect the game. For similar reasons, you might want to consider cards like Qasali Pridemage, Orzhov Pontiff, Linvala, Keeper of Silence or Fiend Hunter for your maindeck (or sideboard). They won't always be great, but your fanastic value engines can make up for that. However, if they shine, they really shine, and might turn games around on their own.

JaysomeDecks on Samut, Voice of the Wild

1 week ago

DISCLAIMER

I am particularly hard on this deck because I know the builder in person, and he has asked for some help. This is not a comment on a random deck tearing it a new one.

Samut, Voice of Dissent is not the easiest commander to build, because the deck is instantly torn between multiple possible play styles. She is strong enough to be a voltron commander, has the colors to be a general big-beast-beat-down commmander, and an ability that makes you want to play utility. Choosing what you want to focus on and sticking to it is going to be key in building her effectively.

One big problem at the moment is that your deck seems to lack focus. It has some generally good cards, like the Exert creatures, who were practically made to work with Samut, but then it has cards like Elvish Piper and Yisan Chord, while having very few creatures of particular use or great value to cheat out. (How often do you think this deck will have two high cmc creatures in hand to make use of Elvish Piper and Samut in one turn?)

Your creature choices suggest you run a big creature deck, yet you have 3 spells that copy instants and sorceries, with nothing in the deck that needs copying. You run Quicksilver Amulet, any only one creature of cmc 8 or greater. Your deck sifts through its creatures, but very few of them do anything, and a number of them reverse their effects when they leave the battlefield.

What you need to do is focus on how you want to win, not what you want to do or what would go well with your commander. Once you have the focus on that, you can find the cards in that vein that will have synergy with your commander.

There are a lot of cards in this deck that just don't need to be here. Maybe they are around from an earlier deck direction that didn't pan out, maybe some other reason, but as it is, they are generally of less value than many other cards could be.

  • Soul Warden and Essence Warden. This is not a particularly creature heavy deck. You currently have 30, and little to no token production. These cards do not have tap abilities, and so have no synergy with your commander, and your deck as a whole doesn't require a lot of life to function. It's two card slots for minimal life gain, which is a function separate from the deck as a whole.

  • Ranger of Eos. This card is strictly dedicated to fetching the two above-mentioned cards. It does not have a verity of targets, it does not benefit from untapping. It does not have significant combat value, and ultimately little value to the deck as a whole.

  • Banisher Priest and Fiend Hunter. These are just weak removal spells. They only target creatures, and they only temporarily remove them. They don't interact with Samut, and they can't be used for combat purposes since they return the exiled cards upon death. They also grant your opponents a stronger board state post-wipe.

  • Reiterate, Reverberate, and Increasing Vengeance. This is not an instant/sorcery deck. This is not a control deck. Sure, these are good for controlling blue decks, but again, not a control deck. If you want to go that direction, you have to dedicate more resources to it, otherwise, you're spreading yourself too thin and overall weakening your deck. Remember, you need to be building towards your win condition, your endgame, otherwise you end up with a deck that can delay someone else's, but without a goal of its own. (Which is essentially what this deck seems to do)

  • The Primordals. Not bad cards, but not that great. Not particularly on theme with the deck. Their abilities have situational uses, so they are cards that you hold in hand until needed, not cards that you cheat in early. They don't benefit from your commander's ability, nor do they contribute to her combat capabilities. They have ok bodies, but as far as big creatures are concerned, there are far better for the cost. Molten Primordial especially, since your current build isn't a rush deck, and you don't have many sac effects, his one-time swing won't be particularly game changing.

  • Viridian Shaman. Why? It's half a Naturalize on a weak body for more mana. I could see this in an Animar deck, where casting creatures gains you additional benefits, but this deck gains nothing from weak bodies. He neither contributes to Samut, nor does he benefit from her ability. This card is actually a prime example of why this deck doesn't work. "Too much for too little." Card slots dedicated to minor contro/removal aspects, with no advancement towards your own victory.

I'm gonna stop there. A lot of cards don't work in this deck, and as you said, this deck doesn't work. I'm not trying to be mean, I know I'm coming down hard, but hopefully these examples emphasize the core of what's wrong with this deck. I'd suggest a redesign towards a more focused approach with your end game in mind.

Better tap abilities should be included if you want to make the most of your commander's utility ability. Cards like Mother of Runes, Mangara of Corondor, and Intrepid Hero have abilities that are easy to reuse and will actually gain you value to use multiple times in a turn.

If you want to continue the cheating in mentality, big creatures that actually pose a threat, and/or empower your commander should be included. Stonehoof Chieftain is a perfect example of the cards you should be looking for for this style. By itself it's an 8/8 Indestructible with Trample. That's a threat, hard to remove. Instant boardstate. Additionally, however, it gives Indestructible and Trample to your commander, (as well as any other attacking creatures), advancing you towards a commander damage win.

Elesh Norn, Grand Cenobite buffs your commander, the rest of your field, and is a soft wipe to your opponents. And the buff synergizes well with your commander's Double Strike.

Avacyn, Angel of Hope is a fantastic cheat in. That said, you're in green. I prefer ramp to cheating in creatures as it is. But I will not deny the potential of tapping Elvish Piper twice, so long as you have useful cards to put in with her.

Bastion Protector gives your commander +2/+2, which synergizes with her Double Strike, and also provides Indestructibility. Paired with your Odric, Lunarch Marshal this is a powerful synergy indeed.

My point is that you need to find things that serve an ongoing purpose to your boardstate. If you're going big creatures, find some that work together, as well as stand alone. Think of them in conjunction to your commander, and ask what value they will have together, continuing, and towards the end of the game. During a match, you are always pushing towards the win. During deckbuilding, that same mentality should be applied.

Vman on Puck out! (Flicker deck)

1 week ago

99% of the time westvale will be useless. but that 1% time it isnt ul be grateful youv had it. but id only recommend it IF and only IF your landbase can handle it without much issue.

yeah i noticed that Eldrazi Displacer could do that but didnt have much opportunity to try it out sadly. would be great vs UB faeries tho.

im no expert on your colors but maybe try Lone Missionary as a 2 drop? it can swing (even just for 2) and heal is good against burn matchups or when you have to tank some damage while ramp goes bad.

Sun Titan or Primeval Titan have nice synergy with the deck if you can get them. sun revives nice stuff ( combos really nice with Fiend Hunter if ever you place them back. and Primeval Titan would work with Westvale Abbey  Flip as you get to tutor it and sa your rampers when you have enough lands because of it. hmmm that actually makes me want to try that out ahahaha

xyr0s on Puck out! (Flicker deck)

2 weeks ago

How about exchanging the 2 mainboard Qasali Pridemages for 2 Fiend Hunters? Those have a very real kind of usefulness with blinking (that's already from turn 4, if you have eldrazi temple + 3 other lands, Birds of Paradise and Eldrazi Displacer in play). It's the old wording that does it - you blink them with the first part of their ETB-ability on the stack, and the creature exiled by the fiend hunter is now impossible to get back.

Also, you could let go of Gavony Township as +1/+1 counters aren't too great with blinking.

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