How well do you think NarcoBridge with Hermit Druids would do in Type1?
Main Cards:
4 Hermit Druid
4 Bridge From Below
4 Narcomoeba
4 Dread Return
2 Flame Kin Zealot
4 City of Brass
4 Undiscovered Paradise
4 Gemstome Mine
2 Tarnished Citadel
Ideal play would be:
1st turn: Play City of Brass (or other 5 color land) and a Mox of some sort (or Lotus Petal). Tap both to cast Hermit Druid.
2nd turn: Activate Hermit Druid. Since there are no basic lands in the deck, you basically put the entire library into the graveyard. All 4 Narcomoebas come out and you have all 4 Bridges in the GY. Sacrifice 3 of the 'Moebas to flashback a Dread Return, bring out a Zealot and swing away.
As far as the rest of the deck, I was thinking some free counterspells(Force of Will, Pact of Negation) to stop Mogg Fanatics and help against your opponents free counterspells.
The main problem I see is that if something happens and you dont win the turn you activate Hermit Druid you are screwed because next turn when you attempt to draw and cant, you lose. Any advise or criticism is welcome.
Some combination of Cabal Therapies and Duress would suffice. Probably something like 2-3x Cabal Therapy + 4x Duress/Thoughtseize. And, of course add the black tutors to find Hermit Druid.
In what way is this better than Ichorid? I cant think of any reason that this is superior to bazaar? In both decks you are mulling to a card there is only 4 of in the deck.
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I guess the only "advantage" it has is that it doesn't waste 8-12 card slots just so he can go through his entire library. A resolved and protected hermit druid can do this alone.
Though how much "advantage" this brings, who knows, since now you have to cast the druid turn 1-2, and protect it for 1 whole turn. That's alot of time to cover. Both decks might kill the same way, but I don't think they will set up the same way. They might have the same combo, but Dredge depends on the keyword, Dredge. So card draw (bazaar) and all that stuff. This one only needs a druid activation once.
It's a cool idea, but you need to playtest rigorously to change this from just an idea to a viable deck.
I think this deck is more reminiscent of Hermit/Sutured Ghoul than Ichorid. In fact, I bet you can fit the Sututred Ghoul combo in there no problem.
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I figured all I need is to get a Druid into play and protect it long enough to activate it. I put together a mock-up version and if I have to mulligan down to 3 cards to get a druid in my opening hand it can still work, just limits my ability to protect it.
My local metagame is not going to maindeck leylines because no one plays any version of this deck, but what other cards/decks could this deck have trouble with and what could I use against them. The three most dominant decks at my local scene is Intruder Alarm combo, Ravager Affinity, and a red sligh. I expect to see tormods crypts, mogg fanatics, and FoW.
Your primary weakness compared to Manaless Ichorid is that you have to cast spells. Without resolving Hermit Druid, keeping him out for a turn, and resolving Dread Return you can't win the game. This does make you more vulnerable to countermagic, but it does also mean that Stax can drop a first-turn Sphere of Resistance and buy themselves enough time to set up a situation where you're never going to have the ability to resolve a Hermit Druid and keep it in play.
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Main Cards:
4 Hermit Druid
4 Bridge From Below
4 Narcomoeba
4 Dread Return
2 Flame Kin Zealot
4 City of Brass
4 Undiscovered Paradise
4 Gemstome Mine
2 Tarnished Citadel
Ideal play would be:
1st turn: Play City of Brass (or other 5 color land) and a Mox of some sort (or Lotus Petal). Tap both to cast Hermit Druid.
2nd turn: Activate Hermit Druid. Since there are no basic lands in the deck, you basically put the entire library into the graveyard. All 4 Narcomoebas come out and you have all 4 Bridges in the GY. Sacrifice 3 of the 'Moebas to flashback a Dread Return, bring out a Zealot and swing away.
As far as the rest of the deck, I was thinking some free counterspells(Force of Will, Pact of Negation) to stop Mogg Fanatics and help against your opponents free counterspells.
The main problem I see is that if something happens and you dont win the turn you activate Hermit Druid you are screwed because next turn when you attempt to draw and cant, you lose. Any advise or criticism is welcome.
Moved to Deck Ideas and Development.
Though how much "advantage" this brings, who knows, since now you have to cast the druid turn 1-2, and protect it for 1 whole turn. That's alot of time to cover. Both decks might kill the same way, but I don't think they will set up the same way. They might have the same combo, but Dredge depends on the keyword, Dredge. So card draw (bazaar) and all that stuff. This one only needs a druid activation once.
It's a cool idea, but you need to playtest rigorously to change this from just an idea to a viable deck.
I think this deck is more reminiscent of Hermit/Sutured Ghoul than Ichorid. In fact, I bet you can fit the Sututred Ghoul combo in there no problem.
Check out my pauper cube!
and thanks to PurpleD @ [<--- Left Play Design <---] for making this awesome banner!
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My local metagame is not going to maindeck leylines because no one plays any version of this deck, but what other cards/decks could this deck have trouble with and what could I use against them. The three most dominant decks at my local scene is Intruder Alarm combo, Ravager Affinity, and a red sligh. I expect to see tormods crypts, mogg fanatics, and FoW.
It is lunacy, because he will always shuffle back into your library... Unless you were looking for something to prevent milling yourself out.