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I just built this and have tested it with a couple of friends and by no means is this a win-win deck every time. I will say though, if played properly and in the right order you can achieve the combo on turn 4 and have the win on turn 5, assuming opponent has nothing to counter or destroy mid-combo. If the combo fails you can always try to play it on turn 5 or 6 etc,. The mana curve is great. I've never had any problems getting the land I need and they are perfectly balanced. You only need 5 cards in graveyard to pull the combo off. Things I've noted during play:Make sure to get the cards below into your graveyard as soon a possible by using Farseek & Mulch and Faithless looting if needed. Also, always keep an Unburial Rites in your hand in case your opponent stops your combo. GRAVEYARD CARDS- Angel of Glory's Rise- Huntmaster of the Fells- Fiend Hunter- Cartel Aristocrat- Unburial RitesThen pay the Unburial Rites from the graveyard to bring out the Angel and then you have your combo. Do this until you have enough life and 2/2 creature tokens to take out your opponent next turn.Slaughter Games is in there simply to have as a "just in case".To clarify the combo process once the pieces are in place.Step 1: Unburial Rites brings Angel of Glory's Rise into playStep 2: Now that all humans from graveyard are on the battlefield use Fiend Hunter to Exile Angel.Step 3: Use Cartel Aristocrat to target Huntmaster (you've already gained life and have a 2/2 token into play from Step 1)Step 4: Use Cartel Aristocrat to again target but this time target Fiend HunterStep 5: Fiend Hunter is in graveyard so bring out your Angel from exile....and now bring out all Humans from graveyard. Step 6: Repeat processHope this helps understand the mechanics.Like I said before, this can be countered and there are many cards to stop this process but you get the idea...I hope.
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I think it needs hand disruption or graveyard hate answers.
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and how exactly do you play this?
Requirements: Angel of Glory's Rise, Fiend Hunter, Cartel Aristocrat, A victory conditionStep 1: Mulch, Grisly Salvage, and Faithless looting to get the combo pieces where you need them.Step 2: Reanimate or Cast Angel of Glory's Rise.Step 3: Target Angel with Fiend Hunter.Step 4: Sacrifice Fiend Hunter to bring back Angel, and revive the humans that are in your graveyard.Tricks:Huntmaster of the Fells - Life and Wolf tokens depending on how many times you revived it.2x Fiend Hunter - using the second Fiend Hunter, you can exile any number of opponents creatures. After it's first effect goes on the stack, sacrifice Fiend Hunter. It then tries to return things to play before they are exiled, exiling them for the rest of that game.Other Tricks:Using Undercity Informant and Burning-Tree Emissary: Angel of Glory's Rise brings back Burning-Tree Emissary(r + g mana); Mill with sacrificing the Burning-Tree, and then the Fiend Hunter to bring Angel back to the field, and then revive Burning-Tree and the Fiend Hunter.
I really don't think that's how fiend hunter works @chaoslord00. The exile doesn't happen until the fiend hunter comes into play. that spell has to resolve completely and then you can sacrifice it but then the pervious stack doesn't exist. You're trying to sacrifice a creature that has yet to come into play and that doesn't work. The more you know =)
Graveyard: Angel of Glory's Rise, Cartel Aristocrat, Fiend Hunter, Fiend HunterStep 1: Unburial Rites -> Angel of Glory's RiseStep 2: Return Humans to the battlefield from graveyardStep 3a: Fiend Hunter 1 -> exile Angel of Glory's Rise on stackStep 3b: Fiend Hunter 2 -> exile opponent's creature #1 on stackStep 3c: Sacrifice Fiend Hunter 2 (who's target is opponent's creature)~Step 3 completes with Fiend Hunter 1 bound as who exiled Glory's Rise. Opponent's creature is exiled permanently.Step 4: Sacrifice Fiend Hunter 1Step 5: Repeat Step 2-4 until your opponent has no creatures.The Fiend Hunter's ability to exile a creature doesn't enter the stack until he has entered the battlefield. Once it's on the stack, you are free to sacrifice him while it is on the stack. Fiend Hunter's ability is not like Wipe Away; it's not "Split Second."Edit: last paragraphThe whole combo is weak to kill spells to begin with. If the Fiend Hunter who is targeting Angel of Glory's Rise is killed while the ability is on the stack, the Angel of Glory's Rise will be exiled permanently. The ability to exile is on the stack while the ability to return get's pushed onto the stack. This is why I said to include hand disruption or answers to graveyard hate.
So you trash all your cards into your discard as you draw through and then play your angel to bring everything back at once? not necessarily an infinite combo. The slaughter games aren't being as helpful here as you would probably need. I'd say throw in some kill cards in order to save yourself some time to get your combo off. Also you don't have much to sacrifice for the protection guy that wouldn't either end your fiend hunter exile or take out another useful card. Maybe take them out for boarderland ranger for manna ramp, crusader of Odric would be a good late game hard hitter for when your combo goes off. Elder cathar would be useful if you wanted to keep the sacrifice guys as it would let you put 2 +1/+1 counters on a human when you gave it protection. Just some thoughts though, nice start to an interesting comboone last thing though, you might want to take a look at your land situation. Your lands that come into play untapped if you control a "mountain or plaines" for example only work when you have soul foundry out. Only having 1 of each shock land limits the effectiveness of those kinds of lands. The clifftop retreats etc don't count as mountains or plains or forests or swamps on their own. if you dont' get the shock lands first then your fancy $5 land is no different from a 25 cent guildgate.
You are right about his mana situation, he is basically praying for farseek first hand. About borderland ranger, you are dead wrong. He is not a useful card in this deck. Especially since he searches for basic land
I just built this and have tested it with a couple of friends and by no means is this a win-win deck every time. I will say though, if played properly and in the right order you can achieve the combo on turn 4 and have the win on turn 5, assuming opponent has nothing to counter or destroy mid-combo. If the combo fails you can always try to play it on turn 5 or 6 etc,. The mana curve is great. I've never had any problems getting the land I need and they are perfectly balanced. You only need 5 cards in graveyard to pull the combo off. Things I've noted during play:Make sure to get the cards below into your graveyard as soon a possible by using Farseek & Mulch and Faithless looting if needed. Also, always keep an Unburial Rites in your hand in case your opponent stops your combo. GRAVEYARD CARDS- Angel of Glory's Rise- Huntmaster of the Fells- Fiend Hunter- Cartel Aristocrat- Unburial RitesThen pay the Unburial Rites from the graveyard to bring out the Angel and then you have your combo. Do this until you have enough life and 2/2 creature tokens to take out your opponent next turn.Slaughter Games is in there simply to have as a "just in case".
To clarify the combo process once the pieces are in place.Step 1: Unburial Rites brings Angel of Glory's Rise into playStep 2: Now that all humans from graveyard are on the battlefield use Fiend Hunter to Exile Angel.Step 3: Use Cartel Aristocrat to target Huntmaster (you've already gained life and have a 2/2 token into play from Step 1)Step 4: Use Cartel Aristocrat to again target but this time target Fiend HunterStep 5: Fiend Hunter is in graveyard so bring out your Angel from exile....and now bring out all Humans from graveyard. Step 6: Repeat processHope this helps understand the mechanics.Like I said before, this can be countered and there are many cards to stop this process but you get the idea...I hope.
y play cartel aristocrat when u can play burning-tree emissary with undercity informer?? infinite mill.
This isn't an "infinite mill" deck. That's why. Those two cards wouldn't work in this deck.
Another thing to mention is that when you play Cavern of Souls you name Human and of course if you have two out then name the other Angel and you should be good to go.
This might be better as a legacy deck because you could use dredge and threshold related cards to accelerate your graveyard. In standard Agro is king and this deck doesn't have enough board control to be consistant. Great concept though!!
This is re animator. It really isn't new... just last week someone I knew sold this deck at my school because "he was getting out of standard" which just means he is sick of having these good decks that lose against not as expensive decks. Reanimator is a good strategy, I have one built in one of the long list of decks I have "Glory's rise to power" I think it is called. Infinite combos in standard are very, veryy, veryyy common. Everyone at the gatecrash protour pretty much had the boros reckoner combo in some form or another. Its intense, sure, but not a fear of mine. I reckonized those colors immediately. If I had to play this in a tournament, my deck would be more then equiped to stop it. This one is about infinite 2/2 wolves. Mine is about infinite power, same strategy though. Lastly, I will make ONE helpful comment. Jarad's orders. For four cost, you can set up your entire creature baised combo. Search for the glories rise and put her to the graveyard, and get huntmaster of the fells into your hand. That or a Fiend hunter, which ever one you need. Next, you wont need four glories rises. Three is fine, two is the lowest I would go. Jarad's Orders make it much nicer. With the extra slots, I guess you could run more slauter games, or you could run some more draw. Now before you castrate me for suggesting to drop down on the key card lets take a look at the numbers: Its a seven cost, so worst case senario, it comes out turn seven earliest. This is reanimator, so you can cheat her out at five. With three copies of her, you have about a fifty percent chance of having drawn her by turn five, with no other draw cards taken for account! You have 12 ways to get this card into your graveyard. Or in perspective, a fifth of your deck is all about getting one card in your graveyard. At turn five, glories rise should be there, any earlier and its a huge exile target, any later and the deck isn't playing at its best. You can argue turn four because of farseek, but you also have plenty of other turn two plays, that would be much better. Therefore, all this in consideration, If you drop down on glory's rise, even by one, and drop down on slaugter games (its not helping you get the combo out) and put in two Jarad's Orders, you'd increase your chances of having the right cards in the graveyard at the right time.Just a thought.
sorry for replying so late. i havent been on in a while. i said u could play burning tree and undercity informer and u said it wouldnt work. all u have to do is replace the aristocrat with burning tree. then drop the slaughter games and thin the deck by dropping 1 faithless looting, and 1 huntmaster. then when u reanimate the angel, she brings back burning tree, fiend hunter, and undercity informer. fiend hunter exiles the angel. burning tree gives u 2 mana. use 1 to use undercity's ability and sac off burning tree. then use the second mana and sac off fiend hunter. thats how it works and the game basically ends right there. there are ways to get around the infite wolf and infinite life with huntmaster. all you have to do is cast skullcrack and then a board wipe. its not as easy to make a come back after your entire deck is milled in 1 turn. plus even if your opponent does manage to do something about it, as long as you have 2 mana available, u can do the combo on your opponents turn.