Hermit (stripped)

by msquared on 23 February 2013

Main Deck (86 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Simply put, this is the stripped down version of my Hermit deck. My standard Hermit deck is much larger, and is designed for multi-player casual play. THIS deck has many individual threat removers left out (either single target enchantments like Guard Duty, or single target spells like Exile). This version focuses more heavily on overwhelming one opponent with massive deck depletion and card exile effects. Most of the higher cost artifacts and enchantments have also been removed.

In multiplayer play, this deck wouldn't fair as well, since it has few answers to the massive number of creatures that would hit the field. This deck is solely designed to deplete ONE opponent's library, counter as many spells as possible and race to the finish line. That being said, IF you get Spellbook on the field early, and can build up a massive hand size...Solitary Confinement can defend you until you are able to finish off your opponent's library.

The full size Hermit deck is evenly balanced 33% Blue/White/Black...THIS version has very few white spells, about half as many as Black, and half as many black as Blue (which constitutes half of the spells). So I'm not certain if the mana balance is perfect, if not, swap out some K/W mana producing lands for a few more U producing lands (I have tons of non-basic lands that can do the trick).

(For more info on the Hermit deck, ie Why it has no creatures? What the theme of the deck is? etc see my other Hermit deck listing)

How to Play

With a diverse selection of non-basic lands and half the artifacts generating mana, powering your spells shouldn't be an issue. Get as much mana onto the field as possible so "X" factor spells can get their maximum effect. Start depletion on turn 1 and keep the pressure on. This deck's only answer to big threats is counterspells, so always leave an out once mana is available. Since so many lands come into play tapped, getting the ideal opening hand is crucial, and the order of land placement even more so. Try to return lands to your hand that DON'T come into play tapped (when given that option). This deck almost always needs a mulligan, the more lands in your opening hand the better...if not, be sure to get those low cost spells in hand NOT the ones that cost 4-6.

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 380 times.

Mana Curve

Mana Symbol Occurrence

11392300

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Hermit (stripped)

Doesn't work yet. A strong Mill strategy, with nothing to support it. My full size Hermit deck has more tools, but it's too big and too expensive to make it viable in head-to-head duels. I think I need to cut the number of Mill effects (not eliminate them, just reduce the number) and supplement them with more creature removal. I can't win the game by taking my opponent's life to 0, I can ONLY win if I deplete his library to 0, so finding the right balance is crucial. Also, I'm debating in my head whether or not to throw in some basic lands...Islands, Plains and Swamps...though I like the flexibility of the dual and tri color lands, most either come into play tapped, or force me to return land to my hand, which makes the deck a bit slow. As it's not a creature deck, it doesn't NEED fast mana, but having it in play would make creature removing instants easier to play the first three rounds before larger cost artifacts and enchantments are brought to bear. Needs tweaking.

0
Posted 02 April 2013 at 20:05

Permalink