Hermit Druid?? What Deck??

Beyond Dominia: The Type 1.5/1.X Magic Mill: Hermit Druid?? What Deck??

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By Camron on Saturday, December 29, 2001 - 12:21 am:

Does anybody have the deck list that runs the hermit druids, squees and kovorkian horrors??


By luke_twigger on Saturday, December 29, 2001 - 06:17 am:

Look at the deck played at (IIRC) GP Las Vegas by Team YMG called "Wild Zombies".

http://www.wizards.com/sideboard/event.asp?event=GPLV01

It looked a bit like this:

17 Non-basic lands (Bayou, Badlands, etc)
3 Basic lands
4 Elvish Spirit Guide (to allow 1st turn Hermit Druid)

4 Hermit Druid
4 Krovikan Horror, 4 Squee, 4 Ashen Ghoul
4 Zombie Infestation, 4 Wild Mongrel
4 Duress

The other cards seemed to vary from player to player, some had maindeck Furnances, some Call of the Herd, Emerald Charm, Firestorm, etc.

Luke


By Loser on Saturday, December 29, 2001 - 10:46 am:

the newer version's don't run spirit guides... they just didn't do enough.


By Camron on Saturday, December 29, 2001 - 11:41 am:

Main Deck
4 Badlands
4 Bayou
1 City of Brass
4 Llanowar Wastes
3 Swamp
4 Taiga

4 Ashen Ghoul
4 Elvish Spirit Guide
4 Hermit Druid
4 Krovikan Horror
4 Squee, Goblin Nabob
4 Wild Mongrel

1 Buried Alive
4 Duress
1 Emerald Charm
1 Firestorm
1 Phyrexian Furnace
4 Vampiric Tutor
4 Zombie Infestation

Sideboard
4 Call of the Herd
2 Emerald Charm
1 Firestorm
1 Ground Seal
1 Mountain
1 Null Rod
1 Phyrexian Furnace
4 Pyroblast

Why not run the spirit guides? What has replaced them?


By ATW on Saturday, December 29, 2001 - 12:11 pm:

The Spirit Guides let you play the Hermit Druid on turn 1 so that it can't be countered.

I don't play against the YMG crowd but I have read every Wild Zombie article on the Sideboard, Neutral Ground, Brainburst, 7Towers, MTGParadise, MTGPlanet, Pojo, Star City. All of them that I remember seeing run 4 Spirit Guides.

If people aren't running the Spirit Guides any more, they're keeping it a pretty good secret.


By Loser on Saturday, December 29, 2001 - 10:29 pm:

4 Taiga
4 Badlands
4 Bayou
2 Swamp
1 Mountain
1 Forest
1 Gemstone Mine
3 Llanowar Wastes
1 Undiscovered Paradise
4 Krovikan Horror
4 Wild Mongrel
4 Ashen Ghoul
4 Hermit Druid
4 Squee, Goblin Nabob
4 Vampiric Tutor
4 Zombie Infestation
4 Buried Alive
3 Firestorm
4 Duress

this is the version that t8'd @ gp sendai. this was the highest and most recent place for this deck to earn so...


By ATW on Sunday, December 30, 2001 - 12:44 pm:

You're right. I missed that in his decklist.

These are his matchups in the GP

Round 1 Bye
Round 2 Bye
Round 3 Bye
Round 4 ?
Round 5 ?
Round 6 Rock
Round 7 ID
Round 8 Rock
Round 9 Three Duece
Round 10 Zombie Go
Round 11 PT Junk
Round 12 Miracle Grow
Round 13 ID
Round 14 Wild Zombie

He faced at least two and maybe as many as four decks in 14 rounds which had any counterspells at all. If that's the kind of matchups you are expecting in your local tournaments, there's not much need for the Spirit Guides.

In his quarterfinals feature match against Donate, his only Hermit Druid cast in either match was countered on turn 2.

The Spirit Guides let you mulligan more aggressively and accelerate you on turn one to get you passed counterspells. It doesn't do much beyond that just like Dark Ritual doesn't do much once you have plenty of mana available.

How much mana acceleration you need in a combo deck is always a judgement call. Personally I'd run them maindeck and side them out when playing slow non-blue decks.


By eric spinelli on Tuesday, January 08, 2002 - 06:44 pm:

what does this deck do exactly i am new to magic and the only thing i see it doing is milling yourself


By ControlUU on Tuesday, January 08, 2002 - 09:03 pm:

For those of you whom know extended as I do, I once got my but rocked, by a hermit deck, turn 4 kill...ouch...was pretty kewl too...


By ATW on Wednesday, January 09, 2002 - 12:13 am:

"what does this deck do exactly i am new to magic and the only thing i see it doing is milling yourself"

That's exactly what its supposed to do. Some of the creatures in the deck come back into play automatically from the graveyard. Others return from your graveyard to your hand to be discarded over and over to the Zombie Infestation.

If you mill yourself early, you can overrun almost any other deck with several creatures popping up out of the graveyard before they have the chance to get set up. Also the creatures coming back from the graveyard can't be counterspelled since technically you aren't casting them, its just an ability of the card.


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