Fiend Hunter

Gameplay Mechanic

New 16 Sep 2016 Asked by syrupguru 37 Comments

What is the "trick" people keep mentioning with Fiend Hunter and Oblivion Ring?


If you remove Fiend Hunter from the battlefield before his ETB trigger resolves, the creature he exiles never comes back.

Design Intuition

New 16 Sep 2016 Asked by angelicavenger 35 Comments

"We tend to avoid tricks that don't intuitively make sense to the majority of players". But the cards in question (Fiend Hunter, Oblivion Ring, etc.) still have a clear, obvious use that requires no knowledge of timing or the stack. It's a neat trick for experienced players and most inexperienced players won't even notice it. Isn't that just an example of lenticular design?


Not when it’s used against beginning players.

Fairgrounds Warden Design

New 15 Sep 2016 Asked by macgyvercas-deactivated20171221 64 Comments

Not a fan of Fairgrounds Warden. Why did you template it like Banisher Priest and not Fiend Hunter? I like tricks to permanently exile stuff.


We tend to avoid tricks that don’t intuitively make sense to the majority of players.

Green's Creature Interaction

New 16 Jan 2015 Asked by drukai 26 Comments

"Green’s answer for creatures needs to involve its creatures. Green does have some ability to change its own creatures." Could this mean that green can have creatures that behave like Fiend Hunter/Banisher Priest, where another target creature is negatively affected as long as the other creature is in play? Or does this refer to specific mechanics like Fight or "Lure" and just being bigger creatures?


The latter.

Preserving Unintended Uses

New 06 Nov 2013 Asked by osomoore 22 Comments

Recent "improvements" in card text make them do only what Design intended. For example Oblivion Ring->Fiend Hunter->Detention Sphere->Banisher Priest. This removes "unintended" uses as tricks, combos, and clever play decisions. As a Johnny I love these "holes" and feel forced into intended interactions. I want to do unintended things the designers didn't dream of - please don't take them away!


What we’re trying to phase out if things that are non-intuitive and make other players think you are cheating (or at least doing things that feel inherently wrong making them argue with you) when you explain what you’re doing. We definitely want players to have the abilities to do things with cards that we don’t intend and make sure such opportunities still exist.

White's Creature Removal

New 02 Jan 2013 Asked by avatarofbro 8 Comments

Have you considered moving White's "answerable answers" entirely to creatures(think Fiend Hunter)? I think that would alleviate a lot of the perceived problems with White removal. All the colors have a way of dealing with creature-based removal (black has creature destruction, blue has bounce, white has flicker or more answerable removal, green has fight, and red has burn). If this were the case, white would have cheap, universal answers but with the drawback that every color can answer it,


I don’t mind moving some to creatures (and we’ve started to). I think having some that red and black, white’s enemies, have trouble with is actually pretty flavorful.

White Removal Philosophy

New 22 Mar 2012 Asked by irandrura 4 Comments

On White removal: I like the idea that White has to trade something or somehow make the exchange 'fair'.. Where does that trading aspect come into play for cards like Oblivion Ring, Journey to Nowhere, or Fiend Hunter, though? Is it simply because White offers a way for you to get your permanent back?


White has several different types of removal. Another popular one (and my favorite) is the I have an answer to everything but my answers have answers.  White doesn’t kill you, it puts you in jail - that is until you get broken out.


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