Hi there,
I was browsing old deck archetypes and tried to tune them into (semi-)viable vintage decks. I finally came to this:
Angry Ghoul3x Hermit Druid
3x Narcomoeba
1x Sutured Ghoul
1x Dread Return
1x Dragon Breath
1x Bridge from Below
2x Cabal Therapy
4x Thoughtseize
4x Aether Vial
4x Vexing Shusher
4x Wild Cantor
4x Wild Mongrel
3x Tarmogoyf
4x Living Wish
1x Ancient Grudge
4x Wooded Foothills
3x Windswept Heath
1x Taiga
4x Bayou
1x Forest
5x Mox
1x Black Lotus
1x Lotus Petal
Sideboard
1x Hermit Druid
1x Tarmogoyf
1x Ingot Chewer
1x Yixlid Jailer
1x Bazaar of Baghdad
2x Cabal Therapy
4x Duress
4x Bitter Ordeal
The basic plan is to fetch your lonely Forest, resolve a Hermit Druid and activate it.
You mill your whole library and put the Narcomoebas into play.
Then you Cabal Therapy your opponent once or twice to get rid of counters. Bridge from Below replaces sacced creatures here.
Then Dread Return gets Sutured Ghoul into play, you put Dragon Breath on it, remove Tarmogoyfs, Mongrels etc. for the ghoul and swing for the win.
Some notes on specific cards:
Cabal Therapy - Use this one wisely. You might want to therapy yourself after activating the hermit to put combo pieces into your yard. It builds up gravestorm quite nicely after sideboarding (see below).
Bridge from Below - This is not always needed. I tested versions of this deck without it but found it to be too useful and synergistic to cut it. It shines when you can't get enough moebas into play while comboing due to having them in hand. With bridge you can combo with druid + 2 creatures and double therapy protection. Being able to double therapy becomes even more improtant when you are holding combo parts iin hand.
Since there is no turning back after activating the druid (empty library), you have to make sure that you win now.
Aether Vial - This card is core to the deck. Short of land - mox - hermit one of the best plays you usually make on turn one is land - vial. It helps to get your druid (and other critters) past counters and accelerates nicely with wild cantor.
Furthermore it provides protection vs Wasteland, which can get painful in a deck without basics.
Wild Cantor - Again this one protects you from wastes. It is a nice turn one drop vs spheres.dec and enables a 2nd turn Thoughtseize - Hermit Druid play. Builds up gravestorm g2 and 3 vs storm.dec (see below).
Wild Mongrel - This one gets combo pieces in the yard where they belong. Additionally it teams up along with goyfs and shushers to go into the red zone, when comboing seems impossible.
Tarmogoyf - Goyfs and mongrels constitute the heart of your plan b - going aggro.
It should be noted that Tarmogoyf is checking its p/t even in the graveyard. So it is a useful creature for the ghoul to devour (even if the printed cardtext on Sutured Ghoul says otherwise).
Ancient Grudge - It seems to be random as a 1-of. However it tends to be randomly good (guess this is the defintion of randomness

) I guess this is a wild card slot. I'm leaning to replacing it with the 4th Windswept Heath.
Basic Forest - I understand that this can randomly wreck your plans when comboing. Most of the time however you fetch before comboing, so there is no real drawback.
Having a solid turn one wasteland-proof basic forest and a permanent mana source to activate your druid is quite strong.
Cards that I did not include:
Lion's Eye Diamond - Living Wish + Diamond is occasionally nice. Furthermore it discards combo pieces. I fount it dead too often. So it got cut.
Crimson Wisps - I wanted a way to haste my Hermit Druids. However I realized this was win more. Nevertheless Crimson Wisps is not bad in the deck since it almost always at least cycles itself.
Cephalid Illusionist +
Lightning Greaves +
Shuko (or en-Kors) - At first I tinkered with a "Cephalid Breakfast/Angry Ghoul"-hybrid list but fount it too clunky. It was quite fun to play actually and very fast but also very inconsistent.
Summoner's Pact - I really wish to find a way that makes this one viable as a core card to fetch Hermit Druid. I cannot find a way, maybe somebody else can.
Let's explain the sideboard choices:
I think the wish targets are self-explanatory. A brief note on Yixlid Jailer. It's there to help against Ichorid but also completely shuts off your combo since you have no means to get rid of it. Maybe this should be replaced with Faerie Macabre.
Duress, therapies and
Bitter Ordeal come in against storm combo and oath or whenever you fear massive graveyard hate.
I feel that storm is the worst matchup for this Angry Ghoul pile. You can occasionally race them game 1 (a.k.a. the "Land-Mox-Druid-Hand") but you usually don't. Post-board your plan is to resolve Bitter Ordeal asap. Most of the time your gravestorm should range between 1 and 3 between fetches, therapies and cantors.
Well, there are some other things that I could say about the deck but i think this is already long enough and can be discussed.
I would appreciate any advice how I can fit Summoner's Pact into this deck and maybe a viable draw engine. For example should Dark Confidant replace some Mongrels? Let me hear!
thx for reading