The way I see it, is that even though hermit druid requires less mana, It's still slower, because you have to play it, and then have your opponent look at for an entire turn, before you have to make another green mana to activate it.
The result is a combo that ultimately slower than the oops, all spells combo.
Am I missing something in thinking this?
EDIT: I've just realized that there's a sticky for this kind of topic. I'd delete this thread and post there if I could, but I can't.
Well before the move happens this can be resolved fairly fast.
You mention the "oops" deck. Now imagine it with land so it can play spells too if needed. The result is a more resilient combo deck that can better protect its combo. Turn 2 with protection is better then turn 1 without. Also not being all in is a huge plus.
I think that covers what you were probably missing.
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------------------- Keep Abiding or Get Mangled ------------------
Druid is not safe, period.
There are several cards that will never be safe unless there are MAJOR changes to the mata-game, Hermit Druid, Flash, Bazaar of Baghdad, etc. None of these are even worth considering unbanning.
I own all the cards for oops, and spent a month goldfishing it, It is a true glass cannon, with allot of power and allot of fragility, Druid kills 1 turn later, but is easier to drop since you only need 2 mana, and can run lands, and has enough cards left in the deck for protection and card selection effects.
The version I remember milled your deck and then you reanimated a hasty sutured ghoul ( a 26/26 or so) via dragons breath and exiling some janky krosan cloudscrapper's. Theoretically it should be even stronger now with narcomoebas, etc.
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You play a deck with zero basic lands as its drawback (real big downside, right?) and once you tap Hermit Druid he will proceed to mill your entire deck because the lack of basics. The combo itself is milling Narcomoebas to play them for free, then sacrificing them to flashback Dread Return. Reanimate something like Angel of Glory's Rise which then triggers to reanimate all humans in your graveyard which will bring back Azami, Lady of Scrolls and Laboratory Maniac. Tap Azami or Maniac to activate Azami's ability drawing a card, and Maniac's win condition will then occur because you have zero cards in your library.
The deck can basically build itself from there. Run a singleton Bridge from Below and some number of Cabal Therapy and you can now sacrifice all the Narcomoebas to make your opponent discard any relevant disruption before casting Dread Return to win; they will get replaced by zombies so you still have enough creatures to flashback Dread Return. The Therapies will allow you to hit countermagic, Stifle, or what have you, and can also just be hardcasted before running out Hermit Druid to hit your opponent's removal spells.
Your deck can't run basics anyways so you mine as well be running a full set of Cavern of Souls which will stop your opponent from countering Hermit Druid, and as already said the Therapies will stop them from countering Dread Return. You can also run Aether Vial for additional protection against countermagic if you wanted.
Cantrips and countermagic of your own? Sure!
The combo shell is light enough that you can basically customize your deck to your needs. Hermit Druid would be excellent in fast all in versions looking to power out turn 1 Hermit Druid with Chrome Mox and other fast mana. It would be excellent in controlling shells looking to play a ton of countermagic for protection and disruption of its own. It would be excellent in aggressive versions looking to play other creatures like Goyf, Thalia, etc. as a strong Plan B. I firmly believe that Hermit Druid would become the best combo deck, best control deck, and best aggro deck in the format through its variations.
The way I see it, is that even though hermit druid requires less mana, It's still slower, because you have to play it, and then have your opponent look at for an entire turn, before you have to make another green mana to activate it.
The result is a combo that ultimately slower than the oops, all spells combo.
Am I missing something in thinking this?
EDIT: I've just realized that there's a sticky for this kind of topic. I'd delete this thread and post there if I could, but I can't.
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You mention the "oops" deck. Now imagine it with land so it can play spells too if needed. The result is a more resilient combo deck that can better protect its combo. Turn 2 with protection is better then turn 1 without. Also not being all in is a huge plus.
I think that covers what you were probably missing.
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Tiny Leaders Overlord
Basically, it's a combo alone, which makes it extremely powerful. Just it + protection wins.
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There are several cards that will never be safe unless there are MAJOR changes to the mata-game, Hermit Druid, Flash, Bazaar of Baghdad, etc. None of these are even worth considering unbanning.
I own all the cards for oops, and spent a month goldfishing it, It is a true glass cannon, with allot of power and allot of fragility, Druid kills 1 turn later, but is easier to drop since you only need 2 mana, and can run lands, and has enough cards left in the deck for protection and card selection effects.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
You play a deck with zero basic lands as its drawback (real big downside, right?) and once you tap Hermit Druid he will proceed to mill your entire deck because the lack of basics. The combo itself is milling Narcomoebas to play them for free, then sacrificing them to flashback Dread Return. Reanimate something like Angel of Glory's Rise which then triggers to reanimate all humans in your graveyard which will bring back Azami, Lady of Scrolls and Laboratory Maniac. Tap Azami or Maniac to activate Azami's ability drawing a card, and Maniac's win condition will then occur because you have zero cards in your library.
The deck can basically build itself from there. Run a singleton Bridge from Below and some number of Cabal Therapy and you can now sacrifice all the Narcomoebas to make your opponent discard any relevant disruption before casting Dread Return to win; they will get replaced by zombies so you still have enough creatures to flashback Dread Return. The Therapies will allow you to hit countermagic, Stifle, or what have you, and can also just be hardcasted before running out Hermit Druid to hit your opponent's removal spells.
Your deck can't run basics anyways so you mine as well be running a full set of Cavern of Souls which will stop your opponent from countering Hermit Druid, and as already said the Therapies will stop them from countering Dread Return. You can also run Aether Vial for additional protection against countermagic if you wanted.
Cantrips and countermagic of your own? Sure!
The combo shell is light enough that you can basically customize your deck to your needs. Hermit Druid would be excellent in fast all in versions looking to power out turn 1 Hermit Druid with Chrome Mox and other fast mana. It would be excellent in controlling shells looking to play a ton of countermagic for protection and disruption of its own. It would be excellent in aggressive versions looking to play other creatures like Goyf, Thalia, etc. as a strong Plan B. I firmly believe that Hermit Druid would become the best combo deck, best control deck, and best aggro deck in the format through its variations.