
An aggressive Fire/Air Demon deck that gambles life loss for early tempo.
I tried to include as many of the classic Van Helsing / Witch Hunter themed cards as possible. (Peacemaker Arbalest, Holy Water, Silver Bullet, etc.)
Notable combos, synergies, and tactics include:
Betrayal -> Multiple combos include:
Black Obelisk -> Gives early mana advantage that can translate into a huge power spike with an early Balor, Lord of Destruction, or Legion of Gall. Triggers Enraged Familiar's ability.
Pith Imp and Accusation -> Early targeted card denial to slow your opponent. (Accusation can target sites)
War Horse -> Gives incredible mobility when combined with Persecutor's movement ability.
Cerberus in Chains -> The slight disadvantage of turning off Persecutors movement towards the closest evil is, in my opinion, outweighed by it's strong early board presence and rarity unlock for Demonic Contract. Cerberus wielding Peacemaker Arbalest is a terror that consistently hits for 6-7. +1 dmg from branded Evil. +1 dmg from Eclipse. +1 dmg from Desecrated Ground. +1 dmg from Road to Perdition.
Demonic Contract -> Consistently pulls Elite and Unique rarity cards because of the high concentration of Elite/Unique Demons. Can trigger The Inquisition for card denial and a 3 power body.
Willing Tribute -> Essentially Double Strike for Evil minions
Begone! -> The most efficient single target removal when paired with Persecutor's ability.
Vindictive Nation -> Punishes your opponent for site modification or destruction. Counters water element mechanics like Flooded.
Daperyll Vampire + Peacemaker Arbalest = Effective lifesteal and minon removal at range.
Sir Lamorak -> Deathrites still trigger when sacrificing a minion, so this is a pseudo board clear that can be triggered by Demonic Contract.
Desecrate -> Easily one of the best Evil synergy cards in the game. Threshold removal to stall your opponent + a free strike (4-5 dmg average) + an empowered site for Evil minions. A prime target for Demonic Contract.
Hellmouth -> Protection from Earthquake and Bury and usually ensures Pith Imp's card will remain stolen permanently. (except against water element decks)