Why Hermit Druid is banned

by ShinyPidgey on 05 October 2011

Main Deck (60 cards)

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Deck Description

A concept I've been fooling around with. What the idea is me and each of my friends chooses a card on the Legacy ban list, and plays as if it were unbanned (with some you can't choose like Black Lotus and what not). So this one was for Hermit Druid.

The deck plays out by activating Hermit Druid. That simple. To elaborate, in a deck with no basic lands, this mills your entire library. doing so automatically put's 4 Narcomoeba into play, which are saced to Dread Return to bring back Flame-Kin Zealot, which causes Bridge from Below to activate giving you Zombie tokens with haste. The 4th Narcomoeba and Hermit Druid are saced to Cabal Therapy to get rid of any counter magic.

Deck Tags

  • Fun

Deck at a Glance

Social Stats

3
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This deck has been viewed 16,477 times.

Mana Curve

Mana Symbol Occurrence

12816212

Card Legality

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

Deck discussion for Why Hermit Druid is banned

Wouldn't you just lose the moment you activated Hermit Druid's ability, because after revealing the last card in your deck you could no longer reveal any cards, but since you haven't revealed a basic land card you would lose?

0
Posted 05 October 2011 at 22:38

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Nope. Decking yourself only applies to drawing cards. Revealing the top card of an empty library just causes the effect to end and resolve, putting all cards that were revealed into your graveyard, and since no basic land was revealed, it resolves doing nothing.

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Posted 05 October 2011 at 23:21

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True. The new Laboratory Maniac would work well if he was out first. Otherwise the hermit will mill you to death.

The Hermit's ability resolves before you attack and as soon as you can no longer draw a card, you lose

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Posted 05 October 2011 at 23:25

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102.3c When a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, and then loses the game the next time a player would receive priority. (This is a state-based effect. See rule 420.)

You only lose when you draw a card without any cards in your library. Nothing to do with revealing or puting to the graveyard.

1
Posted 06 October 2011 at 00:32

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Okay then. Learn something new every day :) Good deck bro

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Posted 06 October 2011 at 04:26

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Hi ShinyPidgey,

You asked me to look at your deck. Well this a pretty solid dredge deck. I haven't made many dredge decks but just posted one recently that is really inexpense to make.

See Really Cheap Dredge Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=237010.

Some Suggestions
Add 2 Cabal Therapy cut 2 Gitaxian Probe. More utility to dump cards in hand (both yours or opponent) is more useful card draw and know what is in opponent's hand

4 Ichorid instead of Elvish Spirit Guides - Add more threats to deck more utility than suprise mana source especially because you aren't running any Autumn's Veil or Avoid Fate. Don't think possible early mana is that important to your deck.

Gemstone Mine instead of Lotus Petal - slightly longer lasting any color mana source I think slightly better than possible early extra mana.





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Posted 06 October 2011 at 04:39

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But here's the thing, this isn't exactly dredge, as a matter of fact, the only real similarities is how we win. Dredge combos their mill's together to mill their entire library about turn 3. This deck activates Hermit Druid and has it all happen automatically. Since after HD is activated, we will have no turns left after this turn, we need to win right there. This means we won't be able to recur any Ichorids past that, so those won't actually help. Also, once we activate HD, we also automatically have 5 creatures out (HD and the 4 Narcomoeba). Since we need 3 for Dread Return, we only have 2 available to us, which is perfect as we have 1 to activate Cabal Therapy to see their hand (if you didn't cast Gitaxian Probe) and another to get rid of any counters. Adding 2 more would just be wasting space, and having a GP allows you to see your opponents hand before casting CT in case they have multiple different counters (such as MUC tends to do with their what, 6 different counters they use I believe). Lotus Petal and ESG are important as they allow for a turn 2 win (which even with infinite mana, is the fastest this deck can win). ESG also acts as a bit of protection against Daze. Gemstone Cavern is almost useless, as we only use UG as apposed to Dredge which needs sources for WUB maindeck, and all 5 post-board. Since this is a combo deck, and an almost extremely all in one, fast mana is incredibly important.

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Posted 07 October 2011 at 23:58

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This deck is genious. I would consider adding labroratory maniac tho as a backup win-con. Awesome job bro, +1 =)

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Posted 20 March 2012 at 23:48

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