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Decks (Magic The Gathering) => Standard => Topic started by: Superwalnut on December 10, 2012, 11:00:41 PM

Title: Hunt the Malcontents
Post by: Superwalnut on December 10, 2012, 11:00:41 PM
Hunt the Malcontents (W/R)

81 cards, 15 sideboard


12 {Plains}
4 {Clifftop Retreat}
4 {Slayers' Stronghold}
8 {Mountain}

28 lands


3 {Champion of the Parish}
1 {Mikaeus, the Lunarch}
2 {Goldnight Commander}
3 {Thraben Doomsayer}
4 {Kessig Malcontents}
4 {Fiend Hunter}

17 creatures


3 {Thatcher Revolt}
2 {Cloudshift}
3 {Captain's Call}
4 {Vigilante Justice}
2 {Curse of Stalked Prey}
2 {Bonds of Faith}
1 {Cathars' Crusade}
4 {Gather the Townsfolk}

21 other spells


Sideboard

1 {Odric, Master Tactician}
2 {Bonds of Faith}
3 {Searing Spear}
2 {Crusader of Odric}
1 {Spare from Evil}
1 {Angelic Armaments}
1 {Rootborn Defenses}
1 {Champion of the Parish}
2 {Bladed Bracers}
1 {Angel of Glory's Rise}

15 sideboard cards



Notes:
1) Kessig Malcontents come in and drop a bomb when there are a decent amount of humans.
2) Fiend Hunter comes in, exiles Kessig Malcontents, then becomes a threat by getting Bonds of Faith, equipment, or any other increased P/T and attacking all the time, making it so if he leaves the battlefield, the exiled Kessig gets to come back in and drop another bomb according to how many humans are out at that time (which should be more). But if needed, Fiendy can also put anyone else on a time out.
3) Meanwhile, Vigilante Justice keeps hitting the opponent when humans come in throughout the game.
Other creatures are mostly there as blockers for Fiendy, or to help pump him, such as Mikaeus, Goldnight Commander and Elder Cathar.
Angel of Glory's Rise is there to bring all the dudes back if it lasts to late game.
Title: Re: Hunt the Malcontents
Post by: Izzet? on December 11, 2012, 06:17:15 PM
- 1  {Curse of Stalked Prey}
- 2 {Goldnight Commander}

+ 3  {Restoration Angel}

With vigilante justice, cathars crusade or champion of the parish on the field you have a win con.

1. Fiend hunter one of their creatures or anything.

2. Fiend hunter your own fiend hunter.

3.Then play restoration angel exiling your second fiend hunter, which bounces it, as it goes up your first fiend hunter comes down, allowing you to exile your angel.

4. When your second fiend hunter comes back down you exile the first one again. As that goes up the restoration comes back down and you start step 3 again.

5. Infinite etb trigger.

6. ????

7. Profit.


Edit: - 4 lands and - 2  {Thatcher Revolt} to get to 60 cards.
Title: Re: Hunt the Malcontents
Post by: Closing Time on December 12, 2012, 09:15:56 AM
You don't need 28 land, 24 at most.
Also, Captain's Call creates soldiers, not humans.
Being aggro with limited mana fixing, I'd also make sure all your 1 and 2 drops are one colour to reduce the chance of mana screw.
Title: Re: Hunt the Malcontents
Post by: Empathie on December 12, 2012, 01:15:14 PM
I like restoration angel too.
Precinct captain, war falcon, Thalia guardian of thraben, and silverblade palidan are good choices as well
Title: Re: Hunt the Malcontents
Post by: Closing Time on December 12, 2012, 01:25:28 PM
And {Hellrider} would be a good finisher as well.
Actually  {Champion of the Parish} to  {Precinct Captain} to  {Silverblade Paladin} to  {Hellrider} would be pretty devastating. I'd also include a bit of burn,  {Pillar of Flame} or  {Searing Spear} to deliver the last few points of damage direct to the opponent l.
Title: Re: Hunt the Malcontents
Post by: Superwalnut on December 12, 2012, 08:30:17 PM
Edited my deck around, so that I have some resto angels in there, and subtracted enough that its at 65 cards with 15 sideboarded.

I'd feel cheap taking advantage of the exile and etb combo though haha, but it's a winning strategy, so whatever.