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1  Eternal Formats / Creative / Re: Angry Hermit MkII on: April 20, 2007, 01:04:24 am
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.
2  Eternal Formats / Creative / Re: Angry Hermit MkII on: April 17, 2007, 12:35:56 pm
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.
3  Eternal Formats / Creative / Re: [Deck] Time Grunt on: April 16, 2007, 12:43:13 pm
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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