Fiend Hunter

Fiend Hunter

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.

Browse Alters

Trade

Have (1) Zelpoke
Want (2) MythicFoilSquirrel , Kikx

Printings View all

Set Rarity
Mystery Booster (MYS1) 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
Innistrad (ISD) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Fiend Hunter occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.35%

Fiend Hunter Discussion

Andry878 on Mardu aristo-humans

2 days ago

Fiend Hunter combos really well with Angel of Glory's Rise.

xSKINCOLLECTORx on General Kudro of Drannith

3 weeks ago

Emeria Shepherd, Bounty Agent, Righteous Aura. Ethereal Absolution and Increasing Devotion seem like cut-able cards. i would also try to fit in Hanweir Garrison. and if you add in a Cartel Aristocrat or Viscera Seer you have an infinite combo with Sun Titan + Fiend Hunter

jakeyuki12 on War Master Aurelia's Humans & Soldiers

3 weeks ago

Hiya!

Your deck seems a lot more solid now! You've got good ways to generate advantage and to ramp, now we've got to work on upgrading your removal and getting the synergy in your deck down better.

You've got a copy of Lightning Bolt in your deck, and while I do think the card is underrated, there are better options that should go in a deck before it. Lightning Bolt is a nice one mana, and can kill a lot of common creatures, but also misses the mark on a lot of other common, important creatures. White is the premium color for removal, so you have a lot of options. You have some of the most efficient removal spells in the game with Path to Exile and Swords to Plowshares. You've got enchantment form removal to hits any nonland with stuff like Banishing Light, Oblivion Ring, and Grasp of Fate. You have Creatures that do the same for creatures like Banisher Priest and Fiend Hunter. You have the great new Generous Gift, and you've got plenty of ways to hit artifacts and enchantments like Return to Dust, Heliod's Intervention, Crush Contraband, etc. Then of course, white also has plenty of board wipes, pick the ones you like.

I recommend adjusting your removal count based on play experience. At the end of each game, ask yourself if you felt your deck lacking removal or not. If you did feel lacking, add more in. If you felt you had too much, take some out. Now of course you don't have to remove every threat in the game, the other players will remove each other's things too, but in those key moments it's good to be able to wipe the board or to shoot down that key piece that's gonna swing the game in that person's favor or save your life.

The other thing I noticed in your deck is the tribal synergies. From what I understood, you said you wanted double tribal, and I'm guessing those two tribes are soldiers and angels, or soldiers and humans. Either way, the tribal synergies seem to be a bit lacking. There don't seem to be enough creatures of each tribe to really benefit from the payoff cards, so you might want to look into adjusting the number of tribal cards and payoffs, or ditching the tribal aspect.

Finally, if you've been liking Angrath's Marauders and Gisela, Blade of Goldnight, you might also like Fiendish Duo. Just an idea if you've been liking the big scary creatures that double damage.

Really though, I wanna hear how the deck has been running and how you've liked it. Boros is a lot of fun to play if you like aggression, so I want to hear if you've been enjoying it. Above all card suggestions, having fun with the deck is what is most important.

Joe_Ken_ on Trynn & Silvar, Dangerous Bonds.

1 month ago

Running Angel of Glory's Rise gives you access to a really good reanimation for humans as well as an infinite combo with Fiend Hunter and a sac outlet like your commander.

Combo pretty much works like this

  1. Have Angel of Glory’s rise on the battlefield

  2. Have Fiend Hunter enter the battlefield and exile the angel underneath it.

  3. Sac Fiend Hunter to the big cat and then Angel of Glory’s rise comes back in starting a loop with step two.

This gives you infinite death triggers as well as making your cat infinitely large meaning if you have a creature like Zulaport Cutthroat or have Bastion of Remembrance out then you can kill your opponents like that. This will also work with Impact Tremors for infinite damage.

Master2014 on A Girl's Best Friend

1 month 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.

JRaynor on Alesha Awkward Eye Contact with Death

1 month 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 ;)

golgarigirl on Alesha (BUDGET Commander & Primer)

2 months ago

@ Kalo_Wen

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.

BLOODGUILT on Rhys's The redeemed

2 months 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.

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