Fiends with Benefits

by msquared on 03 May 2013

Main Deck (79 cards)

Sideboard (21 cards)

Instants (1)


Enchantments (5)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

COMPLETELY REVISED 10/11/14

I recently revamped this deck, mostly just rearranging cards, but I dropped a bunch of high cost cards or moved them to the sideboard (why it's so large), and I removed most mono-black cards from the deck (as they aren't really needed), along with all the swamps, since I have plenty of either/or and dual producing ones.

NOTE: I am currently on the hunt for 3 more Vexing Devils and 3 more Demigod of Revenge. When I get them, the creature list of the main deck will be gutted.

The creatures in this deck are mostly shock-impact cards and are then fodder. Ones with haste should come into play and attack, Unleash cards should always hit the field with the extra counter on them, use the damage generating creatures to inflict damage to opponents or their creatures (based on need), then freely block with them. Most of the sorceries in the deck are direct damage, which you should use to finish up opponents.

IF you have Fervor in hand, you should be more conservative with your creatures, and try to maximize their potential damage when Fervor enters the field. IF Rage Reflection is going to be played, again, be more conservative and try to keep your creatures around until it DOES hit the field, to maximize damage potential. In either case, if you want to keep your creatures around...use your instants & sorceries to remove threatening creatures instead of damaging opponents. Basically, you have two options, based entirely on what your opponents have...if they have a creature advantage, focus on destroying creatures...if YOU have a creature advantage, focus on attacking & direct damage. Most of the spells in the deck are pretty flexible.

Use Lyzolda & Blood Cultist to remove token creatures and weenie creatures controlled by your opponents.

Aside from that, it's basically a deviant glee deck...just inflict damage, attack, and reap chaos on your opponent's strategies...if the game lasts long enough, Warp World is an excellent reset button, with 38 non-land permanents and 25 lands...you'll surely end up in a position of strength, hopefully with at least 1 big Devil and some lesser direct damage generating ones to boot.

Deck Tags

  • Tribal "Demon/Devil"
  • Theme "hell"

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

0034640

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Fiends with Benefits

I need to see how many creatures the deck typically has in play (and can keep in play). The Demonic Rising enchantment (on the sideboard) is only useful if I can sacrifice non-essential creatures (something Fallen Angel can do quite well). If it doesn't look like a viable strategy, I'll probably give the axe to the Fallen Angel, the Demonic Rising card. If it's a winning strategy...I have two more Fallen Angels I could add to the deck, but it would probably require me to dump some other high-cost creatures for lower cost fodder material.

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Posted 03 May 2013 at 03:26

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I need to playtest the deck and get a feel for which card or creature is the "big finisher"...I need to look at all the high cost creatures, see which ones I never play from my hand, and which ones turn games in my favor.

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Posted 03 May 2013 at 03:28

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