So I heard people like ponies...
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Show posts MenuHunt 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. |