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Eternal Formats / Creative / Re: Angry Hermit MkII
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on: April 20, 2007, 01:04:24 am
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Hmmm ...
That is a very interesting and original twist on the idea. One potential concern would be the number of potentially dead cards that this kill adds. The 4 Narcs, 2 Dread, 4 Bridge, 1 Gurzigost, 2 Zealot, 1 Legacy Weapon are all pretty much uncastable if they end up in an opening hand or come up on a draw. Have you run into any problems with this.
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Eternal Formats / Creative / Re: Angry Hermit MkII
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on: April 17, 2007, 12:35:56 pm
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Here is a very rough attempt and some thoughts about card choices:
Land 2 Tropical Island 2 Bayou 2 Windswept Hearth 2 Wooded Foothills 3 Bazaar of Baghdad 2 Polluted Delta
Creatures 3 Hermit Druid 1 Sutured Ghoul 4 Narcomoeba 4 Street Wraith 3 Elvish Spirit Guide 1 Sundering Titan
Mana Artifacts 5 Mox 1 Crypt 1 Lotus 1 LED 1 Lotus Petal
Spells 1 Dread Return 1 Dragon's Breath 1 Dragon's Fangs 4 Force of Will 4 Brainstorm 4 Cabal Therapy 1 Tinker 3 Living Wish 1 Demonic Tutor 1 Vampiric Tutor 1 Ancestral (Edit - OOPS)
Sideboard 1 Hermit Druid 1 Forest 1 Bazaar 3 Chain of Vapor and whatever else
OK. My list is very rough (especially the mana base!), so feel free to change it around. I took out the Cloudscrapers because they are useless except for feeding a ghoul. Sundering Titan gives a bit of a plan B with Tinker. With the Street Wraith (cycling 2 life) you can easily push the Ghoul over 20 and a bit higher with the ESG, Druids, and Narcs. I keep finding that there is the potential for a hand to get cluttered with useless things, so I added in the Bazaar as a way to toss things in the grave and add some draw. I like the Living Wish idea for Druids 4 - 6 and also yanking a Bazaar or Forest in a pinch. I went with 4 Narcs because I really like the double Cabal Therapy before Dread Return. Also, Narcs can pitch to FOW. Finally, I put more blue than black because game 2 it will probably be necessary to chain of vapor something before activating the Druid.
As far as this concept goes, I only see it really functioning as a really quick combo. Too many useless cards to draw into. The druid is very fragile and I really only see being able to protect him for about 1 turn. After he pops, however, you can probably ride the Therapies pretty easy for the win (although an ancestral recall will ruin your day).
Anyway, just some thoughts. I may be taking this concept down the wrong road, but I think at least it's worth some discussion.
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Eternal Formats / Creative / Re: [Deck] Time Grunt
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on: April 16, 2007, 12:43:13 pm
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Hi. Long time lurker.
I was actually thinking about the hermit skeleton. I think it gets quite a boost with a future sight card:
Narcomoeba 1U Creature - Illusion Flying When Narcomoeba is put in a graveyard from your library, you may put it into play. 1/1
Activate druid. 4 Narcomoeba into play. Flashback 2 cabal therapy. Flashback Dread Return for the Ghoul. Win.
Doesn't seem too shabby for 2 turns and 3 mana. Can probably pack the rest of the deck with free counters or more discard and some utility.
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